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Everything posted by rebel12340

  1. I've uploaded a copy of the sample mission to the Steam workshop for anyone that would rather get it from there. http://steamcommunity.com/sharedfiles/filedetails/?id=909210222
  2. Not likely to happen anytime soon, unfortunately. Yes, I can upload the example mission. This script was not based off of another script.
  3. This could be accomplished in a few ways, depending on how you execute the script. One way would be to add a side check to the script such as: if (side player != WEST) exitWith {}; Yes, the script does work on a dedicated server. The script itself is only executed on each client locally and is never actually ran on the dedicated server (as there would be no point). While that would be useful, I can't really think of any way of easily adding such a feature to the script at this time. I may look into it, but no promises.
  4. The laser designator on the UCAV Sentinel is not tied to where the camera is facing and is instead stuck facing forward.
  5. rebel12340

    Dynamic Vehicle Loadouts feedback

    Have you tried using the virtual arsenal/garage (accessed from the main menu)? I believe you can use DLC assets in there even if you don't own the DLC.
  6. Did that fix this issue? https://feedback.bistudio.com/T85834
  7. rebel12340

    Shooting Range help

    Just throwing a guess out here, but I THINK that the issue may be that you're using addaction to execute the script, which only executes scripts locally. So, if you have a player who isn't the host in multiplayer try and use the action the script won't run because the player isn't the server. What you could do is execute the script from a trigger that is activated via radio Alpha and see if that works. nul = [[tar1, tar2, tar3],delayTime,randomize,display] execvm "popup_sequence.sqf"; Though, if you do that you'll have to edit some of the first few lines of the script where it sets the variables otherwise it won't work // Step 1a _selection = _this select 0; // Gets the first element in the list (list is at index 3), should be array of targets // Step 1b _delayTime = _this select 1; // Gets the second element in the list (list is at index 3), should be an integer // Step 1c _randomize = _this select 2; // Gets the third element in the list (list is at index 3), should be a boolean // Step 1d _display = _this select 3; // Gets the third element in the list (list is at index 3), should be a boolean Alternatively you may just be able to get rid of the "if (!isServer)" line at the top of the script and call it with the addaction as normal. Not sure if there's a specific reason that it HAS to be called on the server or not.
  8. rebel12340

    Shooting Range help

    Your original post doesn't seem to contain the entire script from what I can tell, unless I'm missing something.
  9. Can't say I've ever had any issues using global commands... But it doesn't really matter to me how the issue is fixed. The way these attributes are currently implemented is pretty misleading, as there is nothing that informs the mission creator that these two options should be used only in singleplayer.
  10. When selecting either "Show Model" or "Enable Simulation" for an AI unit in Eden the effects will not be synchronized in Multiplayer. Steps to reproduce 1. Place two players and an AI unit into a scenario in Eden. 2. Uncheck "Show Model" for the AI unit. 3. Launch the mission in multiplayer. 4. Observe that the mission host can not see the AI unit while the other player can. Replacing: expression="if !(is3DEN) then {_this hideobject _value;};"; With: expression="if !(is3DEN) then {_this hideobjectGLOBAL _value;};"; fixes the issue (so long as you don't save the mission after doing so and convert the mission's folder to a .pbo manually).
  11. rebel12340

    [IceBreakr/IBIS] Isla Duala for A3

    I tried setting all the attributes for wind and waves in the editor to 0 as well as placing units at a higher altitude (a hill 99m above sea level) and, unfortunately, the problem still seems to be occurring.
  12. rebel12340

    [IceBreakr/IBIS] Isla Duala for A3

    I seem to be encountering an odd issue with this map. If I set the date/time to something like June 14, 2018 at 11:45:00 then all units on the map at the beginning of the mission seem to either get flung into the air or glitch into the ground and disappear for a second before reappearing and taking damage or dying.
  13. rebel12340


    Both "playMove" and "switchMove" need to be called after the mission starts, so placing them into a unit's init usually won't work. If you place them into a script that gets called after the mission starts or in a trigger then it will work. More information can be found here: https://community.bistudio.com/wiki/playMove Also, on some animations, if you use switchMove then the unit will switch to the animation and then immediately switch back to the default stance. To stop this from happening you can use: this disableAI "anim"
  14. rebel12340

