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sovietpolarbear

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About sovietpolarbear

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  1. I am currently working on a large scale company sized mission (Player Versus Player) set in a ruined city with over 800 buildings. I am looking for ways to help with performance. I have disabled simulation on all the objects except for 21 enterable buildings. I have also set almost all objects to be simple objects as well.
  2. I used your melee script to make a crusader mission in ArmA 3 Here is a screenshot Please continue work on this lovely script!
  3. sovietpolarbear

    Custom textures are gone after a unit respawns.

    Oddly enough it didn't work This is what's in my onPlayerRespawn.sqf player setUnitLoadout(player getVariable["Saved_Loadout",[]]); params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"]; _texture = switch (side _newUnit) do { case east: {"textures\vietnam_vc_goon.paa"}; case west: {"textures\vietnam_marines_goon.paa"}; /* case independent:{"textures\vietnam_vc_goon.paa"}; case civilian:{"textures\vietnam_vc_goon.paa"}; */ default {"textures\vietnam_vc_goon.paa"}; }; _newUnit setObjectTextureglobal [0,_texture];
  4. sovietpolarbear

    Custom textures are gone after a unit respawns.

    Thank you it works! In my mission two different sides are using two different textures that I have given them. player setObjectTextureglobal [0,"textures\texturefilename.paa"]; Adding this code respawns a team with their original texture but not the other. What code would I put into onPlayerRespawn.sqf: which would allow for two teams(West & East) to respawn with their original textures that are different from each other?
  5. Is there a way to rebind the melee to a key on the keyboard? Right now the script is set to use any button on the mouse to launch attacks. Also the melee script does work in multiplayer.
  6. I am currently making a mission that uses custom textures set to the uniform of the player. This mission is a multiplayer PVP mission that will be played on a dedicated server. I am using this setObjectTextureglobal [0,"textures\texturefilename.paa"]; in the individual init of each placed unit to call the texture and it works fine. The units get their texture. My issue is that after they respawn, they lose their texture and revert back to their vanilla uniforms. I am using onPlayerkilled.sqf which contains player setVariable ["Saved_Loadout",getUnitLoadout player]; and onPlayerRespawn.sqf which contains player setUnitLoadout (player getVariable ["Saved_Loadout",[]]); The respawn works and the players, once they die, receive their gear I gave them through a gearscript.
  7. For my mission, I'm trying to add a reduced amount bullets in each magazine not only to the player's uniform but also to their vests, backpacks and containers in the mission. I can add the reduced magazines to the player's uniform but not to their vests, backpacks and containers. The command to already add reduced magazines to a unit's uniform is player addMagazine ["30Rnd_556x45_STANAG", 15]; Notice that addmagazine is different from addmagazines which adds a number of magazines with full ammo. Is it possible to add magazines with reduced number of bullets in a gearscript or in the actual init of the unit?
  8. I've got two questions for this mod: 1.) Will the textures and possibly models get better over time? 2.) What is the estimated size for the for the mod with all the units and vehicles?
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