Jump to content

khaosmatical

Member
  • Content Count

    471
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by khaosmatical

  1. khaosmatical

    Killoch's MultiNational Pack

    Mr Killoch, do you have any plans for Backpack Textures or even Weapon Retextures? Besides that, a fantastic re-texture pack which I think I will be using indefinitely.
  2. Hi there, the group I am part of have recently moved over to ARMA 3, the past three sessions we have played all on 1.24 has had both enemy map markers and death messages showing up. We do roll with some mods but none of them in theory should even touch the difficulty function and if so would have disabled those. We do host on a Listening Server so unless it is something to do with our host we are not really sure the issue, if there is actually one. Thanks.
  3. You are a hero to the Soviet Union good sir! This mod will make city firefights much more exciting and open up whole new avenues and approaches! Shame about the missile thing but hopefully the ARMA Devs will solve it. Nice work man look forward to seeing what you have next! (Hopefully a descending situation as Gole's has the silly vault mod which is overpowered!)
  4. I can confirm this as late as it is. On buildings the person you pull up will normally go inside the building. I also noticed that when you throw a rocket launcher over a wall the launcher and the rocket become separate which is a bit of a pain when trying to move fast, is there a way to keep it loaded when you throw it over?. Great mod though as it really changes gameplay! I really look forward to being able to throw backpacks.
  5. khaosmatical

    Authentic Gameplay Modification

    Hi there, loving AGM so far it is a fantastic rework of ACE (ACE being my favorite mod for ARMA 2). You already have made lots of progress and re-created many features, most of them even better like the weapon rest indicators. I imagine so far you guys still have a lot of ideas on features to add in (Hoping that the same CSW system from ACE is one of them!!!). But the other is that it would be great to have a Bandage all button (or just "Bandage Wounds with Bandage or Elastic Bandage") as well as the individual bandaging as I'd imagine wounds in certain areas affect the player differently. Another thing is falling from a building and then having all limbs bleed. It is a big problem as my group has LAxemann's Climb which is fantastic for combat but obviously fall damage from it in AGM means you have to bandage several times.
  6. Is there any way via script that I can disable the standard MX ability to all use 100rnd Magazines? As in only the MX LSW having the ability to load them as I have an Assistant Automatic Rifleman role which players may accidently use the 100rnd mags by accident. I would swap out the MX LSW for the Mk200 as it is also 6.5 but against the AAF means it will be confusing. I know they never use to be able, then they "fixed" that then reverted then "fixed".
  7. No hangon wait, that script is perfect, besides the fact that I cannot use sights while it is on.
  8. Hi there, I have been trying to find a way to lock a mission to first person only without using difficulty, unlike others who want the option to be first and third for vehicles I literally just want to lock it to first only. I know it can be done with difficulties but until the AI is so superhuman anything about Regular is a death trap. I remember ACE use to have a module for it but there must be a script that works. Thanks.
  9. khaosmatical

    RH Pistol pack

    Not sure if RH reads this but it seems that the RH Pistol box does not appear in ZEUS anywhere which means you have to fill several crates with them whereas the M4 box is there, any ideas?
  10. khaosmatical

    US Military Mod (80s, 90s)

    Hey Delta, the new US Army Rangers in Desert are fantastic, a slight error I have noticed with them is that the patch will become really bright, completely independent lighting to the BDU on all units with it.
  11. Hi there, I have been playing ArmA for about 3 years now and have always seen the problem with AI. Throughout mission making editing the skill on them does actually take effect but does it in the wrong way. If you drop the skill of a unit he will take long times to aim at a target and will just make the AI too easy and vice versa for increasing the skill, my question is, is there a script (not the addon by thunderbird) which I place on a unit which just increase the dispersion of their shots to make it feel like the AI are not dumb just they are poorly trained and cannot shoot for shit. I don't want the whole slow turning ,etc that the skill level brings. If anyone has any ideas they would be greatly appreciated. Thanks.
  12. khaosmatical

    ARMA 2 Shot Dispersion.

