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flymaker

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Everything posted by flymaker

  1. How to load a script to all units on my mission? There is a way to run this to prelaced and script spawnable units? I'm trying to use CBA preload eventhandler without sucess. For example, if i want to replace the main weapon or add satchel to every unit, is that possible? Maybe running this script to all man classes works. The problem is i'm so dumb to make this work ¬¬' (If this works for defaut missions will be great)
  2. I'm doing something wrong or AWC 303 AT missiles really have this annoying issue? When i shoot in a tank, even in the VR, missile cant reach the target. The missile path is too low and aways hit the ground. Anyone have an workaround?
  3. flymaker

    Tanks DLC Feedback

    I know that. I press T to lock. Lock happen as well Shoot. Missile hit the ground. This happen in a flat terrain, can you imagine what happen in a little elevated terrain? It is less than 50% the chance of success
  4. flymaker

    Tanks DLC Feedback

    I'm doing something wrong or AWC 303 AT missiles really have this annoying issue? When i shoot in a tank, even in the VR, missile cant reach the target. The missile path is too low and aways hit the ground. Anyone have an workaround?
  5. That is exactly what i need. Look at this: https://github.com/FlyMakerBR/FM-UserWeaponReplace I made this code a long ago. I tryed everything to apply this to all units The script should take user config entries to replace default weapons into new ones It worked on BIS default campaing but only for pre-placed units A think my config.cpp is my mistake
  6. Thx for the info. I will dig looking for a solution. I dont have much ability to code but with some effort i will do it. Examples should be good. Thanks again
  7. If i dosen't have acces to these files there is a way? For example change all default weapons on vanilla missions to modded weapons. I can use this event handler to all units? I guess this have to be a mod to work, right?
  8. End Game is one of game modes i most like. But saddly no ones plays it anymore. Anyone have server running End Game or a Clan with player to revive EndGame?
  9. flymaker

    Infantry vs Vehicles - What do you prefer?

    ArmA needs better AI to handle against wheeled vehicles. They don't shoot on wheels and aways die - Roadkill the most powerfull feature on Arma
  10. You can send to me. I will give to you all the credits for the functions. :) You can put some comment lines on file to have your credits too. Thx for the help
  11. Hello everyone. I've been notice many people (including me) with same questions on forum. To help these peoples and provide to community a better way to share scripts i create a github project. https://github.com/FlyMakerBR/FM-A3ScriptsLibrary Feel free to upgrade this functions and post new functions. :D For now we have on database 3 functions. I hope one of these functions can help someone: fn_changeweapon - Change weapon and mantain compatible attachments Usage: [<object>, <string> current weapon classname, <string> new weapon classname] execVM fn_changeweapon.sqf fn_removeFirstWeaponMagazines - Remove all firstWeaponsMagazines from unit. This not will unload current weapon Usage: [<object> unit to remove magazines] execVM fn_removeFirstWeaponMagazines fn_returnmagazines - Return array with all first weapon magazines on unit Usage: First run returnmagazines to compile the function - [] execVM fn_returnMagazines.sqf _magazinesArray = [<object> unit to get magazines] call fn_FirstWeaponMagazines
  12. I can use this too. But the main reason to use GitHub is to have community contribution.
  13. Edit 1 - Sorry, i post another problem but is solved fast
  14. Hello guys. I'm doing my first function and this not work in game. I need this function to simplify my addon script. When called in arma 3 debug window i get the error: Generic Error in Expression Here the call line: [p1, arifle_MX_F, arifle_Katiba_F] call "fn_changeweapon.sqf" I tried to put " " on all parameters but the error still happen. Here is the code: Edit1: Edit2: Worked now. I'm just ripped off " fn_changeweapon = { } " from the code
  15. Hello everyone. Sorry for revive this topic. I'm making use of Larrow code and need some adjustments. I cant know how do that What i need for now is count every ammo amount. Something like that: Ammo_MxGL = 5 Magazines Ammo_MxGL Tracer Red = 2 Magazines Ammo_MxGL Launcher = 3 Magazines I'm trying to replace the weapon with the exactly counter part ammo.
  16. Grumpy Old Man what i'm trying to do is a bit different. But i think i can adapt this default function to my use. I'm trying to replace one specific weapon for specific another Something like that: MXM -> M14SopMod Katiba -> AK12 MK20 -> Aug This is why i need 2 weapon parameters. I will run this function in every unit on map.
  17. M1ke_SK i did that but the hint not worked. I dint get error message but nothing happens. I tried to change first Function lines to that: _unit = _this param [0, objNull, [objNull]]; _currentWeapon = _this param [1, "", [""]]; _newWeapon = _this param [2, "", [""]]; But i still get the same error message. Call method: [p1, "arifle_MX_F", "arifle_Katiba_F"] call "fn_changeweapon.sqf";
  18. Hello everyone I'm here to release my first addon from scratch! After a lot of work and reverse engineering i can bring it to the community. What is UserWeaponReplace Mod (I need a better name to this mod. I accept suggestions!) This addon provide to users the ability to replace default game weapons for modded ones. Work on Multiplayer (ServerSide) and Single player environments. All missions, including BIS default, will have default weapons replaced. How it works: This addon have user config files where you put weapon/ammo classnames to replace the original. You can use any weapon from any addon including replace basic Arma weapons for weapons from Apex or Marksman. Why Alpha: I'm not a good programmer, so this have some bugs. I hope the communty can help-me fix Knowed Issues: If anyone found another bug please give me a feedback. I will really try to fix fast as i can. Download: https://mega.nz/#!A9QnRbRA!0eaVED9dqAQPVVom8nnBt66xCEUohy0ACnIeZw8D5FM GitHub: https://github.com/FlyMakerBR/FM-UserWeaponReplace Example UserConfig included for NiArms: NiArms AK NiArms Aug NiArms AR15
  19. Hi guys! I make a mission with one side Zeus and one Master. The Master Zeus will provide the environment to players and the side Zeus will act like a commander. I want to use the Bis HighCommand or Duda123 mod: AIC For now what i really need is: One eventhandler attached to Side Zeus, with return placed units/groups. I will use this group name to add AIC commander subordinate (i think BiS HC dont have functions to make that) AIC Function:
  20. flymaker

