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Moon_chilD

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Everything posted by Moon_chilD

  1. Hey guys, I have a small problem. Right now I try to add a "Killed" Eventhandler to all units via a module. Since I also need to include "In mission created units" I got a hint to use ExtendedEventhandlers. This sort of works. When I test my ALiVE mission in the Editor (SP and MP) I do get my added action via the Eventhandler even on ALiVE spawned units. However, when I transfer that mission to my server it suddenly doesn't work anymore (not even with Editor spawned units). This is my function: ["CAManBase", "killed", { params["_unit"]; // Exit if unit is player if (isPlayer _unit) exitWith {}; _unit addAction ["Hide Body", { removeAllActions (_this select 0); hideBody (_this select 0); }]; }] call CBA_fnc_addClassEventHandler; Maybe you guys know why it doesn't work in MP. Many Greetings Moony
  2. Hey guys, each day you want to learn something more. I think its time to go further into Dialog editing. What I want to do is, I want to have a simple Dialog where in the middle will be a map (which you can move and everything). On this map I want to have clickable/selectable "Marker". When the marker is selected, you then press on a button and will be teleported to that position. So its basically a MHQ script. What I also want to do is, having the teleport option only work when the vehicle is alive and not moving. My biggest problem right now is though, that I have no clue how to get the map and the selectable marker. Anybody have an Idea how I could do that? Thanks so far. If you have any further questions, just ask! Many greetings Moony
  3. Moon_chilD

    Map Teleport GUI/Dialog

    @HazJ Thank you for not only what you've posted here but also your ongoing help via Steam. My dialog is done!
  4. Hey guys, I have a small issue with "Ammo Cook-Off". A little background: I'm trying to create a "Spawn Wreck"-Module. While I easily get the vehicles spawn as a wreck, they still cook off when ACE is enabled (Ammo is exploding). I'd like to turn that off for those vehicles. Now I know that there is "_x setVariable ["ace_cookoff_enable", false, true];" (with _x foreach Vehicle) but it doesn't work. Does anybody know why? Is that a bug? Or is it a problem with me? Hope you can help me. Many Greetings Moony
  5. Moon_chilD

    Immersion Cigs

    Hey, I don't know if its due to the fact, that this mod hasn't been updated for a while or because there is some conflict but I can't get it to work. I have a lighter and a pack of cigs in my inventory (on my uniform) and then I use Self Interaction (ACE) to unpack a cig butthats it. I can't smoke it (the action in the Equipment doesn't appear). So my question is, is that only me or is it a general error. Many Greetings so far Moony PS: [player] call murshun_cigs_fnc_start_cig; also doesn't work! Nevermind I'm a bonehead. I didn't remember you need to equip it goggles! xD
  6. Moon_chilD

    Map Teleport GUI/Dialog

    Okay, that helped already. Thank you alot. The map is working. What I now would like to have is: Lets say I have 3 MHQs. I want it so that you click on one of the marker (it might even change color from Blue to Green or something like that) and then you click a button underneath the Map. Any idea how I could do something like that?
  7. Moon_chilD

    Will this computer smoothly run Arma 3?I

    Beside that most Desktop PCs have a hard time running Arma 3 smoothly (with mods, online), I wouldn't bet anything that a 500 bucks Laptop will. With Arma 3 its all about CPU and RAM. I can see that my 8GB RAM are not enough. So short answer: No I don't think so. Obviously, it always depends on what you want? Do you want ultra Graphics in multiplayer without lags and mods? - No. Are you okay with Lags, 20 or less FPS and low graphics settings? - Maybe!
  8. Moon_chilD

    Global Mobilization

    Thats some awesome stuff. Looking forward to it. I already have seen the screens of Mondkalbs Germany Terrain and therefore look forward to the rest. That will be some nice cold war action!
  9. Moon_chilD

    Vcom AI V2.0 - AI Overhaul

    Hey, I'm planning on using VCom in my unit again and have one question: Is there a benefit (other than having to load the mod) of using the script version over the Mod version? Or is it just convenience?
  10. Moon_chilD

    Server refusing to load mods!

    Don't know why its not working but maybe a Startup parameter file is a good idea. I have several of those for my server.
  11. Moon_chilD

    Arma 3 stuttering

    Well, anything technical can only be answered sufficiently if you drop some specs of your PC!
  12. You exactly answered your question yourself. :P As you can see here the function looks like this "nearestObjects [position, types, radius, 2Dmode]" that means the middle set of brackets here lets you specify what type of object should be affected. Try it with "house" (With the " ") inside the bracket. BTW, the reason that "2DMode" is missing here: When something at the end is unused it can be dropped! Edit: I think only if its (Optional). Sorry for the misinformation.
  13. Moon_chilD

    Profile got reset, how to recover it ?

