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desai92

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Posts posted by desai92


  1. Hey, i have been playig around with moving this onto CLAfghan - not changed anything other than the location of the base to suit clafghan and the items spawned in as intel (removed the camera as it was too small to see at times) but trying to run this on our dedicated server doent allow us to pick up the intel...

     

    well it picks it up but does not display any map markers or notifications to say contained no location of cache in this intel...

     

    EDIT:

    i changed back the spawned intel items and it works again....i guess i can cope with small intel items?


  2. Hi, it applies to all units, players, ai, civilians, blufor, opfor, independent. I am running cba and task force radio mods, and I'm using the stable branch of ArmA 3 and it occurs on the innital startup of ArmA and also when I initialise the game mode.


  3. hi i have a gamemode ive been working on and it involves players parachuting in on spawn.

    but the thing is it worked fine until the latest update where now they dont even spawn in with the parachutes on their back. When i start ARMA 3 up i get an error message saying no entry/config.bin.CfgVehicles/B_fieldpack_cbr_LAT.simulation and somthing similar when i start the game


  4. right i have set the ingame init on the flag too;

    camp kino spawn loc

    this setVariable ["flagName", "Camp_Kinno"];

    mike 1 spawn loc

    this setVariable ["flagName", "Mike_1"];

    FOB irene spawn loc

    this setVariable ["flagName", "FOB_Irene"];

    and the init file has this in it

    _index = (uinamespace getvariable "doolb") lbadd (_x getVariable ["flagName", ""]) + " near " + (getpos _x call doogetloc));

    but when i die it doesn't show any spawn locations... just an empty box

    any ideas


  5. hi i am using a respawn script which enables you to select your spawn upn death but currently it uses a flag and when in game it says flag instead of the given name via the editor, im using this to show the location in game

    _index = (uinamespace getvariable "doolb") lbadd (gettext (configfile >> "CfgVehicles" >> typeof _x >> "displayName"));

    how can i change it to say name of the flag insetaed of Flag (Great Britain) *the one im using


  6. i want to name the spawn locations with a specific name so people know exactly where they want to spawn ie. Camp Falcon, FOB Irene, Airfield, etc. how would i do this? if i change the name of the flag nothing happens. it still shows the town locations etc i have had a look at the bit where it says "_index = (uinamespace getvariable "doolb") lbadd (gettext (configfile >> "CfgVehicles" >> typeof _x >> "displayName") + " at " + (getpos _x call doogetloc));" im guessing this is the bit i need to change but what to?


  7. hi i wanted to have the loot spawner spawn in maps and other things so i put in the classnames in the code in different sections *ie millitary spawn only* and now it wont spawn anything at all.....

    help... all i have done is remove a few weapons and ammo from the CIV locations and added a map, radio and compass. but it wont load... why

    // Lootspawner junction lists for classes to spawn-/lootable items

    // Author: Na_Palm (BIS forums)

    //-------------------------------------------------------------------------------------

    //here place Weapons an usable items (ex.: Binocular, ...)

    //used with addWeaponCargoGlobal

    //"lootWeapon_list" array of [class, [weaponlist]]

    // class : 0-civil, 1-military, ... (add more as you wish)

    // weaponlist : list of weapon class names

    lootWeapon_list = [

    [ 0, [ // CIVIL

    "Binocular",

    "hgun_ACPC2_F",

    "hgun_P07_F",

    "hgun_PDW2000_F",

    "hgun_Rook40_F",

    "SMG_02_F", // Sting 9mm

    ]],[ 1, [ // MILITARY

    "arifle_Katiba_C_F",

    "arifle_Katiba_F",

    "arifle_Katiba_GL_F",

    "arifle_Mk20C_F",

    "arifle_Mk20_F",

    "arifle_Mk20_GL_F",

    "arifle_MXC_F",

    "arifle_MXM_F",

    "arifle_MX_F",

    "arifle_MX_GL_F",

    "arifle_MX_SW_F",

    "arifle_SDAR_F",

    "arifle_TRG20_F",

    "arifle_TRG21_F",

    "arifle_TRG21_GL_F",

    "Binocular",

    "hgun_ACPC2_snds_F",

    "hgun_P07_snds_F",

    "hgun_PDW2000_F",

    "hgun_Rook40_snds_F",

    "LMG_Mk200_F",

    "LMG_Zafir_F",

    "Rangefinder",

    "SMG_01_F", // Vermin .45 ACP

    "SMG_02_F", // Sting 9mm

    "srifle_EBR_F",

    "srifle_GM6_F",

    "srifle_LRR_F"

