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Domkrat

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About Domkrat

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  1. Domkrat

    Anime Mod for Arma 3

    You are making shit from man's game, by your stupid mods for crybabies. Shame on you.
  2. Stealing something is cool and it's also cool when you need to pay attention to not being robbed. But may be we will find a new interesting idea of adding weapon. Our vehicle storage includes an ability to store weapons and other items from original game. You will be able to see that in the next showcase.
  3. Domkrat

    Realism or "Balance"?

    Realism! Because i don't want all guns to be shit.
  4. Domkrat

    What's wrong with animations?

    Can you please at least tell me the name of that function?
  5. Hello. I am trying to use "UnaErcPoslechVelitele4" animation. When alpha came out, it was all ok with this animation, but about 2 months ago an update came out, and animation stopped to work with all kind of commands (switchMove, playMove, playMoveNow), so i was caused to find a new way and after many hours of researches i've found it. note: I need it to be played on all clients in multiplayer. if (initiator == player) then // INITIATOR's code { [indent]while {true} do { [indent]initiator playMove "UnaErcPoslechVelitele4"; uiSleep 15; [/indent] };[/indent] }; initiator switchMove "UnaErcPoslechVelitele4"; //CODE FOR ALL 1. By playing animation with playMove in loop i make player to stay without ability to move (that's important). 2. All players play animation for initiator with switchMove, so from now initiator will stay in that animation, until loop stops on his side. That was the hard way from "behind", but it worked fine. Then not so long ago this way stopped to work too, so now there is no way to play this animation for all, but having loop on all clients, which works fast as a beast and makes lot of "spam". I tryed all animations which at least may look like handcuffed, but they all have the same problem. So the question is: what the hell happened to all that stuff??? And please don't say something like "this is only beta", because it worked more then good in alpha. Regards.
  6. We had lot of ideas like yours, but if you follow my signature you'll see, that we are trying to make the best optimization :). Removing and adding thinks back takes too much traffic. So i guess i'll just wait until they fix removeWeapon and other commands. It's ok that backpacks are under CfgVehicles, because they are object unlike weapons and gear, but vests and uniform under... WAT:) Also mass for items and gear is in ItemInfo, but weapon's mass is in WeaponSlotsInfo, so you got to make 2 types of getting mass and sort it. Thats weird... PS HB to you, man.:D
  7. I got to admit, that they made it really messed up. Thanks
  8. Larrow, we know about that, but is there a way to get maximumLoad of uniform? Mariodu62, unassigned weapon counts as item too. Proof: put a weapon in your inventory and execute this code in console: items player;
  9. Thanks for replies. I think it would be logical if BIS adds a command like that, but for weapon, since there is a possibility to store weapons in inventory. The only way you can check it now is by following Kushluk's method. Is there a way to get object's max capacity from config? And what about removeWeapon? Just need to wait until they fix it?
  10. This command doesn't work with any weapon, and if you try to use it by this way, it will show an error message "Bad vehicle type". For example try it in console: player canAdd "hgun_P07_F"; I wonder why this command works like that. Also removeWeapon command doesn't work for weapon which is in inventory, but not assigned. I'll be glad, if somebody could make a ticket on Bug Tracker, because i have some problems with registration so i can't do it.
  11. Hello. I have some problems working with Drag and Drop event handler. I red wiki for about 10 times, but i still can't understand how to work with this handler. I made a listbox and add all three parts of this event handler to it, but it just doesn't work. May be there are some "special techniques" and you know any of them. Thanks in advance.
  12. Thats a good idea, but needs to be made properly, because it is a serious part of gameplay. Probably we will make it.
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