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behemeth

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About behemeth

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    Lance Corporal

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  1. Hi all, I'm trying to make a mission consisting of multiple submissions. Sometimes, when one submission goal is achieved I want to do a cutscene to do some story telling (very simple, only text). I saw the use of cutText for Intros and tried this. It simply fades the screen black and gives some text on the black screen. However, the engine around me continues to simulate. Which leads to the possibility of being shot (and even if not getting directly shot at, it's a stupid feeling when you hear gunshots by AI but are blacked out from the scene. Is there a typical way how to deal with it? Like freezing the simulation or a different approach to display text in a nice way for some storytelling (I tried systemChat, but somehow this doesn't seem very prominent...) Thanks!
  2. If someone else is looking for a convenient solution CBA offers removeWeaponCargo. It basically seems to do what I wrote as a possibility: removing the targeted weapon and strapping all other weapons of the attachments and storing them separately in the container. It's not perfect, but at least the attachments aren't lost: https://cbateam.github.io/CBA_A3/docs/files/common/fnc_removeWeaponCargo-sqf.html
  3. Thanks a lot for the heads-up. If that command is not working, I guess the only chance to remove an item from the cargo without deleting attachments of the other weapons, when adding them back after the clearWeaponCargo, is using weaponsItemsCargo. After clearing the cargo one could add the weapons and the stripped of attachements as known by weaponsItemsCargo back to the container. If anyone can think of a better solution please let me know.
  4. I don't know... I'm still looking for information about what the arguments weaponID and creatorID could be... but I found nothing on those via google... that's why opened this thread...
  5. Hi @HazJ, thanks for the input, but I don't see the point... Sadly cargo doesn't behave like an array. I can ask for the container cargo with getWeaponCargo and of course I could use find and deleteAt on the returned array... This doesn't change the original cargo though. Up until now the only possibility is to clearWeaponCargo and add everything of the "cleansed" (via find, deleteAt) array. This is what I'm currently doing. This however looses all attachements on the weapons in the cargo...
  6. Hi all, I'm trying to remove a specific weapon (known by classname) from the cargo. The issue currently is that this seems only to be possible by clearing the complete weapon cargo and adding everything back but the weapon I want to remove. This however leads to issues as all attachements are lost. I found on the wiki the command "removeWeaponCargo", which possible could be used to delete only the weapon in question: https://community.bistudio.com/wiki/removeWeaponCargo. This uses weaponID and creatorID as arguments. Does anyone know what those are, and where I can find them for the given weapon I want to delete?
  7. @HazJ thanks, but no... I already knew those. They don't give the ammo count. See the posts above for the right ones (which are hard to google... at least I didn't find them before @gokitty1199 hint. Here the relevant ones: Adding magazines with specific ammo count to container: https://community.bistudio.com/wiki/addMagazineAmmoCargo Getting the magazines with respective ammo count in a container https://community.bistudio.com/wiki/magazinesAmmoCargo
  8. Thanks so much @gokitty1199, while it's not the exact command I needed (this seems to only give the vehicle's armament ammo), the command helped me to find magazinesAmmoCargo, which does exactly what I need! Also big thanks for providing the extremely helpful example code!
  9. Hey all, I'm, trying to find out the Ammo count of CfgMagazine objects in a vehicle/container. I know, I can retrieve the magazine from a container by using getMagazineCargo. However, this only returns the type of magazine and the total count of magazines... Nothing about the actual ammo in the magazines. I found that there now is a setMagazineAmmoCargo command which allows adding magazine with custom ammo count, which is great. Yet, I couldn't find a similar command, like the same as get, to solve my problem of knowing how much ammo is in the magazine in a container. I also tried a workaround with _unit action ["TakeMagazine", _container, _magazineString] to get the magazine and do a count outside the container... However, this only plays the "Take" animation but does nothing else. According to (old) posts, this action is broken. Sadly, the there exist posts reaching back to the Arma 2 days with the given questions and no answers could solve the problem. Maybe you've got some updates for me. Thanks!
  10. I found that it was not possible to have different groups in one vehicle. Use Case: You want to have a driver and a task force in a vehicle. The vehicle goes to a drop off point and the task force exits and both, vehicle and task force, continue their own specific waypoints. I changed the fn_main.sqf to allow for such: https://pastebin.com/XAV7qFkP I also provide an example mission of this use case: https://drive.google.com/open?id=1vp4wkuh64RN1PVGd27pDH28Ypkq9vvbc The changes for the additional groups within the vehicle are a little more invasive than the changes up to now. I did debug with 2 lives and it did work nicely. However, Jebus offers a lot of options, which I do not use yet and hence didn't test. So there's no guarantee the code changes will work for every possible scenario.
  11. Please try: fn_saveWaypoints.sqf: https://pastebin.com/PsQHy18h fn_applyWaypoints.sqf: https://pastebin.com/nTHdp7J7 I only tried it with Lives=1, but from what I understand it should also work with respawns. If it doesn't, please share the mission and I'll be happy to debug it.
  12. behemeth

    Ravage Mod

    Thanks for the info, sounds good! Just been wondering... actually I didn't notice that they were gone in all the hours I've been playing already :)
  13. behemeth

    Ravage Mod

    I don't see any powerlines on Altis when Ravage is loaded. Is that desired behavior? If not, is anyone experiencing the same?
  14. Didn't work with CBA_ModuleAttack etc. with the new pastebin it does work (even works with activation triggers added to the CBA Module) https://pastebin.com/qyRAJtev
  15. Updated to also allow additional stuff (bags, tools, camonets etc.): https://pastebin.com/B0He3jwZ Edit: just to clarify, with the changes you don't need the INIT parameter. You can basically just edit the vehicle in the editor (e.g. via "edit vehicle appearance") and in its basic init field. The stuff will be stored by the fn_main.sqf and pushed into the new spawned vehicle.
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