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Everything posted by thefinn

  1. Have been searching around and I cannot for the life of me work out how some people do time acceleration from PARAMETERS. I've had a look through a few missions that have it, unfortunately they have such complex mechanics I honestly cannot make head nor tail of them (Whole Lotta Altis for instance). Would love to see how this is done through mission params, so that people have a choice at how fast they want the acceleration to go. Thanks for any help.
  2. Not sure if there's a way to do this, but I thought I'd ask here. BTC revive hasn't worked in a while, so I'm wondering if there's a way to get medics to do this in order to add it to SP missions. Thanks for any help.
  3. I made a mission that required a particular mod, I removed all the units I was using from that mod and removed the mod. However, still cannot load the mission without the mod. Any way around redoing it from scratch ?
  4. Having made some scenario's for thirsk and fallujah, however the bikey is failing. Basically I install the AIA TP, Fallujah/Thirsk (one or the other), then asc a2 map fixes for a3. Works great in single player, but having this key issue. Any help appreciated.
  5. I have cut this mission down to just a plain support requester and virtual supply drop provider, the support doesn't appear in MP, but will if I preview the mission. I know I can synch them up via script and it'll work, but synching in the editor doesn't seem to ?! I have both an OPFOR and BLUFOR team in this map, should that effect it? Suggestions? Did I miss something here?
  6. I know man, that's my thread ;) This is an issue whereby - that stuff isn't working suddenly. I'm going to create a completely new mission file for the map, perhaps I just corrupted it or something ? I'll worry about it tomorrow when I can reload the server with no mods and a new config.
  7. Just a plain supply drop. It is honestly as vanilla as you can have it. I'll have a look at the scripts in the mission, I've obviously' f'd something up. Like I said tho, it works fine in SP, and there's nothing different in MP usually.
  8. Pretty much the topic, I'm after a way to link or unlink support providers to the requester via script so I can set the conditions to make them available. Have googled heaps, but searching for this is painful as there are just so many module tutorials on basic stuff. Being able to set the conditions in the editor itself (via gamelogic or some such?) is "ok" but not really what I'm after - altho I wouldn't mind knowing how to do that too Thanks for any help.
  9. Nice answer, that's almost exactly what I'm up to.
  10. I'm pretty sure I can write what's needed to add weapons to it from another container, however, I'm not sure how to only allow this within a certain area around it. For instance, player drives up and unloads a box of ammo from a truck next to the locker, how do I make the "gather" (or whatever) command know the box is within say 10 metres and therefore give the option on scroll wheel. I'm just after an idea of how to do the area around the container itself.
  11. Right sorry, I thought add virtual cargo was going to add an unlimited supply of the item when they added 1 item. ;) You know all that _x _y variable stuff is why I cannot read your code right? dw I'm not knocking it, I'm sure it's a lot faster than _this_gun or something ;)
  12. Is it possible to CREATE the support provider/requester via script also ? I notice there's "addeditorobject" however the wiki seems to be short of any kind of examples for it. Nevermind this will work as is.
  13. How would the player access them from the virtual array ? This was the part I was kind of stuck on. Tried getting VAS working, but it seems kinda broken at the moment and I couldn't see any way to limit the numbers of weapons available. I don't think BIS Arsenal supports it at all either. Edit: I suppose items with an amount >0 could be whitelisted? But then I'm unsure how I'd take a weapon out of the list once someone uses it. Like if there's 1 katiba in the VA, then someone uses a katiba, how do you know that to subtract one?
  14. Can this be added to the regular support menu ?
  15. thefinn

    ASR AI 3

    This is for a server.
  16. thefinn

    PG Services (PMC)

    Does this fix the issue with ACE3? After installing this with ACE, the ACE interaction menu disappears never to be seen again.
  17. thefinn

    Sparfell's Workshop

    Awesome thanks!
  18. I'm using this method for making a fire. THE_FIRE = "test_EmptyObjectForFireBig" createVehicle position this; THE_FIRE attachto [this,[0,0,0]]; Which seems to create this pulsating fire effect which is rather off putting even in day time. Can anyone give me a better effect to use? Edit: Nevermind found zeus effects can do what I'm after.
  19. thefinn

    ASR AI 3

    I want to change the AI to be somewhere between regular and novice on my server. Novice seems too easy and regular is absurd - even at night and AI without NVG's we die at a ridiculous rate. Any suggestions?
  20. Pressing "T" while aiming launcher is not working. "Advanced Missile Targeting" is off. Server config is pretty empty. No Module concerning advanced missile targeting is loaded. Suggestions? It is amazingly annoying that this mod interferes where it's not wanted like this.
  21. Isn't that fixed by if (!isServer) ?
  22. thefinn

    TRYK's Multi-Play Uniforms

    Yes this is a major pain in the ass. Pretty much stopping me from using the mod to make randomised insurgents.
  23. Sounds great, but as I wouldn't know where to start, I think I will wait for this.
  24. I've not seen any such script.