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Posts posted by ozdeadmeat
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yeah, it would be good to have maximum weight restrictions on aircraft also. Something that affects the aircrafts handling. That said, there should be a dump ordinance button also incase pilots take some damage and need to limp home.
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On 2/22/2017 at 2:29 AM, darksidesixofficial said:Unliekly, but possible. They could do something like what Firewill has done to the Ghosthawk. But since it's "Jet" DLC, they're mainly focused on that aspect, however, it's too early to tell. All we have to work with is the Wipeout.
Latest Dev patch confirms Jets and Helo's are getting this feature with Dynamic Loadouts becoming available on AH-99.
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7 hours ago, chortles said:I was thinking the config determining what options are accessible within the UI...?
Correct Chortles, I was considering some ability to stop players from equipment certain types of weapons. Similarly to the way Arsenal works currently where you can limit the weapons a player can select based on a whitelist. The Garage thing would be awesome but the last time i tried that in a multiplayer game it only spawns the vehicle local to the player and not on the server. If this has been fixed, awesome, if not, i don't see the point of using Garage for that kind of thing.
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This is gonna be so freaking awesome. Will there be an interface created to allow for vehicles to be loaded in game? Also, a white/black list function for various ordinance would also be good to implement. I can not wait for this to be implemented on the main branch.
Are there scripting command that can import and export vehicle ordinance / weaponry loadouts?
Thank you BIS, I am seriously looking forward to seeing this in game.
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So this is being run locally cause your using 'player'. How are u running this code?
Why are you checking if the player is different?
What is the expected outcome?
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How are you declaring the function?
Have a look here specificly the attribute section. There is an option called preInit. Make sure when you declare your function that you enabled that switch and you should be all good.
Let us know if your still having problems.
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Hi everyone,
I run the dedicated Server from my Arma3 folders as I find it easier to keep the workshop data up to date by using this method. I am however having difficulty running Arma 3 DS with mods now with the old -mod=@modname in the batch file i use to execute the DS. Does anyone have a fix for this, I haven't seen this issue mentioned anywhere else so I guess i am running a different config than most.
If there is a better method for keeping DS mods up to date via the workshop can you please enlighten me.
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Is there any planned support for Discord instead of TeamSpeak?
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Including spawned vehicles via the respawn vehicles module?
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wow, so the most popular mod for this game wont use the steam workshop due to the EULA of the steam workshop....... Must admit, most of the time organisations ask for IP rights is to remove the opportunity of IP creators suing content distributors. But hey, what do I know, I am just a gamer who is annoyed that RHS isnt on Steam for download like every other mod for Arma 3.
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is it just me or is that guy a bit of a drama queen.
I have not really noticed any improvements on my system with multi threading, thread one seems to cop the brunt of it with that core sitting around the 40% mark and the other cores are essentially idle. I would love to be able to use more of my 128GB of ram also, cant seem to get the game to use more than say 12GB of ram at any time. Frame rates are crap with setting objects and view distance to 12km also. My dual video cards don't get above 10% utilization either, so i can only assume the game doesn't know how to ask more of the hardware I have.
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Player == a real life person not an AI, If you have multiple people join your game it will execute for them on their PC also. You could try turning it into a function but i don't really see the point of this script because its spawning a dialog and the ai wont do shit with a dialog.