    Thank you for this, someone told me about something along the lines of this but googling the sorts did not show anything, thanks I think this is what I need. NOW TO EXPERIMENT!
  13. khaosmatical

    Weapon Crate Restrictions

    Thank you for this, this is EXACTLY what I was looking for!
  14. Hi there, currently in our missions we normally have restricted weapons so like we all are using M16s, M249s ,etc. We don't role with pre-defined Fire Teams or anything either so doing a personalized loadout with an optic is impossible. I'm trying to find a way so people can choose what optic they have in our sessions and although we can rely on the trust of people sticking to the weapons they are giving but just changing the optics, it would be nice to actually have a thing on the box they get them from to stop it so that only a player of a certain class could get a list of weapons like a Grenadier being the only one able to get a weapon with a Grenade Launcher. Not so much a complete restriction for the whole mission, just in that weapon box. Any help or ideas would be greatly appreciated. Thanks.
  15. Sorry for the late reply, yeah I did try removing it also before and you are right it did work. Thanks for the help and can someone close this thread?
  16. Hi there, recently I have started using Whollysteve's Combined AI Arty script package here ( http://www.armaholic.com/page.php?id=10534 ) and it is a great script, I can tweak it as much as I need. I have ran into a major problem in which whenever a fire mission is conducted all of the information is put in the Side Chat so everyone can see, i.e. "LOOKING FOR TARGETS" and when the enemy ai are using these mortars even to the Blufor that comes up which spoils the surprise. In the code I see when it actually says these lines on side but I fear that if I delete them it could cause a major error. Would anyone know how to disable them without breaking the script? Thanks. FireMission.sqf // ------------------------------------------------------------------- //Whollysteve combined AI arty script // //FORWARD-OBSERVER // //from //Nou's Forward Observer Script v0.5 and //[ZSU]Blake aka Blakeace's AI Artillery Framework v1.00 //15/05/2010 // //USAGE //One Forward observer; artillery battery synched to an arty module. thats it. //Put the folder with bith scripts into the mission folder (or mydocs>arma2>scripts for use in the editor) //The map is unpacked to allow for use in the editor, just drop it into mydocs>arma2>missions. // //Put the following into the FO init box: //stuff = [FO_NAME,ARTY_MODULE_NAME,WAIT_TIME,FIRE_AT_SIDE,RANGE,TYPE,SPREAD,ADJUSTS,SALVO,SKILL,VEL_COMPENSATOR,PREP_VALUE] execVM "fo\forward_observer.sqf"; //eg: stuff = [this,ARTY,1,west,1000,"HE",200,2,8,5,10,0] execVM "ForwardObserver\ForwardObserver.sqf"; // //FO_NAME : Name of the Forward Observer //ARTY_MODULE_NAME : Name of the Arty Module synced to your battery //WAIT_TIME : How often does the FO search for targets (1) //FIRE_AT_SIDE : Whose parade do you want to rain on (EAST,WEST,INS) //RANGE : How far out from the FO to look for targets (1000) //TYPE : Type of shot "HE","WP","SMOKE","SADARM","LASER" //SPREAD : Salvo dispersion radius (100) //ADJUSTS : Number of ranging rounds (2) //SALVO : Number of shots in the salvo //SKILL : How good is the arty battery 0-10 bad-good (5) //VEL_COMPENSATOR : Takes into account moving targets (10) //PREP_VALUE : Is the unit already ranged in 0 no, 1 yes (0) // //Some general values are given in brackets // //ENJOY // //THANKS TO: Nou's (Forward Observer Script v0.5) and [ZSU]Blake aka Blakeace (AI Artillery Framework v1.00) for the two great scripts that were the main basis for this piece of work. // //made with Notepad++ // ------------------------------------------------------------------- _battery = _this select 0; _target = _this select 1; _targetCount = _this select 2; _fo = _this select 3; _fm = _this select 4; _type = _this select 5; _spread = _this select 6; //ground spread radius; _adjustments = _this select 7; _pieces = count (units (_battery getVariable "ARTY_LEAD")); _rounds = _this select 8; _skill = _this select 9; //0-10 bad-good skilled; _adjmult = _this select 10; //speed adjuster (10 on foot, 20 for vehicles); _prep = _this select 11; // are they ranged in 0/1 ; if (_prep == 1) then { if(_rounds > 2 and ((ceil (random 15) > 3))) then { //fire initial salvo; //static aimpoint; _targetPos = getPosASL _target; _mrk0 = createMarker ["MortarTarget",_targetPos]; _mrk0 setMarkerColor "ColorBlack"; _mrk0 setMarkerShape "ICON"; _mrk0 setMarkerType "mil_objective"; player sideChat format["%1: firing for effect %2 rounds", _battery, ceil (_rounds/2)]; [_battery, true] call BIS_ARTY_F_SetShellSpawn; // Turn spawn mode on [_battery, ((round (_rounds*12.5)) min 50)] call BIS_ARTY_F_SetDispersion; [_battery, _targetPos, ["IMMEDIATE", "HE", 0, ceil (_rounds/2)]] call BIS_ARTY_F_ExecuteTemplateMission; waitUntil {_battery getVariable "ARTY_ONMISSION"}; player sideChat format["%1: FFE mission started", _battery]; waitUntil {!(_battery getVariable "ARTY_ONMISSION")}; player sideChat format["%1: FFE mission ended", _battery]; waitUntil {_battery getVariable "ARTY_SPLASH"}; player sideChat format["%1: FFE splash", _battery]; sleep ((10-_skill)*2); }; }; if(_rounds > 2 and ((ceil (random 15) > 2))) then { // Do adjust fire mission! // Number of adjustments to do. player sideChat format["Firing %1 adjustment rounds", _adjustments]; while {_adjustments > 0} do { _adjustX = ((round (random 50)) + (_adjustments*75)); _adjustY = ((round (random 50)) + (_adjustments*75)); if( round (random 1) == 0) then { _adjustY = _adjustY*-1; }; if( round (random 1) == 0) then { _adjustX = _adjustX*-1; }; _targetPos = getPosASL _target; _mrk1 = createMarker ["MortarTarget",_targetPos]; _mrk1 setMarkerColor "ColorWhite"; _mrk1 setMarkerShape "ICON"; _mrk1 setMarkerType "mil_objective"; _adjustPoint = [((_targetPos select 0) + _adjustX), ((_targetPos select 1) + _adjustY), _targetPos select 2]; player sideChat format["Firing adjustment at: %1", _adjustPoint]; [_battery, _adjustPoint, ["IMMEDIATE", "WP", 0, 1]] call BIS_ARTY_F_ExecuteTemplateMission; waitUntil {_battery getVariable "ARTY_ONMISSION"}; player sideChat "Adjust mission started"; waitUntil {!(_battery getVariable "ARTY_ONMISSION")}; player sideChat "Adjust mission ended"; waitUntil {_battery getVariable "ARTY_SPLASH"}; player sideChat "adjust splash"; sleep ((10-_skill)*3); _adjustments = _adjustments - 1; }; player sideChat "Adjustments complete, firing for effect!"; }; sleep ((10-_skill)*3); player sideChat format["%1: firing for effect %2 rounds", _battery, _rounds]; //ffe start; //aimpoint adjusted for target speed and direction; _adjmax = 300; _adjmin = -300; _error = (10-_skill)*10; _Yadj = speed (_target) * cos (direction (_target)) * _adjmult; if (_Yadj > _adjmax) then {_Yadj = _adjmax}; if (_Yadj < _adjmin) then {_Yadj = _adjmin}; _Xadj = speed (_target) * sin (direction (_target)) * _adjmult; if (_Xadj > _adjmax) then {_Xadj = _adjmax}; if (_Xadj < _adjmin) then {_Xadj = _adjmin}; _impact = [(getpos (_target) select 0) + _Xadj+(random _error - _error/2), (getpos (_target) select 1) + _Yadj+(random _error - _error/2), getpos (_target) select 2]; _mrk2 = createMarker ["MortarTarget",_targetPos]; _mrk2 setMarkerColor "ColorBlack"; _mrk2 setMarkerShape "ICON"; _mrk2 setMarkerType "mil_objective"; [_battery, true] call BIS_ARTY_F_SetShellSpawn; // Turn spawn mode on; [_battery, _spread] call BIS_ARTY_F_SetDispersion; [_battery, _impact, ["IMMEDIATE",_type, 0,_rounds]] call BIS_ARTY_F_ExecuteTemplateMission; //ffe end; waitUntil {_battery getVariable "ARTY_ONMISSION"}; player sideChat format["%1: FFE mission started", _battery]; waitUntil {!