    ]],[ 2, [ // INDUSTRIAL

    "arifle_Katiba_C_F",

    "arifle_Mk20C_F",

    "arifle_Mk20_F",

    "arifle_MXC_F",

    "arifle_SDAR_F",

    "arifle_TRG20_F",

    "arifle_TRG21_F",

    "Binocular",

    "SMG_01_F", // Vermin .45 ACP

    "SMG_02_F" // Sting 9mm

    ]],[ 3, [ // RESEARCH

    "arifle_Katiba_GL_F",

    "arifle_MXC_F",

    "arifle_MXM_F",

    "arifle_MX_GL_F",

    "Rangefinder",

    "srifle_GM6_F",

    "srifle_LRR_F"

    ]]];

    //here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...)

    //used with addMagazineCargoGlobal

    //"lootMagazine_list" array of [class, [magazinelist]]

    // class : 0-civil, 1-military, ... (add more as you wish)

    // magazinelist: list of magazine class names

    lootMagazine_list = [

    [ 0, [ // CIVIL

    "ItemMap",

    "ItemCompass",

    "ItemRadio",

    "16Rnd_9x21_Mag",

    "30Rnd_9x21_Mag",

    "9Rnd_45ACP_Mag",

    "Chemlight_blue",

    "Chemlight_green",

    "Chemlight_red",

    "Chemlight_yellow",

    "HandGrenade"

    ]],[ 1, [ // MILITARY

    "ItemMap",

    "ItemCompass",

    "ItemRadio",

    "100Rnd_65x39_caseless_mag",

    "150Rnd_762x51_Box",

    "16Rnd_9x21_Mag",

    "1Rnd_HE_Grenade_shell",

    "1Rnd_SmokeBlue_Grenade_shell",

    "1Rnd_SmokeGreen_Grenade_shell",

    "1Rnd_SmokeOrange_Grenade_shell",

    "1Rnd_SmokePurple_Grenade_shell",

    "1Rnd_SmokeRed_Grenade_shell",

    "1Rnd_SmokeYellow_Grenade_shell",

    "200Rnd_65x39_cased_Box",

    "20Rnd_556x45_UW_mag",

    "20Rnd_762x51_Mag",

    "30Rnd_45ACP_Mag_SMG_01",

    "30Rnd_556x45_Stanag",

    "30Rnd_65x39_caseless_green",

    "30Rnd_65x39_caseless_mag",

    "30Rnd_9x21_Mag",

    "3Rnd_HE_Grenade_shell",

    "3Rnd_SmokeBlue_Grenade_shell",

    "3Rnd_SmokeGreen_Grenade_shell",

    "3Rnd_SmokeOrange_Grenade_shell",

    "3Rnd_SmokePurple_Grenade_shell",

    "3Rnd_SmokeRed_Grenade_shell",

    "3Rnd_SmokeYellow_Grenade_shell",

    "5Rnd_127x108_Mag",

    "7Rnd_408_Mag",

    "9Rnd_45ACP_Mag",

    "APERSBoundingMine_Range_Mag",

    "APERSMine_Range_Mag",

    "APERSTripMine_Wire_Mag",

    "Chemlight_blue",

    "Chemlight_green",

    "Chemlight_red",

    "Chemlight_yellow",

    "ClaymoreDirectionalMine_Remote_Mag",

    "HandGrenade",

    "MiniGrenade",

    "SatchelCharge_Remote_Mag"

    ]],[ 2, [ // INDUSTRIAL

    "ItemMap",

    "ItemCompass",

    "ItemRadio",

    "20Rnd_556x45_UW_mag",

    "30Rnd_45ACP_Mag_SMG_01",

    "30Rnd_556x45_Stanag",

    "30Rnd_65x39_caseless_green",

    "30Rnd_65x39_caseless_mag",

    "30Rnd_9x21_Mag",

    "Chemlight_blue",

    "Chemlight_green",

    "Chemlight_red",

    "Chemlight_yellow"

