Trajan
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Everything posted by Trajan
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Hey guys I was wondering how I can set a similar button like Q and E for (Slow and Fast) but with different speeds so something slower than slow etc. I noticed this in the Arma3Profile and figured this is where you would set them but I am unsure how or if it is possible?
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XMedSys - Improved Medical System for A3
Trajan replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure how to reproduce this apart from using the same mods and playing a bit. But after a few bandages etc on a downed team mate and getting downed myself. The Self Interaction menu and the second menu for others disappears and you can no longer bring it up and thus heal anyone. We tested a bit and noticed at least sometimes using the FAKs and going (Treat Yourself) sometimes removes it, but it's sketchy at best. Mods we were using. @TMR @Task Force Radio @CBA_A3 @FFIS (Fire Fight Improvement System) -
Hey guys I've been using Norrins revive script the one from armaholic without any hitch until now. I have a series of units like any of my other missions the only difference is that they are UNO men. The revive script does activate and you can respawn when killed but no player can revive. However If i switch the UNO men to US men they can revive. Is it something within the script preventing UNO men to revive each other?
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I believe this has been asked many times, but I cannot for the life of me find the thread with it in it. I have tried a number of times to have two Ambient Combat Module in one mission sync'd to one person, you can sync it to the person but for some reason nothing spawns. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 1; [1.0, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 1, 500] call BIS_ACM_setSpawnDistanceFunc; [["RU"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.3, 0.7, BIS_ACM] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, ["RU_InfSquad", "RU_InfSection_AT", "RUS_ReconTeam", "RU_MotInfSection_Recon" , "RU_MotInfSection_Patrol" , "RU_InfSection"]] call BIS_ACM_addGroupClassesFunc; waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM2 getVariable "initDone"}; sleep 1; [1.0, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 1, 500] call BIS_ACM_setSpawnDistanceFunc; [["RU"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0.3, 0.7, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; [bIS_ACM2, ["RU_InfSquad", "RU_InfSection_AT", "RUS_ReconTeam", "RU_MotInfSection_Recon" , "RU_MotInfSection_Patrol" , "RU_InfSection"]] call BIS_ACM_addGroupClassesFunc; This is the code I have been using, the module works with one in the mission. Any tips? I am still quite new to the editor and scripting. I am hoping this is possible if not, is there anyway I can spawn units in with a trigger instead of placing them down straight away. Want to save server resources etc. Lastly just want to thank everyone on these forums all of the Info here has made it so easy for me to learn how to use the editor. Cheers.