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theone
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Posts posted by theone
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If you are a commander in high command you can use SITREP (Menu 0,1) to see the units you selected:
But how can I display this SITREP via script?
Thanks
theone
EDIT:
Got it :)
Here is the script (was kind of hard to find the function ;) so it might help someone...):
_g=hcAllGroups player; //find all groups under high command player hcSelectGroup _g; //select them _t="SITREP" call BIS_HC_path_menu; //displaying SITREP sleep 0.1; showCommandingMenu ""; //you need this to delete the MENU poping up
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I tried to get the flashlight attached on the helmet work but L doesn´t work :(
Is it only design? (but why are there different helmets like ech (light)?)
I would love to see it working.
theone
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Hi everyone,
i tried to add smoke or cs gas ammo to a dingo.
I tried addweapon, addmagazine, but it doesn´t work (only with HE).
So I decided to add an EventHandler type "Fired" to the vehicle to create gas at the target (removing projectile etc).
It works with Smoke but not for gas.
"ACE_M7A3" createVehicle pos create a gas grenade and it seems to work but the gas has no effect on the player -.-
Please help (or maybe there´s a easier way to add tear gas/smoke to a mounted GL?)
Greetz
theone
BTW: Do you know if you can use IR Strobes in ACE for targeting as well?
---------- Post added at 21:07 ---------- Previous post was at 19:11 ----------
Ok I finished my script...
My only problem is that the ace tear gas doesnt have any affect if used with createVehicle....
Any solutions?
My script:
Vehicle init:
this addEventHandler ["Fired", {[_this select 6]execVM "gl.sqf"}]
gl.sqf
_p=_this select 0;
waitUntil {(getPosATL _p select 2)<0.25 or (count nearestObjects [position _p,[],1])>1};
deleteVehicle _p;
test="ACE_M7A3" createVehicle position _p;
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Hello, i wonder if the IR_Strobe_Target can mark objects for CAS like in Vanillia...
I tried it in the editor, but can´t figure it out.
Maybe you need a special laser code?
Hope somebody can help.
Nuclear Explosion - Physics Improved
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by theone
there was on thing i didn´t like: all trees are standing around like nothing happens....
so i scripted a bit by myself:
you need those lines:
place it for example in the init.sqf/nuke_countdown.sqf (it causes a lag of 1 sec + because of the huge data,but that shouldn´t be a problem at the start of the mission or on loadingscreen)
so now i changed the shockawe.sqf a bit:
i added two functions: tree and sw2 (you need to compile them etc. of course):
tree:
sw2:
Tested with All in Arma :)
I found a script error too....
in nuke.sqf you spawn a function called wind....but the name is reserved...
so you have to change it e.g. wind2 in nuke.sqf and in nenvi.sqf
EDIT:
It seems to be more or less synchron to an 1kT explosion, otherwise it takes to long to finish the forEach command.
I will try to make the script faster...
I also found out that not only trees are affected...
Also fences and light power poles are knockt over :)