(_battery getVariable "ARTY_ONMISSION")}; player sideChat format["%1: FFE mission ended", _battery]; waitUntil {_battery getVariable "ARTY_SPLASH"}; player sideChat format["%1: FFE splash", _battery]; sleep 10; _fo setVariable ["FO_MissionComplete", true, true]; deleteMarker _mrk0; deleteMarker _mrk1; deleteMarker _mrk2; ForwardObserver.sqf //Put the following into the FO init box: //stuff = [FO_NAME,ARTY_MODULE_NAME,WAIT_TIME,FIRE_AT_SIDE,RANGE,TYPE,SPREAD,ADJUSTS,SALVO,SKILL,VEL_COMPENSATOR,PREP_VALUE] execVM "fo\forward_observer.sqf"; //eg: stuff = [this,ARTY,1,west,1000,"HE",200,2,8,5,10,1] execVM "ForwardObserver\ForwardObserver.sqf"; // //FO_NAME : Name of the Forward Observer //ARTY_MODULE_NAME : Name of the Arty Module synced to your battery //WAIT_TIME : How often does the FO search for targets (1) //FIRE_AT_SIDE : Whose parade do you want to rain on (EAST,WEST,INS) //RANGE : How far out from the FO to look for targets (1000) //TYPE : Type of shot "HE","WP","SMOKE","SADARM","LASER" //SPREAD : Salvo dispersion radius (100) //ADJUSTS : Number of ranging rounds (2) //SALVO : Number of shots in the salvo //SKILL : How good is the arty battery 0-10 bad-good (5) //VEL_COMPENSATOR : Takes into account moving targets (10) //PREP_VALUE : Is the unit already ranged in 0 no, 1 yes (0) // //Some general values are given in brackets // //ENJOY // //THANKS TO: Nou's (Forward Observer Script v0.5) and [ZSU]Blake aka Blakeace (AI Artillery Framework v1.00) for the two great scripts that were the main basis for this piece of work. // //made with Notepad++ // ------------------------------------------------------------------- sleep 5; // This needs to be figured out better, probably needs to watch the arty modules and see when they are done with init. _fo = _this select 0; _battery = _this select 1; _wait = _this select 2; //this is in minutes, min 1 minutes; _side = _this select 3; _range = _this select 4; //search radius; _type = _this select 5; //round type HE,WP,SMOKE,SADARM,LASER; _spread = _this select 6; //spread radius; _adjustments = _this select 7; //number of ranging rounds; _rounds = _this select 8; _skill = _this select 9; //0-10 bad-good skilled; _adjmult = _this select 10; //speed adjuster; _prep = _this select 11; //prep value; _isAssigned = _fo getVariable "FO_Assigned"; _forceMultiplier = 1; _lastMission = [-10000,-10000,0]; if (_wait < 0.5) then { _wait = 0.5; }; if (isNil "_isAssigned") then { _fo setVariable ["FO_Assigned", 1, true]; while {(alive _fo and [_battery] call BIS_ARTY_F_StillViable)} do { _mostCount = 0; _target = null; _units = nearestObjects [_fo, ["LandVehicle", "CAManBase"], _range]; player sideChat "Looking for targets..."; { if (side _x == _side and alive _x) then { //player sideChat "Found..."; _liveCount = 0; _objects = []; _near = nearestObjects [_x, ["LandVehicle", "CAManBase"], 100]; _liveCount = 0; _objects = []; { if(side _x == _side and alive _x and (damage _x) < 0.5) then { _liveCount = _liveCount + 1; _objects = _objects + [_x]; }; } forEach _near; if(_liveCount > _mostCount and (_x distance _lastMission) > 120) then { _forceMultiplier = 1; player sideChat format["Distance from last mission: %1", (_x distance _lastMission)]; _tanks = "Tank" countType _objects; _forceMultiplier = _forceMultiplier + (_tanks * 0.33); _apcs = "Wheeled_APC" countType _objects; _forceMultiplier = _forceMultiplier + (_apcs * 0.25); _mostCount = _liveCount; _lastMission = getPos _x; if((leader _x) != _x and ((leader _x) distance _x) <= 100) then { _target = leader _x; } else { _target = _x; }; }; //player sideChat format["Objects near %1: %2", _x, (count _near)]; sleep 0.025; } } forEach _units; if( isNil "_target") then { _lastMission = [-10000,-10000,0]; player sideChat "No targets found near the FO"; } else { //player sideChat format["Target is: %1 counting for %2 units total.", _target, _mostCount]; player sideChat format["Executing fire mission on %1", _target]; _fo setVariable ["FO_MissionComplete", false, true]; stuff = [_battery,_target,_mostCount,_fo,_forceMultiplier,_type,_spread,_adjustments,_rounds,_skill,_adjmult,_prep] execVM "ForwardObserver\FireMission.sqf"; player sideChat "Waiting for FO to finish mission"; waitUntil { _fo getVariable "FO_MissionComplete"; }; player sideChat "FO has finished mission"; }; player sideChat format["Waiting %1 minutes till next search.", _wait]; sleep (round (_wait*60)); } } else { player sideChat "FO is already searching for targets"; }; player sideChat format["FO %1 is no longer operating!", _fo];
  17. Problem Solved, can this thread be deleted? Thanks.
