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thefinn

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Everything posted by thefinn

  1. How do I remove the fire? I cannot seem to work out how. I checked the configs and it's apparently an "empty vehicle" but deleteVehicle doesn't work on it. I was also under the impression that if you attached something to an object and deleted the object then the attached object was also deleted. Apparently not, the fire just floats in the air after the heli is garbage collected. Any help appreciated.
  2. Yeah having issues attaching it to the chopper atm... _FIRE = "test_EmptyObjectForFireBig" createVehicle position CH1; _FIRE attachto [CH1,[0,-5,0]]; this basically makes a fire below the chopper on the ground, the 2nd attachto command is giving an error and ending the script. Hrm ok, this started to work, dunno why. ---------- Post added at 13:58 ---------- Previous post was at 13:15 ---------- sleep 10; CH1 setdamage 0.4; CH1 setHitPointDamage ["HitVRotor", 1]; sleep 10; CH1 setdamage 0.85; CH1 setHitPointDamage ["HitHydraulics",1]; CH1 setHitPointDamage ["HitFuel",1]; CH1 setHitPointDamage ["HitHRotor",1]; CH1 setHitPointDamage ["HitEngine",1]; _FIRE = "test_EmptyObjectForFireBig" createVehicle position CH1; _FIRE attachto [CH1,[0,-3,0]]; CH1 allowDamage false; sleep 90; CH1 allowDamage true; CH1 setdamage 1; Having issues in multiplayer. I just ran it up on my server, and it destroys everything including main rotor, fire is good etc... However... the bird is still in the air lol No rotors moving and it's just listing to and fro as when you lose the vertical rotor. Any ideas ? :) Seems it was just that one time, I ran it through again and it was ok.
  3. Oh nice thanks. Any ideas on attaching fire/smoke appreciated.
  4. Getting the following error when I try to login to my own dedicated server locally. Pretty sure these are for the base game. I own all the DLC. I'm sure it must be something simple? (hope) Thanks for any help. I supposed the a3.bikey would probably help.
  5. Cannot even believe this, happens all the time to me. I've had everything from the whole squad opening up on a tank with their rifles, to the AT guy just walking up to the tank alone and getting killed - even though I positioned him with a perfect line of site when I asked him to engage. AT AI is awful imo. ASR AI doesn't seem to make it better - to be fair, it probably doesn't even mess with the AT logic.
  6. Will the AI Medical system be revived in ACE3 at any point (like AGM has?) AGM currently has the only one that still works, it would be great if ACE had this too.
  7. thefinn

    Time Acceleration

    It's not like I'm not reading the documentation. It's just that the documentation just mentions things then moves on. No examples given. I will try what you put there though. btw in reading the documentation I realised I need "isGlobal =1;" on the daytime param too otherwise it'll only set time on the server. Apparently the time of day isn't JIP compatible. ---------- Post added at 19:16 ---------- Previous post was at 18:57 ---------- Finally got it thanks to all ;) ---------- Post added at 19:24 ---------- Previous post was at 19:16 ---------- In case anyone gets here by google or search. Description.ext segment: class Params { class STARTTIME { title = "Mission Start Time"; values[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24}; texts[] = { "1:00","2:00","3:00","4:00","5:00","6:00","7:00","8:00","9:00","10:00","11:00","12:00", "13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00","24:00" }; default = 9; function = "BIS_fnc_paramDaytime"; isGlobal=1; }; class TIMEMULTIPLIER { title = "Time Acceleration"; values[] = {1,2,4,6,8,12}; texts[] = {"1x","2x","4x","6x","8x","12x"}; default = 4; }; }; init.sqf segment: nul=[]execVM "params.sqf"; params.sqf: setTimeMultiplier (paramsArray select 1);
  8. thefinn

    Time Acceleration

    Yeah I'm really after a good example of a mission that has that. That would be most helpful, then I can set anything I like in parameters.
  9. thefinn

    Time Acceleration

    Defaults should work (time of day does) and ... this doesn't ;) I really have no idea what I'm doing with this part of description.ext.
  10. thefinn