    Because BI cannot restore your Profile for you. Also KOTH can't. All they do is restore your player stats on KOTH. That means, all the settings are still gone when you have done what you've posted above, but you at least have your stats back! Edit: Just do what @Baraz said. Save your .Arma3Profile every other week and you are on the safe side! (Which reminds me, I kinda forgot that for several months. Should really do it NOW!)
  14. @telkwa this is OT but I still answer you. I can remember that the Lowercase name issue was introduced when BI changed the forum software. Back then you could simply post a complaint about that in a feedback thread (iirc). So since this is quite a while ago, just hit a message over to an forum mod: https://forums.bistudio.com/staff/
  15. Well, doesn't help when the friends don't ;P Would like to know that as well.
  16. I figured it out (or better commy2 on discord did ^^) I basically gave the unit a default uniform that is not in the uniform pool and checked it in the script. If it has the uniform, the script randomly assigns gear, if not nothing happens!
  17. Update: I managed to get most off the stuff working. Only the 1. ist still missing! Hey guys, okay I know this topic has been talked about for quite some time and there are several threads about it. However I still open a new one because I have some further questions. Lets start with my idea: I'm building a PMC Faction (for my unit) atm. There is no dress code meaning they can basically wear what they want (okay, to an extent ...). What I want to do now is, that the units you can place in the editor will have random gear (taken from a pool of classnames) when placed. Okay, I have managed to do that. Thats how it looks right now: CfgVehicles.hpp class CfgVehicles { .... .... .... class MYUNIT { .... .... .... .... class Eventhandlers: Eventhandlers { init = "[(_this select 0)] execVM '\PATH\scripts\random_uniform_unit.sqf';"; }; }; .... .... .... }; random_uniform_unit.sqf _unit = _this select 0; removeUniform _unit; removeHeadgear _unit; removevest _unit; _uniform = ["classname","classname"...] call BIS_fnc_selectRandom; _headGear = ["classname","classname"...] call BIS_fnc_selectRandom; _vest = ["classname","classname"...] call BIS_fnc_selectRandom; _unit addHeadgear _headGear; _unit addUniform _uniform; _unit addvest _vest; So far that works. Whenever I place a unit in the editor he gets randomly assigned a Helmet, Vest and Uniform. Now I have several other problems. 1. When I start the mission the unit yet again gets a new random gear. I know why but how could I prevent that from happening? 2. When the unit respawns he is naked. Again, I know why but how could I make it so the unit gets respawned with the very same gear he had when the mission started? 3. The way I do it right now also removes all the ammunition in the Uniform and Vest (setup with "magazines[] = {};" and "respawnmagazines[] = {};"). Yet again, its obvious why, but what would be the best way to get around that problem? One idea would be to assign the equipment (Mags and Grenades) directly in the random_uniform_unit.sqf which works but also creates problems with question number 2. I hope someone could help me with that task. I'm not the very best when it comes to scripting (but I try to learn wherever I can :3) and also config editing / Mod making is quite new to me. So bear with me, I'll try my best to not be a pain in the butt! BTW, if CBAs Extended EventHandlers would help here, I'd also use them but I'm quite unsure how to set them up. Many Greetings and many thanks in advance Moony
  18. Okay I've 2 and 3 so far. 2 - I've added another EventHandler but this time a "Respawn" EH. This one leads to another script looking like this: _unit = _this select 0; _corpse = _this select 1; _loadout = getUnitLoadout _corpse; _unit setUnitLoadout _loadout; 3 - I've added "_magazineStore = magazines _unit;" in the second line and this "{_unit addMagazine _x} forEach _magazineStore;" in the last. Now my only problem that stays is the first. How can I run the init EH only in editor? (So that it is not run again when the mission starts)
  19. Awesome, I can finally unbind my Mouse 5 from O xD Finally yet another key I can use in Arma :3 Thank you CBA Team!
  20. Don't worry, I don't think we and especially TeTeT will let that mod die in the near and far future! :3
  21. Mhhh, Arma3Sync decided that I don't need most of my Addon Groups anymore T^T
  22. ATLAS LHD Template by STAF|Moony Description: This is a Simple Template for the ATLAS LHD Mod by J0nes. I know that Sup3r6F0ur already made a Template (Thanks for that) but I found out that some marker are not accurate enough to work with them. So I made my own markers and also provide some helper marker to show which hight each level of the has (approximately) In addition I provide a simple way (without much scripting or any mod) to allow player respawn on the LHD. Even though Vehicles (in the Hanger) Respawn fine, I couldn't find a way to enable Vehicle Respawn for Helicopter. Features: - Pretty precise marking of the level of this ship - Helping marker showing the height of the levels - Player respawn on the ship - Vehicle respawn on the ship (only ground and naval vehicle) Future Plans: - Vehicle respawn for helicopter and planes Change log: Version 1.0.1 - Added missing marker - Made it a singleplayer mission Version 1.0 - Initial Release Notes: J0nes (creator of the ATLAS LHD Mod) already stated that he is working on a editor marker for the LHD and a way to respawn vehicles on it. Download: (You need the ATLAS Mod: LHD Plus to use this template) Armaholic Google Drive Credits & Thanks: - J0nes for the ATLAS LHD Mod - Sup3r6F0ur for the initial idea and his template - Bohemia Interactive for Arma in general
  23. Moon_chilD

    1-2 FPS since update

    A buddy of mine had hugh FPS and Visual problems when using CPUCount and ExThreads with the 64bit version. Maybe it helps to deactivate these for you?!
  24. Moon_chilD

    Less Explody Aircaft

    Would it be somehow possible to remove the "Helicopter falls on rotor = Instant Explosion" thing? That is one thing that bugs me with Arma Helicopter!
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