Jump to content

BadHabitz

Member
  • Content Count

    1066
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by BadHabitz

  1. BadHabitz

    TAW View Distance Script

    I like this script. In fact, I had seen it all over the place, and have gotten so used to it, I thought it was part of the standard game. When it wasn't there on one server I thought it was broken.
  2. Just curious, but do you have a timeframe in mind for completing these?
  3. BadHabitz

    =BTC= Revive

    Dev build. Custom scenario. I just pasted over the old files with your new stuff. Everything in the description and init files seem the have stayed the same. It wasn't doing that prior to adding the new files.
  4. BadHabitz

    =BTC= Revive

    Is it normal to have the script errors flashing my screen when I'm previewing in the editor? Undefined variable in expression _ar and _veh, on lines 1459 and 1510 of functions.sqf
  5. BadHabitz

    Altis: Criticism and Suggestions

    the island is great, but I know many that are having severe performance issues.l
  6. I'm going to implement a feature on a MP map, but I'm trying to wrap my head around a way to respawn a container/ammo box after it's been destroyed. The container will have a filler script, or just an items list in the INIT. So the container will be moved (or not) and once destroyed it should respawn at the original location. So I guess for intents and purposes I need a way to treat a container to respawn the same way a vehicle should. I've seen some info in old A2 threads, but I didn't want to rehash old threads, and I wasn't sure if any of that has changed for A3. Thanks in advance...
  7. Once you start with gear test and save it as a different name you'll need to copy and paste all of the other files in the gear test folder. When you save under a new name all it does is generate a new folder with a mission.sqm You still have to copy and paste everything in the gear test folder (except mission.sqm) and put it in the new folder you just made.
  8. My apologies. Here is a magnified version http://i5.photobucket.com/albums/y181/djmtott/2013-08-25_00001_zpse4631a17.jpg What happened before is that I tried AiA, and got that error. Then I just tried A3 and got that same error. So I ditched the program. So I just tried using Sync for A3 and I got the same error. So I look at the mods and some of the AiA mods are still enabled. I uncheck those and A3 works fine. I figure I'll try AiA again to see if that works. Nope, got the error again. So I think this is a cycle, and I'd expect the mods to still be on and A3 to error too, but no. I have no idea. Sync works with A3, but I'm getting that error when I try AiA.
  9. I still get this error when I load using Arma3Sync. It doesn't happen when I load any other way. No addons or mods either way.
  10. Ok, I got this error running AiA. I also got it while running vanilla Arma3. I closed A3 and A3Sync. I opened using a different launcher and I get no error.
  11. I didn't have any other mods enabled. To be honest, it took me a while (after I posted) before I even figured how to select which mods I wanted to use. AiA is easy, you have a selection pull down. May I suggest a button to add Addon Groups to your next build? And like previously reported, there is an issue with profile names that have spaces and periods.
  12. AiA just gives me an error that I can't get past... "No entry 'config.bin/CfgVoice.Male00ENG'." All I'm doing is trying to place a single unit on a map and then Preview. I've had AiA work before, so I'm wondering if this tool has anything to do with it.
  13. BadHabitz

    Recommended Server Specs

    Out of curiosity, what do you think of this CPU for a server?
  14. BadHabitz

    ArmA 3 server rental

    http://forums.bistudio.com/showthread.php?159590-WARING-DO-not-use-VILAYER!-FOR-HOSTING!&highlight=vilayer
  15. If this can allow people to run AiA much more easily than previous methods then this thing will be worth it's weight in Adamantium
  16. BadHabitz

    Arma 3, legal terms of user maps

    ^^ThisI'm editing a popular mission for the purposes of my unit. I'm keeping as many references to the original creator as I can, and I'm commenting at every turn that we've only just made modifications. If the OP does something like that then I'd assume that would be fine. In the end, that's the risk that mission makers make by releasing their stuff to the public for download.
  17. I'm guessing that you're assuming medics have Medikits and I think you're referring to First Aid Kits as medpacks. Just wanting to clarify.
  18. Where do you get this from?
  19. You're the man. Take as much time off as you want. You deserve it. Thanks!Just tested it and it works! Tweaked the time/distance for my purposes, but it's fantastic!
  20. Yeah, I'm sorry. I'm trying to figure out scripting, but by the time I figure it out we'll be playing Arma 7. That's why I ask for help on the forums.
  21. I would like to have a satellite radio that ignores terrain interference.
  22. Having trouble. Not sure if I got this right or if I need it in two sqf's. Boxes are not despawning all of the time, and if they do it's only ammocrate1. Despawned crates don't respawn. I did change the time for testing purposes. // Respawning ammo crate script - August 22nd, 2013 _crate = _this; clearMagazineCargoGlobal _crate; clearWeaponCargoGlobal _crate; clearBackpackCargoGlobal _crate; clearItemCargoGlobal _crate; _crate addMagazineCargoGlobal ["20Rnd_762x51_Mag", 150]; _crate addMagazineCargoGlobal ["HandGrenade", 200]; _crate addMagazineCargoGlobal ["7Rnd_408_Mag", 100]; _crate addMagazineCargoGlobal ["200Rnd_65x39_cased_Box", 30]; _crate addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", 200]; _crate addMagazineCargoGlobal ["16Rnd_9x21_Mag", 30]; _crate addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 10]; _crate addMagazineCargoGlobal ["NLAW_F", 50]; _crate addMagazineCargoGlobal ["SmokeShell", 50]; _crate addMagazineCargoGlobal ["SmokeShellGreen", 50]; _crate addMagazineCargoGlobal ["SmokeShellRed", 50]; _crate addItemCargoGlobal ["Medikit", 50]; _crate addItemCargoGlobal ["acc_pointer_IR", 10]; _crate addMPEventHandler ["MPKilled",{_crate = (typeOf (_this select 0)) createVehicle (getMarkerPos "ammocrate1, ammocrate2, ammocrate3, ammocrate4, ammocrate5"); _crate execVM "ammocratefiller.sqf"}]; _box = ammocrate1, ammocrate2, ammocrate3, ammocrate4, ammocrate5; _originalPos = getPosATL _box; _timeToDelete = 0; while{true} do { if(_box distance _originalPos > 100) then { _deserted = true; { if(_deserted) then { if (_x distance _box < 100) then { // 200m _deserted = false; }; }; } forEach allPlayableUnits; if(_deserted && _timeToDelete==0) then { _timeToDelete = time + 60*1; // delete after 10 mins if none is within 200 m } else { _timeToDelete = 0; }; if(_timeToDelete<time) exitWith { deleteVehicle _box; // respawn logic here }; }; sleep 10; };
  23. Thanks for the suggestion, but I think what's been provided will be enough. I plan to put 5 of these crates on the airstrip. One can be delivered, and once the objective is taken and everyone moves on to the next target the crate will neatly despawn. If they need a crate at the next target there will be others available. I'll just have to keep an eye on how things work, to adjust time and distance.
  24. BadHabitz

    Animate object Script

    http://forums.bistudio.com/showthread.php?157757-Open-Close-Bargate-solution-!
×