    Difficulty Overhaul

    My understanding is that there will be a "Custom" difficulty setting preset in addition to the "Recruit", "Regular", and "Veteran" difficulty setting presets. The three main difficulty setting presets are static and any change to them would set the difficulty setting preset to "Custom".
  15. Both playMove and switchMove need to be executed after mission start, so putting them in a unit's init won't work. Putting the commands into a trigger usually works for me.
  16. There is a bug that is preventing me from completing the final mission in Operation No Deal (Rain of Fire). When I make it to the exit area an error appears at the top of the screen that says "Missing cutscene" and the mission will not end. I have tried verifying the game files through steam, but that has not solved the problem. I'm running the game on Windows 10. Screenshot of error
  17. I believe blood and plasma are supposed to be used together.
  18. Here's something I found a while ago. // Put in box init: null = [this] execVM "virtual_arsenal_init.sqf" //Init stuff _crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; // Classnames of available goggles, separated by commas. Ex: "H_CrewHelmetHeli_B", "H_PilotHelmetHeli_B" _availableHeadgear = [ ]; // Classnames of available goggles, separated by commas. Ex: "G_Tactical_Clear", "G_Spectacles_Tinted" _availableGoggles = [ ]; // Classnames of available uniforms, separated by commas. Ex: "U_B_HeliPilotCoveralls", "U_I_CombatUniform_tshirt" _availableUniforms = [ ]; // Classnames of available vests, separated by commas. Ex: "V_PlateCarrier3_rgr", "V_PlateCarrierL_CTRG" _availableVests = [ ]; // Classnames of available backpacks, separated by commas. Ex: "B_UAV_01_backpack_F", "O_UAV_01_backpack_F" _availableBackpacks = [ ]; // Classnames of available weapons, separated by commas. Ex: "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F" _availableWeapons = [ ]; // Classnames of available magazines, separated by commas. Ex: "11Rnd_45ACP_Mag", "SmokeShell" _availableMagazines = [ ]; // Classnames of Available items, separated by commas. Ex: "ItemCompass", "B_UavTerminal" _availableItems = [ ]; //Populates Virtual Arsenal with the predefined items [_crate,( _availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo; [_crate,(_availableItems + _availableHeadgear + _availableGoggles + _availableUniforms + _availableVests)] call BIS_fnc_addVirtualItemCargo; [_crate, (_availableMagazines)] call BIS_fnc_addVirtualMagazineCargo; [_crate,(_availableWeapons)] call BIS_fnc_addVirtualWeaponCargo;
  19. rebel12340

    Windows X July 29th

    They do appear to also be offering an ISO download (which I'll be sure to grab). Reading that page seems to indicate that there will be an option of doing a custom install using the ISO, so hopefully a win7/8.1 install isn't necessary.
  20. rebel12340

    Windows X July 29th

    After reading through this, I'm a bit more hesitant to upgrade... Although, there is always the option to revert back to the previous version of Windows, so maybe it isn't a huge deal...
  21. rebel12340

    Weapon Resting & Deployment Feedback

    Something I've noticed is the aiming arc when deployed will move right as you fire. It's really noticeable when firing the SPMG, deploying it on the ground, aiming as far left as you can, firing, and seeing that you can no longer go as far left as you were able to, but can now go farther to the right.
  22. rebel12340

    Firing from Vehicles feedback

    Seems like it's no longer possible for me to free look while in a FFV seat. Anyone else experiencing this?
  23. rebel12340

    Combat Space Enhancement 0.2

    The only way I've been able to get full heal working near vehicles is by syncing the assign medical facility module to the vehicle (not by using the assign medical vehicle). I haven't tried putting anything into the init of the vehicle myself, but I do know that syncing the medical facility module to the vehicle works.
  24. rebel12340

    Combat Space Enhancement 0.2

    What does setting a vehicle as a medical vehicle using the module do?