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Phyma

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Everything posted by Phyma

  1. Hello! So I am trying to hide the rocket pods on the hellcat. In the config of the Heli_Light_02 in the class Heli_Light_02_base_F: There is a code: "Script animations: Doors, HideWeapon, proxy" So is it possible to hide the rocket pods on the hellcat like you can on the offroad with: _this animate ["HideConstruction",1]; So on the hellcat: _this animate ["HideRocketPod",1]; or something similar, is it possible? Or if I can use the same as: _Heli_Light_02 animate ["dvere1",1] but like: _Heli_Light_02 animate ["raketa1",1]; And also I dont want to hide all weapons just the rocket pod. Thanks :)
  2. I dont know if anyone have said this but have you tryed: class RPA_Jerrycan: ToolKit{ scope = 2; displayName = "Jerry Can"; icon = "iconObject_2x1"; picture = "\RPA_Refined_Vehicles_v3\rpa_misc\rpa_jerrycan\jerrycan.paa"; model = "\A3\Structures_F\Items\Vessels\CanisterFuel_F.p3d"; class ItemInfo: JerryCanItem { mass = 80; //uniformModel = "\A3\Structures_F\Items\Vessels\CanisterFuel_F"; }; }; sure you might have to change some things. But check the toolkit config in weapons_f/items/config.bin. and why would you want it to have a inventory? Create a couple if classes like 25% full, 50% , 75% and 100%. Everytime you fill you use eatch 25% increment. This way you can have fuel in the jerrycan and still save info about it. Take care
  3. Thank you :D will test in next dev-branch build :)
  4. Phyma

    AVERS US4CES Uniforms

    I have the same Problem as Azer1234 what ever I do it keeps getting rejected. Tested: UnPBO it and Pbo it again and sign it. Sign the first pbo. Leave it as it is. Any ideas of why it is so?
  5. OKey thanks friznit2. Then can yoiu help me with what im doing wrong? if (paramsArray select 1 == 1) then { ["ALiVE_sys_data_couchdb"] call ALiVE_fnc_pauseModule; }; if (paramsArray select 2 == 1) then { ["ALiVE_MIL_CONVOY"] call ALiVE_fnc_pauseModule; }; if (paramsArray select 3 == 1) then { ["ALiVE_amb_civ_placement","ALiVE_amb_civ_populatio n", "ALiVE_civ_placement"] call ALiVE_fnc_pauseModule; }; if (paramsArray select 4 == 1) then { ["ALiVE_mil_placement"] call ALiVE_fnc_pauseModule; }; Thanks! ---------- Post added at 09:11 ---------- Previous post was at 09:03 ---------- I tryed to have eberything in all caps. Didnt help.
  6. Is it the same with the pausModule function? that its not in the open release? I posted it on page 343 second Post. I have some problems with it.
  7. Hello! So Im trying to get the ALiVE_fnc_pauseModule to work. I want to use it with parameters so you can turn on or off certain modules. When i tryed to paus everything the marker that i had blacklisted disappeared and convoys spawned next to me. Everything worked fine with the marker being blacklisted and nothing spawned inside of that area. These are the alive paysemodules im trying to solve: if (paramsArray select 1 == 1) then { ["ALiVE_sys_data_couchdb"] call ALiVE_fnc_pauseModule; }; if (paramsArray select 2 == 1) then { ["ALiVE_MIL_CONVOY"] call ALiVE_fnc_pauseModule; }; if (paramsArray select 3 == 1) then { ["ALiVE_amb_civ_placement","ALiVE_amb_civ_population", "ALiVE_civ_placement"] call ALiVE_fnc_pauseModule; }; if (paramsArray select 4 == 1) then { ["ALiVE_mil_placement"] call ALiVE_fnc_pauseModule; }; is it possible to do this way or am i using this function incorrectly? I have other params that work so its just the alive ones that just dont want to pause. Thack you :)
  8. Phyma