    ]],[ 3, [ // RESEARCH

    "ItemMap",

    "ItemCompass",

    "ItemRadio",

    "30Rnd_556x45_Stanag",

    "30Rnd_556x45_Stanag",

    "30Rnd_65x39_caseless_green",

    "30Rnd_65x39_caseless_green",

    "5Rnd_127x108_Mag",

    "7Rnd_408_Mag"

    ]]];

    //here place hats, glasses, clothes, uniforms, vests

    //used with addItemCargoGlobal

    //"lootItem_list" array of [class, [itemlist]]

    // class : 0-civil, 1-military, ... (add more as you wish)

    // itemlist : list of item class names

    lootItem_list = [

    [ 0, [ // CIVIL

    "acc_flashlight",

    "FirstAidKit",

    "H_Bandanna_gry",

    "H_Beret_red",

    "H_Beret_Colonel",

    "H_Beret_02",

    "H_Shemag_olive_hs",

    "H_Shemag_khk",

    "H_Shemag_tan",

    "H_Booniehat_dirty",

    "H_Cap_blu",

    "H_Cap_grn",

    "H_Cap_red",

    "H_Hat_brown",

    "H_Hat_checker",

    "H_Hat_grey",

    "muzzle_snds_acp", // .45 ACP

    "muzzle_snds_L", // 9mm

    "optic_Aco",

    "optic_ACO_grn",

    "optic_aco_smg",

    "optic_Holosight",

    "optic_Holosight_smg",

    "U_C_Commoner1_1",

    "U_C_Poloshirt_redwhite",

    "U_IG_Guerilla1_1",

    "U_IG_Guerilla2_1",

    "U_IG_Guerilla2_3",

    "U_IG_Guerilla3_1",

    "U_C_Novak",

    "U_Rangemaster",

    "V_BandollierB_blk",

    "V_BandollierB_oli",

    "V_TacVestCamo_khk",

    "V_TacVestIR_blk",

    "V_TacVest_blk",

    "V_TacVest_blk_POLICE",

    "V_TacVest_brn",

    "V_TacVest_camo",

    "V_TacVest_khk",

    "V_TacVest_oli"

    ]],[ 1, [ // MILITARY

    "acc_flashlight",

    "acc_pointer_IR",

    "FirstAidKit",

    "H_HelmetB_camo",

    "H_HelmetB_paint",

    "H_HelmetIA_net",

    "H_HelmetSpecB_blk",

    "H_PilotHelmetFighter_I",

    "Medikit",

    "muzzle_snds_acp", // .45 ACP

    "muzzle_snds_B", // 7.62mm

    "muzzle_snds_H", // 6.5mm

    "muzzle_snds_H_MG", // 6.5mm LMG

    "muzzle_snds_L", // 9mm

    "muzzle_snds_M", // 5.56mm

    "NVGoggles",

    "optic_Aco",

    "optic_ACO_grn",

    "optic_aco_smg",

    "optic_Arco",

    "optic_Hamr",

    "optic_Holosight",

    "optic_Holosight_smg",

    "optic_DMS",

    "optic_NVS",

    "optic_SOS",

    "U_B_CombatUniform_mcam",

    "U_B_GhillieSuit",

    "U_I_CombatUniform",

    "U_I_GhillieSuit",

    "U_O_CombatUniform_ocamo",

    "U_O_GhillieSuit",

    "V_Chestrig_blk",

    "V_HarnessOGL_brn",

    "V_HarnessOSpec_brn",

    "V_HarnessO_brn",

    "V_PlateCarrier1_blk",

    "V_PlateCarrier2_rgr",

    "V_PlateCarrier3_rgr",

    "V_PlateCarrierGL_rgr",

    "V_PlateCarrierIA1_dgtl",

    "V_PlateCarrierIA2_dgtl",

    "V_PlateCarrierIAGL_dgtl",

    "V_PlateCarrierSpec_rgr"

    ]],[ 2, [ // INDUSTRIAL

    "FirstAidKit"

    ]],[ 3, [ // RESEARCH

    "FirstAidKit",

    "Medikit",

    "NVGoggles",

    "optic_NVS",

    "optic_SOS",

    "U_C_Scientist",

    "optic_tws"