DoStuff = { //put this in your init.sqf //Execute by putting this into the init for the units. "" this call DoStuff; private ["_x", "_grp", "_unit", "_dude", "_includeAI", "_handleRespawn", "_forEachIndex"]; _dude = _this; if (!hasInterface) exitWith {}; params [["_includeAI", false], ["_handleRespawn", false]]; BFD_includeAI = _includeAI; BFD_fnc_refreshList = { _grp = []; {if (alive _x && vehicle _x isEqualTo _x) then {_grp pushBack _x}} forEach units group _dude; if (!BFD_includeAI) then {{if (!isPlayer _x) then {_grp deleteAt _forEachIndex}} forEach _grp}; _grp = _grp - [_dude]; lbClear 3; { lbAdd [3, format ["%1 (Grid %2)", name _x, mapGridPosition _x]]; lbSetData [3, _forEachIndex, netId _x]; } forEach _grp; }; BFD_fnc_deploy = { _unit = objectFromNetId (lbData [3, lbCurSel 3]); if (isNull _unit) exitWith {hint "No unit selected!"}; closeDialog 0; switch (stance _unit) do { case "STAND" : {_dude switchMove "amovpercmstpsraswrfldnon"}; case "CROUCH" : {_dude switchMove "amovpknlmstpsraswrfldnon"}; case "PRONE" : {_dude switchMove "amovppnemstpsraswrfldnon"}; default {}; }; _dude setPos (getPos _unit); }; BFD_fnc_showDialog = { _bool = createDialog "BFD_Dialog"; if (_bool) then {[] call BFD_fnc_refreshList}; }; if (_handleRespawn) then {_dude addEventHandler ["Respawn", {[] call BFD_fnc_showDialog}]}; };
Got a mission we can look at?
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ok stupid question, where are you executing this script from? Is it in an Event script or a unit Initialization?
Looking at all the 'player' variable being called I would recommend running it from the initplayerlocal.sqf and/or onPlayerRespawn.sqf if you plan on using it for multiplayer. NFI what your talking about with the CAS1 etc because the only variable mentioned is the player entity.
Event Scripts can be found here.
I think this is what you are after, you need to explain it better if its not.
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1) Could you add more details?
2) There is already script for radio jammer
---------- Post added at 09:50 ---------- Previous post was at 09:49 ----------
It is just because same keybinding...
---------- Post added at 09:54 ---------- Previous post was at 09:50 ----------
Check
https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API%3A-Functions#TFAR_fnc_isRadio
Also, to get "prototype" radio - just get parent class name.
---------- Post added at 09:54 ---------- Previous post was at 09:54 ----------
Are you sure plugins are updated?
---------- Post added at 09:55 ---------- Previous post was at 09:54 ----------
Try to run everything as admin, also, check TS plugin is enabled.
How do we get the parent class name when we dont know what kind of object the radios are?
Are they weapons? Vehicles? Items? Some code would be awesome, or better yet a function to do this for us cause this dynamic class name stuff is frustrating to work around.
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Myself and a few others I know do alot of DEV stuff with SQLite and some folks use it for simple stats tracking, leaving it it would be hugely appreciated. BTW, love your work and thank you for supplying IMO one of the most important extensions to the Arma 3 community. Life, Exile, Epoch, KOTH all wouldn't be as well received and as wide spread without your extension.
Is there any way you can put the wiki back online for us peasants who were just starting out with your extension until your new extension is available? I need SQLite myself so can't transfer yet.
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The Ability to allow External View in Vehicles but not when player would be a brilliant addition.
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Kinda sucks you cant do this in 3den actually.
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Anyone know where the extDB2 wiki went? all i get is 404 errors.
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Ok,
If you are looking to apply please have the following ready:
Proof of your dialogue work as a small mission.
Applicants will not be accepted without proof of work, a number of dev's have played the NDA card. If you have nothing to show me I am sorry but im not interested.
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Looking forward to this being on the main branch. Hopefully before Apex cause that seems so far away still.
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Has anyone been able to get BIS Revive working on a Dedicated server?
BUG: Interface inconsistent between reviver and revivee on Dedicated servers.
Re-Production: Shoot team mate in the face, go to revive and either not have the option or have the option but the completion of the bar has no effect on the player being revived.
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Setup a loadout with just a uniform. Save Loadout, add MX, save loadout again. Hit random, open arsenal again and u wont be able to select the loadout with the MX.
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Is there a guide to getting BIS Revive Working?
extDB (arma3 extension linux/windows)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Any news on SQLite?