    STI Addons

    Well Fallen its true, The latest Arma 3 update destroyed all sounds in all mods, some config changes. So just hang tight and it will be fixed soon :)
  9. Hello! Im working on a repack magazine mod. As the topic states im trying to prevent the user from moving, vault, check gear etc. while the script is running in my mod. So how do i do this? I want the character to be able to press escape and look around and press the key stated in "User6". While the script runs there will be a action running: _unit playAction "Gear" I have tryed using somesort of displayremovealleventhandler and that didnt work (probably think it does something it dosent) I call the script from init file: (findDisplay 46) displayAddEventHandler ["KeyDown", {[_this,["User6",false,false,false], {player call SOD141_fnc_repack;}, {},"SOD141_var_repackRunning"] call SOD141_fnc_keypressed;}]; then inside my script i have a similar to check if you abort the script: (findDisplay 46) displayAddEventHandler ["KeyDown", {[_this,["User6",false,true,false], {},{}, "SOD141_var_repackAbort"] call SOD141_fnc_keypressed;}]; So please help me and thank you :)
  10. Im not that well understood in dialogs and ctrls. But If i create my script inside a dialog will all the keypresses be inside that dialog and nothing for arma? For example if im inside my dialog and presses "R" (vanilla reload) will the player start to reload? or just do nothing? Thanks :)
  11. Ohh I forgot to say that it didnt work. My .htaccess file is like this: Options +Indexes IndexOptions +FancyIndexing SetHandler None SetHandler None dosent seem to do anything btw. But i know there is a .htaccess file in the root. Because i have my file in the repository directory. And i cant access the one in the root.
  12. Hey Gundy! Thanks for a reply. Now i know where to look somewhat. I havent set up the server completetly, i rent it. And im currently using a .htaccess file to let a3s get in contact with it. But will look into fixing the directory/location thing. Thanks again.
  13. Hey gundy! Yes im able to download with filezilla, but thats another protocol. Because im syncing with HTTP not FTP. And it dosent download the file, it give this error (check it out): http://www.swedishtacticalunit.se/Arma3/STU_Addons/@ACRE/plugin/acre_win32.dll Thanks
  14. Hello! I feel like a noob doing this and having this many problems. But right now we are having a problem with download *.dll files from the FTP it just replies with a "Server Error in '/' Application". And in the program Arma3Sync it just comes up: "An unexpected error has occured. Download have been interrupted". Probably due to the Server error. I have pm you earlier with other problems, that are fixed now, so you should be able to backtrack my URL, dont want to post it openly. Or just tell me to PM you it again. The mods that we are trying is @ACRE and @Jayarma2lib, and its the *.dll files that we cant download. So any fix for this or do we have to pack all the folders? Thank you!
  15. Hello! I am having problem with my repositary. I think I have set it up completely corect with Http, I can import it but when i try and "Check for addons" then it just says "Failed to connect to repository STU". I dont have a password but I can download individual files. I have set up a test server on my computer at "D:\ftp\domain\Arma3\STU_Addons" it needs to have the domain or it wont find it. So we have a webhotel with a ftp and website. But not a game server and im currently using my own computer as a server. So I have no idea why it wont work with http anonymous connection. Well it can find the autoconfig and all those files. But it still gets "Failed to connect to repositary STU". So any ideas on why? Thank you alot!
  16. Hello I want to find a way to pack directly to a vest without filling the uniform just as you can with the backpacks. So is there anyone out there with the solution? I hoped that it would be a unitVest just as there is a unitBackpack. Thanks.
  17. Vote this up: http://feedback.arma3.com/view.php?id=2712 this is fixing this issue :)
  18. Nice I was thinking about something like this. Will try it out :) Thanks :) But still great if we had the same things as we got for the backpack :)
  19. the last code part is more general. The first code is about the player. But when you use _this its about the unit the script is attached to. _this functions to both the player and AI if I remember correctly. I just lurk around the forum trying to help people with initialize the scripts not testing the scripts :P
  20. Hello. Not tested this but can probably move you in the right way. After you have put a unit in the editor then you click that person. A window will then open about that character and on the right side of that window there is a big box where it says Initialization or something like that. In that window you put in: nul = this execVM "scubaback.sqf"; Now its ready. You have to save the file(scubaback.sqf) in your particular mission folder to get it to work.
  21. But as i posted in my thread about Pack to vest: Add just the vest then add the items. Because you need location to store the items. So if you but on just the vest, add the stuff then add the uniform and/or backpack.
  22. But they cant remove him if he is not there ;) so i think we will be okey. And i hope that wreack will be there all the time. AWSM for scuba missions.
  23. i have scimmed throught the code and he just packs into the backpack. Thats a packing script for packing in your backpack and thats not the problem.
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