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MrSanchez

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Everything posted by MrSanchez

  1. MrSanchez

    WW1 Mod - ArmA 2 CO

    Ah lovely, imagine the trench wars online :D
  2. MrSanchez

    Missions cache

    I think I got it now, is it so that people use spawn to execute code that does not halt the script? I read that init.sqf will wait on every script executed, i have a script on init.sqf that takes about 20 seconds to complete, so using [] spawn would execute it, while also executing the rest of init.sqf? edit: and is init.sqf called only ONCE, on the briefing screen only? or also on respawn/JIP? Thanks in advance
  3. Hey guys, Why is it so that some missions are not stored in the missions cache? edit: Are there additional editor shortcuts? like for mass selecting units and set them playable, all at once?
  4. MrSanchez

    Missions cache

    Alright, well, hopefully someone knows more :)
  5. MrSanchez

    Missions cache

    Ok, thanks a lot though. Do you happen to know which arguments are being passed with init.sqf? I think 'player' is one..
  6. MrSanchez

    Missions cache

    @Iceman77, Not exactly what I meant, e.g. I got 72 non playable units in my editor, and i want to make them playable, i was wondering there wasn't something so that I can select them all and then set them playable, all at once. @Günter Severloh, I don't really understand the biki definition of spawn.. At first I thought it had to do with spawning of players because it was inside init.sqf What could spawn be used for?
  7. MrSanchez

    Missions cache

    Since I don't want to make tons of seperate threads, i'll just ask another question.. In some scripts I see something like [] spawn on their init.sqf Is there some webpage where I can get more information about such lines
  8. MrSanchez

    Missions cache

    Yeah, I totally vouch for this idea.. I had 72 playable units.. took me way too long to set them all playable. now a question that totally isn't relevant, could someone explain me what this does? (in words) man setPos (man2 modelToWorld [0,1,-1000]); I don't understand the -1000 parameter at all..
  9. Yeah.. forgot about clearmagazine/weapon thing :P.. The typeOf works perfectly, and the prioritizing too. Thanks alot guys ;)
  10. Hey SaMatra, thanks alot, with some basic testing and maths I noticed it works perfectly.. I will see if I am able to implement this in my loot system ;) edit: second question, is there some way of using the modelname (.p3d) of a building and compare it little example of what I'm trying to reach: if (modelbuilding _x == "a_office1.p3d") then { edit2: Third question :P... I made a tent script which allows you to pitch up a tent, but is there some way of making it possible to store weapons in there without making addons? and if not, is there some empty ammocrate i can use instead?
  11. Haha, funny... Nah, I was being vague because I didn't want anyone to get any ideas before I release my mission.. basically you're alone in Zargabad, all around you are hostile soldiers, you'll have to sneak around, gather guns in buildings, meet up with other survivors in the city (as its a co-op mission) and fight your way out of there waiting for backup... Something like that.. But I just want to prioritize my loot chances because I'm getting an AS50 or M107 rather often :P So.. any clues on how to randomly pick something from an array, based on priority... e.g. "m1911" "as50" "m107", I want it so that the chances are random, yet there should be a way bigger chance for the m1911 than the as50 or m107.. That's a small example of my situation.
  12. I think every thread I ever made.. Kylania helped me out... but I'm still stuck on this one though.... This is close to what I want, the array and the usage of it sure will help me, but I still need some way of prioritizing individual weapons.. not by type like item or weapon or magazine... Like on DayZ an AS50 is alot more rare than a CZ 550... Thanks in advance
  13. MrSanchez

    ACE for OA 1.13

    Does anyone else having issues firing the Javelin? I got the CLU and I got the missile, i load them.. but it stays on orange, not allowing me to fire.. sometimes (rarely) it goes green after tons of reloading
  14. MrSanchez

    ACE for OA 1.13

    Hahaha, I was just looking forward to punching my annoying teammates in the face, anyway. I'll test it with an OPFOR unit. edit: works, :)
  15. MrSanchez

    ACE for OA 1.13

    Has anyone actually tested the knockdown feature? As posted several times before, It isn't working.. for quite a long time now, wasn't working in r565, isn't till now.
  16. Hello everyone. I'm not sure but I think since I ever bought OA, I noticed an expansion loaded 'Sakura_Chan's mods' I never used/downloaded/installed any of Sakura's mods, and am wondering if anyone else has this? I checked his WIP thread and none of his mods were familiar with me, so I'm positive I haven't installed any of his mods, neither can I find anything in my steam folders. So my main question is, how did this get here? I'm interested now because I just set up a dedicated server, and saw this in the expansions, also a friend told me he couldnt join my dedi because of it... (or something alike) Best regards, Martin
  17. MrSanchez

    Sakura_Chan's mods???

    I guess its not a problem, my friend is able to join again.
  18. MrSanchez

    Sakura_Chan's mods???

    I only removed some .zip and .7z files, I doubt it's going to work.. edit: didn't work... edit2: I just realized, could ACE by standard use one of Saku's mods?
  19. MrSanchez

    Sakura_Chan's mods???

    As a matter of fact, when I install small mods I dump em in 1 folder, and I used to install graphical improvement mods on Arma2, so both answers are exactly what I needed ;) I'll get rid of any mods in the regular arma2 folder (I dont use any anymore), and we'll see... edit: I previously had, as said a folder including saku's night light and sun mod or something like that, but wasn't enabled, and wasn't even in any arma2 folder, (was in steamapps [i like moving things that I dont use nomore]) I'll now disable saku's mods in expansion and re-run my dedicated server. edit2: Seem to be not solved, On the main menu it still shows 'Saku Chans mods' and I cannot disable any mods in the expansion window... There's nothing related to 'chan' or 'saku' in my arma folders..
  20. MrSanchez

    ACE for OA 1.13

    As asked, a few pages below. What is wrong with the knockback feature? Has it been removed? Is it bugged? All I know it's still on ace settings -> keys, but the key is not working..
  21. Hi guys, I need some help. So I've succeeded to set up a dedi, but how do I make it so when the player joins the server, it automatically changes his TS3 channel to a channel dedicated to ACRE?
  22. MrSanchez

    Changing Pistol animation?

    I remember in Cold War Assault there were alot pistol animation mods, I'm really hoping for someone that can replace this pistol animation currently with the one I want.. so basically just the same animation as walking without a pistol in ur hand (aiming animation the same) even though it's not great for combat, but i'd appreciate it alot.
  23. Hello there all. I was wondering if theres any kind of animation mod/pack which changes the animation of character while moving/holding a pistol, lowered. so like walking with a pistol without already aiming it. Thanks in advance, Martin
  24. MrSanchez

    ACE for OA 1.13

    I've been wondering, the knockdown feature, is it removed? Its still here in the keys section, but pressing the key does no action, neither the interaction menu has something with knockdown.
  25. Hon0, thanks alot. So far I wasn't able to set up a dedi server yet due to configs not working or so. as DisableVON requires a server.cfg, I'll go set up a dedi I guess. Yet again, thanks alot.
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