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Posts posted by evromalarkey
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Many thanks for the update! How do I use sen_unitpools.sqf though? I can't find it anywhere, also would be possible to set on which map each faction should be?
BTW I just tried the new version on server, and Arsenal seems to not working.
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@SENSEII
Could you please add bi dynamic groups into next version? It's the squad manager accessed via U.
initPlayerLocal.sqf
["InitializePlayer", [player, true]] call BIS_fnc_dynamicGroups; // Initializes the player/client side Dynamic Groups framework and registers the player group
initServer.sqf
["Initialize", [true]] call BIS_fnc_dynamicGroups; // Initializes the Dynamic Groups framework and groups led by a player at mission start will be registered
Also could you add ACE Blufor Tracking to the ACE options? Thanks!
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@delta hawk you could also release something like lite version of CUP weapons eg. as I did with ACR_A3 - http://www.armaholic.com/page.php?id=28424 it has only the weapons related to ACR, otherwise it's CUP Weapons without some pbos and with one compatible config.
So people can choose to use full CUP Weapons or lite version that is specific only for the mod. ;)
EDIT: Well never mind, seems @SilEighty got that idea first :D
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BTW ASDG JR is no longer required, from now on CBA A3 is required. See the first post.
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Nice update! Cannot wait for future stuff,
Now as you port more stuff in the future like vehicles will it devalue your Czech Forces pack? Or do you think you will develop that more into a custom unit pack with new units out of arma 3 and arma 2?
Just wondering :)
The plan is integrate most of our ascz TKA, CDF stuff. But ACR pack not anytime soon, maybe sometime later.
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You don't need to transport the body bags, you just need to use the gather intel action. You can transport AI by detaining them with cable ties and interacting with a vehicle to load the AI.
Thanks!
You can edit the unit pools in fnc\fn_settingsPre. I already support RHS units, so you can use them as an example for CAF.
Would be cool if we could change the faction via parameters :) Eg. So I could select that I want Taki insurgents and civs on takistan etc.
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@serjames
since we changed the way pack is relesed, the @cup on pws is now only a dummy mod with @cup_weapons and @cup_units as dependency. So basically when everything is out, it will be collection of CUP packs.
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@PhonicStudios
yeah, that was the idea. Sorry for the additional downloading :unsure:
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Really great mission! Love the ACE integration, keep up the good work!
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I was not aware of any classname changes, I will check that and fix it ;)
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Speaking of compatibility with existing AiA addons/fixes, will this (http://www.armaholic.com/page.php?id=26594) work with CUP? Or must it have files changes?
I will make it work with CUP TP, don't worry ;) Maybe we could even integrate it directly into CUP TP, who knows.
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Looks really good, can't wait for this! I can imagine playing with these units on Everon or Saruago, that would be awesome!
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New CUP feadback tracker can be found here - http://bugs.cup-arma3.org/
Public skype group - skype:?chat&blob=oiX7kRzQdm2qikPWDE6DMPK5ZUM-LxX0RrX87OQjxXyTa9gzwfF4lfh3MaeTJXkebnE7hmIE0i_o6xo
Moderators, got a question. Is it possible to change owner of the thread in new forums? If so, can you please contact me? Thanks.
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The PM limit is really annoying, my inbox is full and I don't even know about it. Why there is a limit at all? Only 50 messages is ridiculous.
Anyway good work with the forum so far, I'm starting to like it.
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I Agree, the adds are really annoying. And the second biggest problem is that all links are broken now. Honestly, the new forums brings more problems than good.
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@AB_Luca depends on the mod, there will be change of classnames (aia to cup) so that could complicate some things. But otherwise it should be the same and without problem.
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meaning' date=' make your trigger's condition look like this:"isServer && {this && ...}"
[/quote']
lets start at your execution codereplace it by this here:
[] call compile preprocessFileLineNumbers "script_1.sqf";
(better to put the entire script into a function and then execute that function but thats a lil bit too much here)
as alternative you also can change the call to a spawn (if you rly want to get it spawned which is not needed)
secondly, your trigger will be executed for every computer on the virtual server (meaning every player/server/HC will trigger the trigger) thus you have to add some condition so that the vehicles are rly spawned just once (a simple "if(!isServer) exitWith{};" in first line should do the trick)
and that should be everything
just that you then have to do the calculation required by yourself which should make it in theory slower again (still it should be the prefered way of placing objects from a database for example))
I knew that I'm missing something important, it's working right now, thanks a lot guys!
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Hello,
I'm trying to execute sqf script on trigger in the mp mission. The scripts spawns objects and was generated from Ares. Looks like this:
_newObject = createVehicle ['Land_fort_rampart', [9934.28,5410.32,-0.0931396], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [9932.32,5411.38,253.98]; _newObject setVectorDirAndUp [[0.879236,-0.476179,-0.0140672], [0.0159973,1.57279e-009,0.999872]]; _newObject = createVehicle ['INS_WarfareBAircraftFactory', [10071,5419.77,0], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [10073.4,5420.35,245]; _newObject setVectorDirAndUp [[0.865179,-0.501464,0], [-0,0,1]]; _newObject = createVehicle ['Land_fort_rampart', [10096.5,5427.23,0], [], 0, 'CAN_COLLIDE']; _newObject setPosASL [10094.5,5428.12,245]; _newObject setVectorDirAndUp [[0.915861,-0.401495,0], [0,0,1]];
The problem is that everything will spawn 3 times when the trigger is executed. How do I fix it? The trigger condition is that if independent is present then execute - spawn_1 = [] execVM "script_1.sqf";
So how do I correctly execute this script? My goal is to execute this script when players enter the operation area.
Thanks for any help.
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I had been eyeing up the M1030 previously. Perhaps after the Bradley unless someone else takes it up.We already have M1030 ported in the repo, but sshhh.
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People are arguing in my thread again, what have I've done this time? Why it's has to be always my thread :(
Now seriously, RHS is doing great job and I love it. Now sssh.
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https://www.facebook.com/media/set/?set=a.875453149191829.1073741832.868983299838814&type=1 some new screenshots from CUP Terrain Pack ;) -
https://www.facebook.com/media/set/?set=a.875453149191829.1073741832.868983299838814&type=1 some new screenshots from CUP Terrain Pack, using Real Light! ;)
[COOP] Dynamic Combat Generator
in ARMA 3 - USER MISSIONS
Posted
@SENSEII sorry my bad, I overlooked the userconfig and also the arsenal :D