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Fenrisswolf

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About Fenrisswolf

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  1. Hello, i found this in a very very old post regarding the unit join player group problem (http://forums.bistudio.com/showthread.php?71436-unit-join-player-group), i think its related to the ACE Mod because of the ACE_NET_fSend thing, thats why i ask here for help ... Its said to put it in the init line, i tried but its not working ... can somebody tell me how to use this or explain how to get it to work? [-2, { [_this select 0] join (_this select 1) }, [test1, player]] call ACE_NET_fSend; Where can i find the ACE_NET_fSend, where is it located?
  2. Oh, sps instead sqf was a typing error :D sorry. I modified the script as you told me, hope that is what you meant!? act1 = u1 addaction ["Join group","group\join.sqs",0,1, true, true,"test2"]; and in the join.sqf i wrote ... _unit = _this select 0; _usergroup = group player; [_unit] join _usergroup; ---------- Post added at 18:54 ---------- Previous post was at 18:17 ---------- Okay now the unit joins my group ... perfect! BUT it is not reacting on any of my orders ... :-( I am using the ACE Mod btw ... ---------- Post added at 19:09 ---------- Previous post was at 18:54 ---------- Hm i found this in a very very old post regarding the join unit problem with the ACE Mod, its said to put it in the init line ... can somebody tell me how to use this or explain how to get it to work? [-2, { [_this select 0] join (_this select 1) }, [test1, player]] call ACE_NET_fSend;
  3. Hey, i want to make it possible to make a unit join the player group and this with addaction. Place a unit and named it u1 and wrote into its init line ... act1 = u1 addaction ["Join group","group\join.sqs",0,1, true, true,"test2"]; or u1 addEventHandler ["Join Group", {handle = [(_this select 0),(_this select 1)] execVM call group\join.sqs}] and in the join.sqf i wrote ... _unit = _this select 0; _user = _this select 1; _usergroup = group _user; [_unit] join _usergroup; Unfortunaltely the soldier is not joining my group ... can anybody help?
  4. Hey m8s, i am calling in paratroopers with this script, the heli is coming, the soldiers are starting jumping out BUT they have no parachutes ... all die! If i play this Mission in singleplayer it is working fine, in multiplayer not. I am using the ACE Mod btw ... How can i fix this problem or how to assign the soldiers a parachute??? case "CALL_PARAS": { _group = createGroup (_side); switch (_side) do { case west: { _utype = "ACE_SoldierGPilot"; }; case east: { _utype = "SoldierEPilot"; }; case resistance: { _utype = "SoldierGPilot"; }; case civilian: { _utype = "Civilian2"; }; }; if (mando_airsupport_type_pa isKindOf "Helicopter") then { _range = mando_airsupport_range_he; } else { _range = mando_airsupport_range; }; _jump = mando_airsupport_jump; _spawnpos = _startpos; _plane = createVehicle [mando_airsupport_type_pa, _spawnpos, [], 0, "FLY"]; _speed = speed _plane; _ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1)); _plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100]; _plane setDir _ang; _plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0]; _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"]; _driver setskill 0.5; _driver setCombatMode "BLUE"; _driver setBehaviour "CARELESS"; _driver setRank "CORPORAL"; _group selectLeader _driver; _driver moveInDriver _plane; _plane flyinHeight mando_airsupport_bomb_alt max 100; if (!isNil "mando_missile_init") then { _plane SetVehicleInit "res = [This] execVM ""ace_sys_missiles\units\mando_onlymandoones.sqf"""; [_plane, 800, 1, 5, false, 0]execVM"ace_sys_missiles\units\mando_missileecm.sqf"; processInitCommands; }; _wp = _group addWaypoint [_targetpos, 0]; [_group, 1] showWaypoint "NEVER"; [_group, 1] setWaypointSpeed "FULL"; [_group, 1] setWaypointType "MOVE"; _group_i = createGroup (_side); _i = 0; { if (_i == 0) then { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "CORPORAL"; _group_i selectLeader _unit; } else { _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"]; _unit setCombatMode "RED"; _unit setBehaviour "AWARE"; _unit setRank "PRIVATE"; }; if (_side == civilian) then { _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addMagazine "30Rnd_545x39_AK"; _unit addWeapon "AK74"; }; _unit setskill 0.5; _unit moveInCargo _plane; if (mando_airsupport_ab_switchable) then { addSwitchableUnit _unit; }; _i = _i + 1; } forEach mando_support_infantrytype; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 1] showWaypoint "NEVER"; [_group_i, 1] setWaypointType "SAD"; _wp = _group_i addWaypoint [_targetpos, 0]; [_group_i, 2] showWaypoint "NEVER"; [_group_i, 2] setWaypointType "HOLD"; [_side, "HQ"] sideChat "Hold your position soldier ... RACS airborne units are on the way."; [] exec "scripts\callpam.sqs"; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; /* if (alive _plane) then { { _x action ["EJECT", vehicle _x]; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; */ if (_jump) then { if (alive _plane) then { { if (alive _x) then { _x action ["EJECT", vehicle _x]; }; unassignVehicle _x; Sleep 0.75; } forEach units _group_i; }; } else { _plane flyinHeight 0; _plane doMove _targetpos; Sleep 3; waitUntil {(((getPos _plane select 2) < 2) && (alive leader _group)) || (!alive leader _group)}; Sleep 2; if (alive _plane) then { { if (alive _x) then { _x action ["getOut", vehicle _x]; }; unassignVehicle _x; Sleep 1; } forEach units _group_i; }; _plane flyinHeight mando_airsupport_bomb_alt max 100; }; Sleep 2; _group move _spawnpos; Sleep 4; waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)}; { if (alive vehicle _x) then { deleteVehicle vehicle _x; }; } forEach units _group; { if (alive _x) then { deleteVehicle _x; }; } forEach units _group; deleteGroup _group; };
  5. Hello Mando, is it also possible to call the air reconaissence with the mando_bombs_nodlg script???
  6. Hello, i made an action for the side menue, see picture below, but now it is shown twice. Like this ... "Call Evac" "Call Evac" I used this ... _player = player _player = _this select 0; ? evac : exit; ["CALL_EVAC", getPos _player, getMarkerPos "mk_start", getMarkerPos "mk_dest",side player, objNull, ""]execVM"mando_bombs\mando_airsupport_nodlg.sqf"; evac=true; exit; Any idea how to fix this problem? http://www.royal-bavarian-forces.net/download/file.php?id=92 (1050 kB)
  7. In addition i found an "6th-ArmA_Mod_v1.35" file ... but also no password for it ... :-( If anybody out there does maybe remember the password plz share it, we just wanna play with this old mod. thx alot
  8. Hello, just found an old "6th-ArmA_Mod_v1.50full" BUT its password protected ... @Sickboy can you do me a big favor, maybe you can remember the password and send it to me plz??? If anybody else still remember the old password plz let me know thx alot!
  9. Ahhh thank you very much but i made a mistake, i am searching for a higher version ... V1.27 ... would be cool ... plz somebody help. Maybe somebody still got this old @SIX folder from the V1.27 or higher ... on his pc ... plz share it! thx alot!
  10. Hello, some years ago i have played with you guys on 6thsense, was an awesome time btw, now i want to play some good old Arma 1 but i just found the public releases of the good old 6th sense mod. @Sickboy Do you maybe still have some old unreleased files on your harddisk? I can not remember but i think we played with 6th mod version 1.20 ... thx alot for help
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