Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Deathknight0897

Member
  • Content Count

    23
  • Joined

  • Last visited

  • Medals

Everything posted by Deathknight0897

  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. What I have so far from my goggling So my issue is the script works perfectly however its only client side ie: when i load this mission only the client who activates can hear it i have read many solutions all across the forums including Armaholics and I just cant work it out with my limited scripting knowledge so i would be very grateful if someone could help me out with this i need people within 50 m of the vehicle to hear the siren when its on. iv tried 3d sound which i had no luck with and some function thing but everytime it breaks the siren script please help :D To test Place Humvee Ambulance from Support or any vehicle for that matter and use the following code: Rules: No Trigger's Use the logic of K.I.S.S (Keep it simple stupid) Unit Init _car = [this] execVM "SirenOff.sqf" Description.ext class CfgSounds { sounds[] = {BeBee,NeNaw,WeWoo}; class BeBee { // how the sound is referred to in the editor (e.g. trigger effects) name = "MedSiren1"; // filename, volume, pitch sound[] = {"fx\BeBee.ogg",db + 10, 1}; titles[] = {0, ""}; }; class NeNaw { name = "MedSiren2"; sound[] = {"fx\NeNaw.ogg", db 10, 1}; titles[] = {0, ""}; }; class WeWoo { name = "medSiren3"; sound[] = {"fx\WeWoo.ogg", db 10, 1}; titles[] = {0, ""}; }; }; SirenOn.sqf _car = _this select 0; _car removeaction SirenOn; 0 fadesound 1; SirenOff = _car addaction ["Siren Off", "SirenOff.sqf"]; Med_Siren = true; While {Med_Siren} do { 0 fadesound 1; _car say "WeWoo"; sleep 8; 0 fadesound 1; _car say,"NeNaw"; sleep 7; }; SirenOff.sqf _car = _this select 0; Med_Siren = false; 0 fadesound 1; _car say "BeBee"; _car removeaction SirenOff; SirenOn = _car addaction ["Siren On", "SirenOn.sqf"];
  11. 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
  12. ok so after much testing and googling on this topic i have found no simple solution to my issue and it is such a simple issue. i want a small trigger to detect a fast moving objects ie:Jet However it appears the trigger is simply incapable of this unless the trigger area is huge which is no good for my project so is there some kind of script i can easily make to achieve my goal. i would prefer to be able to use the in game triggers so if there is some way to make them validate quicker that would be great Trigger size: 12 x 5 Trigger Condition: this && {((getPosATL _x) select 2) < 25} count thislist > 5
  13. 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
  14. 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
  15. 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
  16. 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
  17. Deathknight0897

    @RSPack_2 - Reskins For Arma 3 [WIP]

    Want that medic chopper for the hospital so bad sounds good got any images :D
  18. So here is a problem I have stumbled upon I would like to use the load out system provided by the game also known as menuInventory: https://community.bistudio.com/wiki/Arma_3_Respawn However I have run into a dilemma. I want to use the Default unit load outs not create custom ones and I want all the AAF units as load outs from divers to infantryman to Colonel Georgious Akhanteros himself but other than manually making the load outs myself one by one by copying the units contents painfully slowly I cant see any way of doing this that seems a little silly to me. So any help would be greatly appreciated
  19. Deathknight0897

    Arma 3 Defualt Loadouts

    Well done that is exactly what I have been looking for but Google failed me this is a much smoother and intuitive way of completing my load out system thank you very much please leave that edit up for other's
  20. Deathknight0897

    Arma 3 Defualt Loadouts

    yeh you would think be default when the loadout system is initialised it would default to something similar to the way zeus maps do it but huh I guess that's common sense lt me know if you solve it as i really dont fancy making a custom loadout for every single AAF unit ---------- Post added at 16:22 ---------- Previous post was at 16:19 ---------- no that's the opposite of a solution that is the problem XD why that way works what i want to do is already in the game so in theory I shouldn't need to waste my time creating custom loadouts when they already exist within the game I wish to have all AAF Units loadouts selectable divers to infantryman to Colonel Georgious Akhanteros himself
  21. Deathknight0897

    Ambulance Siren Script Help

    Thanks Worked Great :D
  22. Deathknight0897

    Ambulance Siren Script Help

    checking it out now
  23. Deathknight0897

    Police WIP

    Could you please patch this mod to be compatible with Zeus would be mega appreciative as i have a great zeus mission planned for my group using this mod but its cfg isn't compatible something to do with this im no coder but i can Google community.bistudio.com/wiki/Curator#Community_Addons add www
×