Jump to content

FOX Dome

Member
  • Content Count

    65
  • Joined

  • Last visited

  • Medals

Posts posted by FOX Dome


  1. anyone else got problems with asr_ai3 and servers?

    Like server Running ASR_AI3 wont start without error msg?

    Edit: we Found our issue ....

    @CAF_AG_1.5 (with sound hotfix) some how will not work with ASR_AI3 on server


  2. Anyone else having Problems with Markers not getting placed with mcc_rc7?

    any Help?

    Edit:

    Okay, I got this issue Because of the Respawn Tamplate from bis wich i use for my mission.

    Following codes Cause my Issue:

    allowFunctionsRecompile = 1;

    allowFunctionsLog = 0;

    with out this Everything works now, exept my Units spawning Random on 3 FOB's but thats not a big deal ...

    anyway Keep up your great work.


  3. Greetings Armagods

    i have huge truble with my Preset Loadout script for arma3, its a basic "Go to Ammobox and and chose" script. Everything works till someboddy joins in midgame(JIP), as soon as the JIP'ler is connecting every player that has already a gear taken losses Vests,Headgear... and i simply cant find the issue.

    The text stuff:

    init of my AmmoBox :

    this addAction ["<t color=#ff1111'>Men A</t>", "Loadouts1\TL2.sqf];

    this addAction ["<t color=#FF7722'>Men B</t>", "loadouts1\rifleman.sqf];

    this addAction ["<t color=#FF7722'>Men C (G27)</t>", "loadouts1\rifleman2.sqf];

    and so on...

    One of the Loadout.sqf's (are all identical)

    _unit = _this select 1;
    //This line defines the unit
      removeAllWeapons _unit;
      removeHeadgear _unit;
      removeVest _unit;
      removeUniform _unit;
      removeBackPack _unit;
    
    _unit unassignItem "NVGoggles_OPFOR";
    
    //Basic Items
    _unit addHeadgear "BWA3_OpsCore_Tropen_Patch";
    _unit addUniform "BWA3_Uniform2_Tropen";
    _unit addVest "BWA3_Vest_Marksman_Tropen";
    _unit addItem "itemCompass";
    _unit addItem "itemWatch";
    _unit addItem "tf_rf7800str";
    _unit addItem "itemMap";
    _unit addItem "NVGoggles_OPFOR";
    _unit addItem "BWA3_ItemNaviPad";
    _unit assignitem "BWA3_ItemNaviPad";
    _unit assignItem "itemCompass";
    _unit assignItem "itemWatch";
    _unit assignItem "itemMap";
    _unit addItem "AGM_Bandage";
    _unit addItem "AGM_Bandage";
    _unit addItem "AGM_earbuds";
    //Weapons
    _unit addmagazines ["BWA3_20Rnd_762x51_G28", 6];
    _unit addmagazines ["BWA3_20Rnd_762x51_G28_Tracer", 2];
    _unit addWeapon "BWA3_G27_equipped";
    [_unit, "BWA3_P8" ,4 ,"BWA3_15Rnd_9x19_P8"] call BIS_fnc_addWeapon;
    _unit selectWeapon "BWA3_G27_equipped";
    _unit addPrimaryWeaponItem "BWA3_optic_ZO4x30";
    
    
    
    _unit addBackpack "tf_rt1523g";
    _unit addmagazine "Laserbatteries";
    _unit addWeapon "Laserdesignator";
    
    _unit addmagazines ["HandGrenade", 2];
    _unit addmagazines ["Smokeshell", 2];
     (unitBackpack _unit) addmagazineCargo ["BWA3_20Rnd_762x51_G28",5]; 
     (unitBackpack _unit) addmagazineCargo ["BWA3_20Rnd_762x51_G28_AP",3]; 
     (unitBackpack _unit) addmagazineCargo ["Laserbatteries",2]; 
     (unitBackpack _unit) addmagazineCargo ["SmokeShellGreen",2]; 
     (unitBackpack _unit) addmagazineCargo ["SmokeShellRed",2]; 
     (unitBackpack _unit) additemCargo ["BWA3_muzzle_snds_G28",1]; 
    
    
    _unit switchMove "amovpercmstpsraswrfldnon";

    i hope someboddy can Help me :-) and btw sorry for my english.


  4. So hello ARMA gods

    i rolled in to a Problem with Checking if a Counter attack is defeated by the players.

    i basically need a condition that checks if a Group has 3 or less men, since i dont want that the players need to hunt down 100% of the 2 groups.

    i Played with a few conditions like that one below around but had no success.

    (count (units GroupofAI)) < 3

    Curently i use this in the condition: (count (units Rapc2)) == 0 AND (count (units Rapc3)) == 0

    and yeah i dont like to be forced to kill all of the 2 Groups to go ahead.

    thx in advance!

×