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Deathknight0897

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About Deathknight0897

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  1. Deathknight0897

    3CB BAF Units

    No idea why its not working have tried every method of removing them i think im just going to have to remove it all to add it back which seems quite silly just to remove one item
  2. Deathknight0897

    3CB BAF Units

    Thankyou very much
  3. Deathknight0897

    3CB BAF Units

    Thanks man so silly they changed things like this its very confusing moving from arma 2 to arma 3 they have changed so much sometimes for the best XD other times for no specified reason After some further testing doesn't seem to remove the binoculars either Here is all im trying to do Units Init: this additem "cse_bandage_basic"; this additem "cse_bandage_basic"; this additem "cse_bandage_basic"; this additem "cse_bandage_basic"; this additem "cse_bandage_basic"; this additem "cse_tourniquet"; this additem "cse_tourniquet"; this additem "cse_tourniquet"; this additem "cse_tourniquet"; this additem "cse_morphine"; this additem "STKR_HMNVS"; this assignitem "STKR_HMNVS"; this removeWeapon "Binocular"; It all works except the binoculars there refusing to go as stated originally the only way i seem to be able to remove them is via removeAllAssignedItems this; this however isnt ideal as i only wish to remove the binoculars ===================================== I also thought they were vanilla but i have tried using its class name with no success the one command that does all and isn't class name specific did it first time your assistants would be greatly appreciated as i have spent far to long trying to remove a pair of binoculars :p
  4. Deathknight0897

    3CB BAF Units

    Hey im not sure what binoculars you units are using but there not vanilla as they dont respond to this unassignItem "Binocular"; this removeItem "Binocular"; this removeWeapon "Binocular"; they do respond to removeAllAssignedItems this; However this also removes everything else so my question is what is the binoculars class name i have search all your dependencies classnames and can not find this out
  5. Deathknight0897

    Map Imrali Island

    Out of interest is that likely to fix my bug ?? sorry i am not a coder so what you just said went over my head :p
  6. Deathknight0897

    Map Imrali Island

    Hi there iv run into a major bug with your map it has been working fine for weeks then all of a sudden whenever i click Host new on multilayer online the game the game just freezes i have confirmed 100% its your mod as when i disable imrali it loads now this is where it gets weird several of my friends also have your mod and they don't get this issue and even when i un-install your mod and reinstall it i still get this bug End of .rpt when freeze occurs 14:00:08 Warning: no type entry inside class RscDisplayMultiplayer/controlsBackground/Vignette 14:00:10 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 14:00:10 Warning: no type entry inside class RscDisplayHostSettings/controlsBackground/Vignette 14:00:13 Cannot load sound 'a3\ui_f\data\sound\onclick.wss' 14:00:13 Warning: no type entry inside class RscDisplayNotFreeze/controlsBackground/CA_Vignette 14:00:13 Warning: no type entry inside class RscDisplayNotFreeze/controlsBackground/CA_Vignette 14:00:13 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 as you can see it just ends as stated above the moment i disable imrali this is not an issue any help would be greatly appreciated as not being able to host a game when your mod is enabled is a big problem XD Only info i could find on this and wasn't much help http://15thmeu.net/forums/index.php?PHPSESSID=f0osmi2oe94bkif312n8rhkm54&topic=26099.10 I'm more than happy to answer any questions + (Edit) Did a little more testing can load map in editor no problem can load mp in lan only
  7. Deathknight0897

    Boeing C-17 ArmA 3 Mod

    Hey i think its a mistake to limit this mod only to usaf speaking on behalf of a British unit we use the raf variant without this mod are para drops will be limited to helicopter para runs which just aren't as tactically effective. Anyway the real reason i came here is to ask for some help atm when we para drop are vehicles we cant load are jeeps/jackals the trucks wheels are damage on landing and armour glitches into the ground then springs up damaging them any help would be greatly appreciated as we are a para regiment http://www.armaholic.com/page.php?id=19345 - Trucks and armour i was talking about http://www.armaholic.com/page.php?id=27203 - Jackals
  8. Deathknight0897

