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Streblo88

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About Streblo88

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  1. Panther thank you! You have helped me out big time there. Thank you too Al for your replies. Quick question panther, say if my unit was killed, would a squad member be able to pick up my pack and continue in my role as radio op? I would prefer not go give my whole squad the ability to call in air support at once otherwise things might get a bit erm... crazy. I will check out your script though, thanks again.
  2. Thanks for the quick replies, i'm just testing these suggestions now. Alwarren, I have just tried your idea. It keeps telling me that i'm missing ; and i'm having a hard time seeing why. I’m just gonna test panther42's idea now. ---------- Post added at 15:31 ---------- Previous post was at 15:23 ---------- Nice panther! You've got further in 5 mins than i have in 2 days! Although Al is right, even if I drop the pack i still have the option to call air support. I realise im pushing my luck now, but do you know of any way i can stop this? Thanks again. ---------- Post added at 15:34 ---------- Previous post was at 15:31 ---------- Hmmm.. and it also seems that you have to spawn with the pack for it to work. If you start without a pack and pick one out of a box for example, you get no new actions.
  3. Hello, I rarely post in forums asking for help but my latest project in the editor has me completely stumped. I have searched the forums before posting, but have not found a working solution to my problem so I have started a new thread, I hope this is OK. Basically I have an air support script that I have used many times before, but this time I only want it to work if my unit is wearing one of ACE's PRC-119 radio packs (or any pack for that matter, I just like the way this one looks). I would normally start the script either in a units init or the mission init like so - player addAction ["Request AC-130","LDL_ac130\Actions\ac130_action_map_AI.sqf"]; Are there any geniuses out there who could help me add a condition to this addAction to check that the player is wearing an ACE PRC-119 pack? (classname ACE_PRC119 if it helps) I have been googling this for days and have found some info, but unfortunately nothing has worked. I have had some success by placing a UAV pack in the editor and adding the addAction strait into the UAV pack's init. This is not ideal though as you have to drop the bag on the floor in order to access the actions, as well as this you cannot pack additional items into the UAV bag, so its just too inconvenient. If anyone has a solution to this please share it as this is driving me mental. Thanks in advance!
  4. Hi all. I really like this mod, although I do have a few issues I would like to share. First of all, even with the latest update I am still unable to see the rate of fire indicator. My interface size is set to normal just like you suggest, but this doesn’t seem to help. I can see the round count and zeroing interfaces just fine though. Does this only work with specific weapons or should it work with all of them? My second issue is with ACE and the zeroing interface. The zeroing interface only works with scopes that zero in meters such as the BAF's SUSAT. When using a sniper rifle with ACE the keys to zero the scope are no longer page up and page down, they become the arrow keys and are measured in moa's. This is because you can now use the left and right arrow keys to adjust the windage too. This causes your zeroing interface to default to zero and disappear. It would be excellent if you could somehow make your zeroing interface compatible with the ACE zeroing system. I realize this may be a lot of work as you would have to redesign the interface to support windage adjustment, but it would be really nice. One last thing, it has been somewhat mentioned before but ill say it again, when scoped in and zeroing a rifle with ACE you can no longer see the box at the top left of the screen displaying what moa you are zeroed to. It seems to have been covered up by the overlay that creates the scope drift effect. Thanks, keep up the great work!
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