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gerhart

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About gerhart

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  1. Here ya' go https://github.com/acemod/ACE3/releases just keep scrolling down 😉
  2. Hello, I hate to say this but I'm here on behalf of an issue I've got since the most recent update. I'm making a mod based on the Overthrow mod and in that the player has the ability to use a work table to craft items. I have it so that the player could craft several things and among those were IED's, AP mines and tripwires. Since the update everything that dealt with explosives is somehow messed up and I was wondering if someone would be kind enough to maybe explain what changed so that I could fix this ability in my mod. Here is the code that worked previously and if needed I can produce screen shots of what the menu looked like before and after the update. By the way thank you for the great mod and I'm sorry that my first post in this thread is me asking for help. class CfgMagazines { class DemoCharge_Remote_Mag; class IEDUrbanSmall_Remote_Mag { ot_craftable = 1; ot_craftQuantity = 1; ot_craftRecipe = "[[""HandGrenade"",1],[""HandGrenade"",1],[""HandGrenade"",1],[""HandGrenade"",1],[""OT_Steel"",1]]"; }; class IEDLandSmall_Remote_Mag { ot_craftable = 1; ot_craftQuantity = 1; ot_craftRecipe = "[[""HandGrenade"",1],[""HandGrenade"",1],[""HandGrenade"",1],[""HandGrenade"",1],[""OT_Steel"",1]]"; }; class IEDUrbanBig_Remote_Mag { ot_craftable = 1; ot_craftQuantity = 1; ot_craftRecipe = "[[""CA_LauncherMagazine"",1],[""CA_LauncherMagazine"",1],[""ACE_Cellphone"",1]]"; }; class IEDLandBig_Remote_Mag { ot_craftable = 1; ot_craftQuantity = 1; ot_craftRecipe = "[[""CA_LauncherMagazine"",1],[""CA_LauncherMagazine"",1],[""ACE_Cellphone"",1]]"; }; class ACE_FlareTripMine_Mag { ot_craftable = 1; ot_craftQuantity = 2; ot_craftRecipe = "[[""FlareWhite_F"",2],[""ACE_rope12"",1]]"; }; class APERSTripMine_Wire_Mag { ot_craftable = 1; ot_craftQuantity = 2; ot_craftRecipe = "[[""HandGrenade"",1],[""HandGrenade"",1],[""ACE_rope12"",1]]"; }; class APERSBoundingMine_Range_Mag { ot_craftable = 1; ot_craftQuantity = 1; ot_craftRecipe = "[[""HandGrenade"",1],[""HandGrenade"",1],[""ACE_SpraypaintBlack"",1]]"; }; };
  3. @lv1234 most of these issues were taken care of in a recent update, at least for me. You might want to join the VA discord and see if there can be a solution found. There is more discussion and activity going on in the discord and more people tend to go there rather than this thread. You may find more immediate help in there.
  4. I got it figured out so this can be closed or locked whichever you choose
  5. I've tried so many different things such as ["Rocket" = ""CA_LauncherMagazine"",1], ['Rocket' = ""CA_LauncherMagazine"",1], [Rocket = ""CA_LauncherMagazine"",1] and with it reversed among other versions but I just can't figure it out. Does anyone have any idea on how to get that to read "Rocket" for the CA_LauncherMagazine in the recipe? Someone also mentioned to me about maybe using a child class but after searching online I really can't find anything that tells me how to get the child name. I used the Eden config viewer to get what I have now and I only see 'parent' I don't see child. I'll give another example of a recipe that works but I still need to find a way to change the name in the menu for the player. Here is one for an IED that uses (any) hand grenades as an ingredient. In the recipe on the menu screen it reads "m67 fragmentation grenade" or something to that, for every hand grenade no matter what it is. I would like for the "HandGrenade" in the code to read hand grenade in the recipe menu so the player knows they can use any hand grenade and not just an m67. Again I went with the most common denominator, which is "HandGrenade" to get the maximum result since this is using RHS and it has many varieties of hand grenades and to include the vanilla ones. Man I hope I'm not confusing anyone with my jibberish. class IEDUrbanSmall_Remote_Mag { ot_craftable = 1; ot_craftQuantity = 1; ot_craftRecipe = "[[""HandGrenade"",1],[""HandGrenade"",1],[""HandGrenade"",1],[""HandGrenade"",1],[""OT_Steel"",1]]"; };
  6. Hey all I need some help on getting something to read correctly. In Overthrow there is a crafting table that the player can use to craft items. I've got everything working right except for what the player actually is able to read for the ingredients needed for the recipe. Here is the code that I am using but I need "CA_LauncherMagazine" to read as "Rocket" in the menu screen the player sees. The recipe actually works and I had to use "CA_LauncherMagazine" so that the player could use almost any rocket for the ingredient. As you see in the image the 1x is blank afterwards and I need for it to read Rocket. I appreciate any help class IEDUrbanBig_Remote_Mag { ot_craftable = 1; ot_craftQuantity = 1; ot_craftRecipe = "[[""CA_LauncherMagazine"",1],[""CA_LauncherMagazine"",1],[""ACE_Cellphone"",1]]"; };
  7. gerhart

    Arma3 Videos

  8. gerhart

    Arma3 Videos

  9. gerhart

    LAMBS Improved Danger.fsm

    I've been using your mod in the mod Overthrow and notice that the civilian AI "try" to find cover but get stuck running in place. Now Overthrow has a danger.fsm in there so I was wondering if you think that there may be a conflict between the two. It also has vcom scripted into it but there was mention that vcom shouldn't be an issue. I would really appreciate your advice/suggestions on this
  10. gerhart

    Arma3 Videos

  11. Thanks Leopard20 I actually overlooked it several times while searching before. I feel like an idiot 😖
  12. Is there a way to change the menu key from "y"? If there is I can't seem to find it, by the way thank you so much for making this. I've used your older version for so long and appreciate you keeping up with this.
  13. gerhart

    Arma3 Videos

  14. gerhart

    Arma3 Videos

  15. Yup I'm getting this too. Everything is slowly showing as corrupt in the launcher
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