

blackmamb
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Maybe not apparent problems, but you're probably not gaining much by running both of them, except for a bit of useless script overhead. For example, both mods run around a custom danger.fsm, which will trigger most of the other features. One mod loaded after the other will overwrite most of it. I guess you could have some form of combination by loading ASR first to benefit from the config changes, then bCombat for the combat behaviour, but I don't know what bCombat does in terms of config from memory. You certainly wouldn't get ASR features like group intel sharing anyway, plus each mod is tailored to work with a certain set of configs. All in all, those are two different mods that tackle the same issues, and you should definitely choose one over the other.
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Spawning Pre-Set AI Units After Task is Complete
blackmamb replied to PsychoShadex's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think murk_spawn does exactly that. Have a look! -
Custom Items via Mission File
blackmamb replied to (GSG) Az's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
You can't define CfgMagazines classes in description.ext. The only attributes you can use in description.ext are listed here. -
AI Spawn Limitator - Spawning as AI Die
blackmamb replied to colinm9991's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmm. Maybe I've changed something else. Damn me and not documenting my stuff. How many units do you spawn each wave? -
AI Spawn Limitator - Spawning as AI Die
blackmamb replied to colinm9991's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The loop responsible for spawning in this script is at the very end of the script. Here's a modified version I used to somehow limit the number of units: http://pastebin.com/3eYYgGm5 Note that this doesn't really limit the number, it just waits until the total count of units is under 200 before starting a new wave. Knowing about how many units you spawn each wave, it's enough for me. Let's add that this script was originally written by Igneous01. -
Teleport vehicle with others players in.
blackmamb replied to sgt.cr@$h's topic in ARMA 3 - MISSION EDITING & SCRIPTING
onMapSingleClick "vehicle player setPos _pos; onMapSingleClick '';" Should teleport the vehicle and its crew/cargo as well. -
Looking for config/modeler to port over A2 Humvee to A3 (paying)
blackmamb replied to n_icomach's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Seems pretty obvious that the dude you'd pay would be making a commercial profit from it. -
Well, in any case, if anybody ends up interested in it, I can post an old script that I made a long time ago for A2 to modify the weapon/firemode selection. It's messy and not really pretty, I never really bothered to polish it as it was never released to the public, but pretty much what it does is use one key + mousewheel to select the weapons, and another to change the firemodes. The firemodes are memorized, so if you switch your AK to single, then switch to an RPG, and get back to the AK, it will still be in single mode. Obviously it would need a few modifications, but it would definitely allow for a more flexible use of firemodes.
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editing config.cpp to make rifles start off zoomed in more?
blackmamb replied to twisted's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Can't you just change your controls? Like assign your right-click to both Optics and Toggle zoom in? -
Need help with tactical reload script
blackmamb replied to HJohnson's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
A "Fired" EH should be enough to add the remaining bullet after the first is shot. You can't go to 31, but you can get back to 30 from 29. -
Assuming that the issue would be that you'd have to cycle through deployed/folded firemodes to get to the one you want, wouldn't it be a good idea to rearrange the way you select weapons and firemodes? So that deployed modes could only be accessed from other deployed modes or the corresponding folded mode. Obviously that would be a bit of work but that's still pretty easy to do.
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WailUnitl never ends on client howto get this working
blackmamb replied to jaapjolman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Assuming that you can indeed broadcast compiled code, you can't broadcast a local variable. Factories needs to be a global variable. -
Scripting Discussion (dev branch)
blackmamb replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Awesome. Great news. I'll create another ticket related to what I wrote earlier.- 1481 replies
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Executescript from link in briefing.
blackmamb replied to UbiquitousUK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
<execute expression='string'>Text</execute> or <executeClose expression='string'>Text</execute> iirc. -
Scripting Discussion (dev branch)
blackmamb replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
And that. And fix the AISFinishHeal, document setAIS and generally fix the handleHeal that's completely broken by the new engine-side healing.- 1481 replies
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