  18. Hi there, sorry for the incredibly late reply I totally forgot about this post. Originally when I tried what you said it broke but for some reason it randomly started working. Thanks!
  19. Hi there, I have already seen a post along the same line by Nagase but I tried doing the fix suggested but to no avail. Recently I have been using LK's Nuke for a fun mission for my group and the description is used it seems for the audio starts. I wish to also add the ace spectator script starter but whenever I do the game CTD's and gives me the same error message Nagase had. How would I join these two together in one document so they could work? Sorry for the quite possible ridiculously easy question. Ace Spectator Starter : respawn = "bird"; respawndelay - 3; LK Nuke Description: respawn = "BASE"; respawndelay = 10; disabledAI = 0; showCompass = 1; showGPS = 1; showWatch = 1; //---------------------LK Script Pack Sounds-------------------------------- class CfgSounds { sounds[] = {nuke1s, nuke2s, radzoneb, nblast, incoming, impact}; class nuke1s { name = "nuke1s"; // Name for mission editor sound[] = {\lk\sound\nuke1s.wss, db + 100, 1.0}; titles[] = {0, ""}; }; class nuke2s { name = "nuke2s"; // Name for mission editor sound[] = {\lk\sound\nuke2s.wss, db + 10, 1.0}; titles[] = {0, ""}; }; class radzoneb { name = "radzoneb"; // Name for mission editor sound[] = {\lk\sound\radiation.ogg, db - 3, 1.0}; titles[] = {0, ""}; }; class incoming { name = "incoming"; // Name for mission editor sound[] = {\lk\sound\incoming.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class nblast { name = "nblast"; // Name for mission editor sound[] = {\lk\sound\tom.wss, db + 2, 1.0}; titles[] = {0, ""}; }; class impactMetalHardClose { name = "impactMetalHardClose"; // Name for mission editor sound[] = {\lk\sound\impact_metal_hard.ogg, db + 6, 0.8}; titles[] = {0, ""}; }; class impactMetalHardStandard { name = "impactMetalHardStandard"; // Name for mission editor sound[] = {\lk\sound\impact_metal_hard.ogg, db - 2, 0.6}; titles[] = {0, ""}; }; class impactMetalHardFar { name = "impactMetalHardFar"; // Name for mission editor sound[] = {\lk\sound\impact_metal_hard.ogg, db - 10, 0.4}; titles[] = {0, ""}; }; class impactBodyHardClose { name = "impactBodyHardClose"; // Name for mission editor sound[] = {\lk\sound\impact_body_hard.ogg, db + 5, 0.8}; titles[] = {0, ""}; }; class impactBodyHardStandard { name = "impactBodyHardStandard"; // Name for mission editor sound[] = {\lk\sound\impact_body_hard.ogg, db - 2, 0.9}; titles[] = {0, ""}; }; class impactBodyHardFar { name = "impactBodyHardFar"; // Name for mission editor sound[] = {\lk\sound\impact_body_hard.ogg, db - 10, 1.0}; titles[] = {0, ""}; }; class impactMetalSoftClose { name = "impactMetalSoftClose"; // Name for mission editor sound[] = {\lk\sound\impact_metal_soft.ogg, db + 10, 0.8}; titles[] = {0, ""}; }; class impactMetalSoftStandard { name = "impactMetalSoftStandard"; // Name for mission editor sound[] = {\lk\sound\impact_metal_soft.ogg, db + 0, 0.7}; titles[] = {0, ""}; }; class impactMetalSoftFar { name = "impactMetalSoftFar"; // Name for mission editor sound[] = {\lk\sound\impact_metal_soft.ogg, db - 10, 0.6}; titles[] = {0, ""}; }; class impactBodySoftClose { name = "impactBodySoftClose"; // Name for mission editor sound[] = {\lk\sound\impact_body_soft.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; class impactBodySoftStandard { name = "impactBodySoftStandard"; // Name for mission editor sound[] = {\lk\sound\impact_body_soft.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class impactBodySoftFar { name = "impactBodySoftFar"; // Name for mission editor sound[] = {\lk\sound\impact_body_soft.ogg, db - 10, 1.0}; titles[] = {0, ""}; }; class rhumble { name = "rhumble"; // Name for mission editor sound[] = {\lk\sound\rhumble.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class interiorTurbolanceClose { name = "interiorTurbolanceClose"; // Name for mission editor sound[] = {\lk\sound\interior_turbolanceClose.