    Time Acceleration

    I found it, but am a little iffy on how to use it. BIS_fnc_moduleTimeMultiplier: private ["_logic","_activated"]; _logic = [_this,0,objnull,[objnull]] call bis_fnc_param; _activated = [_this,2,true,[true]] call bis_fnc_param; if (_activated) then { if !(_logic call bis_fnc_isCuratorEditable) then { private ["_time"]; _time = _logic getvariable ["timemultiplier",1]; settimemultiplier (_time max 0.01 min 120); }; }; My Params class from description.ext: class Params { class STARTTIME { title = "Mission Start Time"; values[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24}; texts[] = { "1:00","2:00","3:00","4:00","5:00","6:00","7:00","8:00","9:00","10:00","11:00","12:00", "13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00","24:00" }; default = 9; function = "BIS_fnc_paramDaytime"; }; }; Would this do? class Params { class STARTTIME { title = "Mission Start Time"; values[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24}; texts[] = { "1:00","2:00","3:00","4:00","5:00","6:00","7:00","8:00","9:00","10:00","11:00","12:00", "13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00","24:00" }; default = 9; function = "BIS_fnc_paramDaytime"; }; class TIMEMULTIPLIER { title = "Time Acceleration"; values[] = {1,2,4,6,8,12}; texts[] = {"1x","2x","4x","6x","8x","12x"}; default = 4; function = "BIS_fnc_moduleTimeMultiplier"; }; };
  11. thefinn

    Time Acceleration

    Yes but the question was how do I allow people to change it from params ?
  12. Ahhhhh, I see, when you said modular I was thinking more about configuring the modules in the editor ;)
  13. 3 Questions about AGM. Any way to turn off the repair system in AGM ? Can I use it to turn off Fatigue? Is there documentation that covers this kind of thing anywhere so I can stop poasting ;)
  14. Will AI being able to revive be added to this as it is in AGM ?
  15. Thanks for that. Question: for using AI, how do I bring back the usual keys? They are configured and I have removed all the AGM commands that used 1-0 however the keys seem to still be in limbo. This is kinda the thing why I didn't want to use it, it's just so intrusive - but it works great for revive. Edit: Nevermind Found it, damned page 4 ;)
  16. Thanks for that. Appreciate it.
  17. Yeah LEA will set you straight, personally I think BIS should just add something like LEA to the editor.
  18. thefinn

    Farooq's Revive

    Would love to see the ability for the AI to revive the player, using either this or the new BIS Revive. Can anyone point me at anything that does this? (once upon a time I'd use BTC Revive, but that doesn't seem to work anymore). Thanks.
  19. thefinn

    VCOM AI Driving Mod

    omg I have been getting that too. I was really not wanting to go searching for which mod was doing it thanks.
  20. Just wondering if there is a good wounding system out there somewhere? (That can be added to missions). I've tried both AIS and CWS but both seem to be in a non-working state currently.
  21. thefinn

    Warlords

    Revive is kinda easy, I'd suggest Farook's Revive. It's player on player only (AI can't revive), but at least it works... Unless you want to use ACE3, none of the others work at this time afaik. I'll add one more to this list too ;) 3) Outlawled's Mag Repack Script for repacking magazines. I can install these myself, but thought I'd just put them there for ya as an idea.
  22. thefinn

    New terrain reveal - Tanoa

    Yes this is the bit that excites me the most - more modding suppport. Noone plays vanilla arma still do they? seriously ? Unless you're playing the campaign, but even then I load up blastcore and a few others ;) I'd love to see a proper equipment editor that can deal with JIP for co-op/multiplayer built in. I'd also love to see Zeus edits saveable to sqm so we can build bases without needing MCC or some other hack. Kind of basic stuff that really - considering this was the Arma that started using workshop on steam - should've been in at the beginning. Those 2 factors are the biggest hurdles to someone just picking arma up and making missions imo.
  23. Couldn't find where to get the AI to do it in AGM either - for that matter how to stop the player dying and reviving instead either ;) I have settled on Farooq's revive for the moment, perhaps I can bastardize some code for the AI to perform the action..
  24. AGM has way too many other things that come with it. I'd just use ACE if this weren't the case.
  25. I had issues with this, so I removed all my mods and made a small mission where 1 soldier shot me and then was killed. The medic comes over to me, does his animation - it removed all the blood from my clothing however, didn't bring me back up to my feet. Anyone else?
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