    Achilles

    Can you add ability to create HighCommand with Zeus? I need to create a HC module and sinc with commander. Every time i need a new controled unit i sinc this with the HC. Is that possible?
  21. flymaker

    Advanced AI Command

    Hello! I want to thank you Duda for this amazing mod. I'm really happy with the functions provided here and hope Bohemia can do jobs like these! But i want to make some questions about this mod: I have a Zeus mission and i need to put commanders to control Zeus placed AI's. But i need to exclude some of these groups from commander. Here is what i make: MasterZeus - To create environment around player Commander with Limited Zeus - To self spawn groups and control this groups My question is: I can exclude Groups spawned with MasterZeus from side Zeus Commander? If not, have a way to implement that on mod? Will be a interesting feature to everyone. Other change i want to see is the ability to change waypoint type. For now i only can create move waypoints. Thx for your awesome job again! Edit: Something on my mission don't allow AI to move. I dont know why. I create waypoints and the units just do nothing. Happens on pre-placed units and Zeus spawned units. Edit 2: I figure out whats wrong. I forget to put group before the group name. :) Now is working pretty well. I think now another Zeus spawning units will not effect my commander :D I hope my post can help other people making their missions! There is my mission Setup:
  22. Enemy AI dont shoot on Wheels. Its wheird because a Ifrit without weapon can kill every unit without being attacked. To counter attack these vehicles hide and shoot on wheels should be the main task. Anyone know how to fix it?
  23. flymaker

    NIArms Release Thread

    Any plans to introduce a Russian Sniper like Drugnov?
  24. flymaker

    Userconfig Vulnerabilities

    Hello. I'am trying to use this method: //Safe: if (isServer) then {[] call compile preprocessFile "\userconfig\MyAddon\settings.sqf";}; But its not working. I made some changes now i have that structure: \userconfig\MyAddon\settings.sqf : //Put desire CSAT Weapons/Ammo Classname to replace #define USERSETTING_replaceKatiba "hlc_rifle_ak12" #define USERSETTING_replaceKatibaGL "hlc_rifle_ak12GL" #define USERSETTING_replaceKatibaC "hlc_rifle_aku12" #define USERSETTING_replaceZafir "hlc_rifle_RPK12" fn_readConfig.SQF : #include "\UserConfig\myaddon\settings.hpp" _replacefor_Katiba = USERSETTING_replaceKatiba; _replacefor_KatibaGL = USERSETTING_replaceKatibaGL; _replacefor_KatibaC = USERSETTING_replaceKatibaC; _replacefor_Zafir = USERSETTING_replaceZafir; getVar.sqf : [] call compile preprocessFile "fn_readConfig.sqf"; hint format ["%1", _replacefor_Katiba];
  25. Hello. :) I'am trying do make a SQF script to replace default weapons from one side to modded weapons. This is my first try in a real more complex script. Error: "type string expected object" Call method: nul = player execVM "Equip_Change.sqf";
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