    ]]];

    //here place backpacks, parachutes and packed drones/stationary

    //used with addBackpackCargoGlobal

    //"lootBackpack_list" array of [class, [backpacklist]]

    // class : 0-civil, 1-military, ... (add more as you wish)

    // backpacklist: list of backpack class names

    lootBackpack_list = [

    [ 0, [ // CIVIL

    "B_AssaultPack_blk", // 34 Mags

    "B_AssaultPack_cbr",

    "B_AssaultPack_dgtl",

    "B_AssaultPack_khk",

    "B_AssaultPack_mcamo",

    "B_AssaultPack_ocamo",

    "B_AssaultPack_rgr",

    "B_AssaultPack_sgg",

    "B_BergenC_red", // 50 Mags

    "B_Bergen_mcamo", // 54 Mags

    "B_HuntingBackpack", // 32 Mags

    "B_OutdoorPack_blu" // 17 Mags

    ]],[ 1, [ // MILITARY

    "B_BergenG", // 64 Mags

    "B_BergenC_red",

    "B_Carryall_cbr", // 60 Mags

    "B_Kitbag_cbr", // ? Mags

    "B_Kitbag_mcamo",

    "B_Kitbag_mcamo_Eng",

    "B_Kitbag_rgr_Exp",

    "B_Kitbag_sgg"

    ]],[ 2, [ // INDUSTRIAL

    "B_Bergen_sgg",

    "B_Carryall_cbr", // 60 Mags

    "B_TacticalPack_blk", // 42 Mags

    "B_TacticalPack_mcamo",

    "B_TacticalPack_ocamo",

    "B_TacticalPack_oli",

    "B_TacticalPack_rgr"

    ]],[ 3, [ // RESEARCH

    "B_BergenG", // 64 Mags

    "B_Bergen_mcamo",

    "B_Carryall_cbr", // 60 Mags

    "B_FieldPack_blk", // 35 Mags

    "B_FieldPack_ocamo",

    "B_FieldPack_oli",

    "B_FieldPack_oucamo"

    ]]];

    //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...)

    //used with createVehicle directly

    //"lootworldObject_list" array of [class, [objectlist]]

    // class : 0-civil, 1-military, ... (add more as you wish)

    // objectlist : list of worldobject class names

    lootworldObject_list = [

    [ 0, [ // CIVIL

    ]],[ 1, [ // MILITARY

    ]],[ 2, [ // INDUSTRIAL

    ]],[ 3, [ // RESEARCH

    ]]];


  8. hi im currently working on a mission where you have to use only bows to kill, but instead of people having to download the mod (for the bows) i am wanting it to automaticly download with the mission file... so i have implemented the mod but when i try and use #include "Bows\flay_archery.pbo" in my init.sqf file it doesnt work... how can i make it work?


  9. hi i need help... is there a script which you can allow west forces to use east forces clothing, plate carriers etc.

    but i don't want it to disguise the your player as an east faction. (so you stay west faction)

    is this possible? if so please could you help

    Many thanks in advance,

    Raven


  10. hey, when i use my microphone in game people claim it to be hard to hear and muffled, why is this? when i use the same microphone out of the game in a rercording software it is realy loud and very clear.... is there some sort of setting in the game i can change?


  11. Hey guys im currently working on making a bolt action sniper (M40OA3) ive made my standard textures, (standard colours map & the normals bump mapping) but how do i create the pink map (the one that shows reflectiveness - for my chrome barrel) and the heat map (the red one that shows its heat signature via thermal)

    Ive tried to do it manualy by changing the colours of the original texture but it doesnt look good... :/

    Any help guys would be massively appriciated, thanks

    NOTE: im using photoshop cs6


  12. Myke;2358615']What you saw isn't a retexture but the use of a squad.xml.

    Use the forum search with the term squad.xml to reveal other topics that might be helpful.

    OK thankyou, ive managed to create a squad.xml but its not showing up on helicopters. and on my player info (ingame) the logo it shows is MEGA faint. i can hardly see it

    *EDIT

    it is on the vehicles but like the picture in the player info, its realy faint. cant see it at all

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