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class interiorTurbolanceStandard { name = "interiorTurbolanceStandard"; // Name for mission editor sound[] = {\lk\sound\interior_turbolanceStandard.ogg, db - 5, 1.0}; titles[] = {0, ""}; }; class interiorTurbolanceFar { name = "interiorTurbolanceFar"; // Name for mission editor sound[] = {\lk\sound\interior_turbolanceFar.ogg, db - 5, 1.0}; titles[] = {0, ""}; }; class shockwaveClose { name = "shockwave"; // Name for mission editor sound[] = {\lk\sound\shockwave.ogg, db - 10, 0.4}; titles[] = {0, ""}; }; class shockwaveStandard { name = "shockwave"; // Name for mission editor sound[] = {\lk\sound\shockwave.ogg, db - 15, 0.5}; titles[] = {0, ""}; }; class shockwaveFar { name = "shockwave"; // Name for mission editor sound[] = {\lk\sound\shockwave.ogg, db - 20, 0.6}; titles[] = {0, ""}; }; }; //---------------------LK Script Pack Sounds--------------------------------
  20. Hi there, for a while now I have been trying to figure out a custom piece of script which has the ability to have a certain unit for example a US Rifleman (player) to have the ability to choose a set weapon but with different optics. So for example there are people I play with who have preferences but we do not have a preset role system meaning I cannot script a unit an optic because the player who likes that optic might not play as them. I mainly want to do this so if the load up stage is cut out then the player can still choose the optic he wants and it also cuts out people getting a weapon not suited for their class like a Medic with a M240. I have seen a similar concept in a Shacktac video which unfortunately I cannot recall the name of in which has the exact same system. Is there a pre-built script I cannot find or would it be a mod that everyone would have to download? Thanks.
  21. About maybe 3 months ago or so the UnitCapture and Play function worked beautifully, I had no problems with it and learnt to do it from 'TheJServer's video ( ). But now now I try to do it the same way it simply does not work? I mean I get all the coordinates in proper place, everything is named correctly but when I hit play it does not play the captured footage?Has the system been updated that I am unaware of? Thanks.
  22. (Messed up title, it is meant to be "Ending a mission after an objective is done" A most likely simple problem that I am having trouble figuring out. What is intended is that once you reach the extraction point (i.e. a trigger which is activated when BLUFOR are detected) the mission is supposed to end, I'm not entirely sure how to execute the ending trigger when the objective is finished. I tried by synchronizing the end trigger to the 'Set Task State' which would be succeeded but to no avail! I guarantee I am being really stupid but I do need some assistance if possible, thanks!
  23. @dezibert, what do you mean by "Place trigger with condition for task completion"?
  24. Hi guys I am also in need of something like this and I have filled in what I understand but I am still unsure how to actually activate it in-game on a player? I assume I make it a sqf and then a ini with the ExecVM for whateveer the name is? Here is the script except with the stuff I need and just need to check if it is correct? weaponListPistols = [ ["ACE_MP7", "ACE_40Rnd_B_46x30_MP7"], ["UZI_EP1", "ACE_30Rnd_9x19_S_UZI"], ["ACE_Glock18", "ACE_33Rnd_9x19_G18"] ]; weaponListRifles = [ ["ACE_M4A1_C", "30Rnd_556x45_Stanag"], ["ACE_MP5A5", "ACE_30Rnd_9x19_S_MP5"], ["ACE_UMP45", "ACE_25Rnd_1143x23_B_UMP45"], ["ACE_KAC_PDW", "ACE_30Rnd_6x35_B_PDW"] ]; switch(round(random 1)) do { //Selects either 0 or 1 case 0: { _weapon = weaponListRifles select floor(random(count weaponListRifles)); }; case 1: { _weapon = weaponListPistols select floor(random(count weaponListPistols)); }; } // Give weapon here player addWeapon (_weapon select 0); // Give 4 mags (_i will be 0, 1, 2, 3 which is 4 times in total) for "_i" from 3 to 4 do { player addMagazine (_weapon select 1); };
  25. khaosmatical

    US Military Mod (80s, 90s)

    Could I possibly make a request being the ability to have some goggles on the helmet without a cover to add some variation to units with the hidden texturing ability? Besides that, really looking forward to this mod!
×