    Medical Gear Only

    Hey so I have run into a small issue I am trying to add cms medical gear to units on re spawn there normal load-outs are done by there unit I just want to add the medical supplies I need to add this to the average bod and another for the medics and one for flight. any help is appreciated i have searched many gear scripts however most require me to manually do the whole load out which isnt what i need to do i tried to re-purpose a script however i had a CTD so im now here on the forums :D Standard (uniformContainer this) addItemCargoGlobal ["cse_bandage_basic", 5]; (uniformContainer this) addItemCargoGlobal ["cse_tourniquet", 3]; (uniformContainer this) addItemCargoGlobal ["cse_morphine",1]; Flight Standard (uniformContainer this) addItemCargoGlobal ["cse_bandage_basic", 10]; (uniformContainer this) addItemCargoGlobal ["cse_tourniquet", 5]; (uniformContainer this) addItemCargoGlobal ["cse_morphine",1]; CTM (unitBackpack this) addItemCargoGlobal ["cse_bandage_basic", 15]; (unitBackpack this) addItemCargoGlobal ["cse_bandageElastic", 15]; (unitBackpack this) addItemCargoGlobal ["cse_packing_bandage", 15]; (unitBackpack this) addItemCargoGlobal ["cse_tourniquet", 5]; (unitBackpack this) addItemCargoGlobal ["cse_blood_iv", 5]; (unitBackpack this) addItemCargoGlobal ["cse_morphine", 10]; (unitBackpack this) addItemCargoGlobal ["cse_epinephrine", 10]; (unitBackpack this) addItemCargoGlobal ["cse_personal_aid_kit", 5]; (unitBackpack this) addItemCargoGlobal ["cse_nasopharyngeal_tube", 5]; CMT (unitBackpack this) addItemCargoGlobal ["cse_bandage_basic", 20]; (unitBackpack this) addItemCargoGlobal ["cse_bandageElastic", 20]; (unitBackpack this) addItemCargoGlobal ["cse_packing_bandage", 20]; (unitBackpack this) addItemCargoGlobal ["cse_tourniquet", 5]; (unitBackpack this) addItemCargoGlobal ["cse_blood_iv", 5]; (unitBackpack this) addItemCargoGlobal ["cse_morphine", 20]; (unitBackpack this) addItemCargoGlobal ["cse_epinephrine", 20]; (unitBackpack this) addItemCargoGlobal ["cse_personal_aid_kit", 5]; (unitBackpack this) addItemCargoGlobal ["cse_nasopharyngeal_tube", 5];
  9. I am also experiencing this issue with MCC i have narrowed down what is causing it as i have been able to continue editing however having to remove this code isn't elegant or time effective. this is what causes the crash any help on this i would be greatly appreciative of as this is slowing my workflow dramatically. EDIT:All i can work out is it seems to be some kinda conflict between MCC and CSE sadly my coding knowledge is limited to a very casual level so anyone with more experience/Knowledge have at it class Sensors { items= 4; class Item0 { position[]={0,-0.000207216,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond="if ((cba_events_keypressed + 10) < time) then { call cba_events_fnc_attach_handler }"; expActiv=""; expDesactiv=""; class Effects { }; }; class Item1 { position[]={0,-0.00176365,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond="call cba_common_fnc_monitorFrameRender"; expActiv=""; expDesactiv=""; class Effects { }; }; class Item2 { position[]={0,-0.00905586,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond=" { _activated = false; if !([_x] call cse_fnc_checkIEDActivated_IEDS) then { { if ([_x] call cse_fnc_checkIEDActivated_IEDS) exitwith { _activated = true;}; }foreach (_x getvariable ['cse_iedCollection', []]); } else { _activated = true; }; if (_activated) exitwith { CSE_MASTER_IED_COLLECTION deleteAt _foreachIndex; }; false; }count CSE_MASTER_IED_COLLECTION; false;"; expActiv=""; expDesactiv=""; class Effects { }; }; class Item3 { position[]={0,-0.0217601,0}; a=50; b=50; angle=0; rectangular=0; activationBy="NONE"; timeoutMin=0; timeoutMid=0; timeoutMax=0; type="PRESENT"; age="UNKNOWN"; text=""; expCond=" { _activated = false; if ([_X] call cse_fnc_checkPressurePlateActivated_IEDS) then { _activated = true; [_x] call cse_fnc_onIEDActivated_IEDS; }; if (_activated || isNull _x) exitwith { CSE_PLAYER_PLACED_PRESSURE_IEDS_IEDS deleteAt _foreachIndex; }; false; }count CSE_PLAYER_PLACED_PRESSURE_IEDS_IEDS; "; expActiv=""; expDesactiv=""; class Effects { }; }; };
  10. Deathknight0897

    Arma 3 triggers broken

    got it working thank you very much changed the 1 to 3 and it registers 99.9% so long as not to fast
  11. Deathknight0897

    Arma 3 triggers broken

    oh shit ok emh ive made a mistake so ill explain more in depth what i am trying to achieve i though the 5 represented a minimum altitude so i though it meant less than 25 but greater than 5 that would explain why when i set it to 0 alt it worked cause i was really setting the quantity required so how would i achieve registering a minimum and maximum alt ie flying through a ring. ps:just reread my post i came over a little defensive i promise you it wasn't intended it was more of a pondering question
  12. Deathknight0897

    Arma 3 triggers broken

    Not that i understand why this is relevant but the objective i wish to create requires that a plane fly between an exact altitude to be more precise im creating flight rings a race track in the sky if you understand :p
  13. Deathknight0897

    Arma 3 triggers broken

    Trigger is set to anybody present as stated ive also linked it directly to the vehicle which usually works in these situations ---------- Post added at 16:06 ---------- Previous post was at 16:05 ---------- this dosent work as you are calling a global in local space
  14. Deathknight0897

    Arma 3 triggers broken

    It appears this may be a bigger issue after more testing even a slow moving helicopter cant be detected yet if i bring it down i can walk through it and drive through it and it works fine some help on how to detect air vehicles would be great Ps:i even tried grouping the vehicle to the trigger still no cigar
  15. Deathknight0897

    @RSPack_2 - Reskins For Arma 3 [WIP]

    Want that medic chopper for the hospital so bad sounds good got any images :D
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