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ante185

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About ante185

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  1. 23rd of may, 2016 that's not THAT long ago now is it? I'm trying to do the exact same thing but with grenade launchers and RHS class CfgPatches { class ante_762x51_m16 { units[] = {}; weapons[] = {"ante_weap_m15","ante_weap_m15_m203"}; ammo[]={}; requiredVersion = 1.52.132676; requiredAddons[] = {"rhsusf_c_weapons", "rhsusf_c_heavyweapons", "A3_Anims_F", "A3_Weapons_F_Acc", "A3_Functions_F_Bootcamp", "A3_Weapons_F", "A3_Weapons_F_Explosives", "A3_Weapons_F_Ammoboxes", "A3_Weapons_F_beta", "A3_Weapons_F_EBR", "A3_Weapons_F_Machineguns_M200"}; version = 1.0.1; versionStr = "1.0.1"; versionAr[] = {1,0,1}; author[] = {"Ante"}; authorUrl = ""; }; }; class CfgMagazines{ class 30Rnd_556x45_Stanag; //relevant to a omitted thing class 1Rnd_Smoke_Grenade_shell; class ante_1Rnd_InstantSmoke_shell: 1Rnd_Smoke_Grenade_shell { author="Ante"; displayName="1Rnd 40mm instant smoke (White)"; picture="\A3\Weapons_f\Data\UI\gear_UGL_Smokeshell_white_CA.paa"; ammo="rhs_g_gdm40"; descriptionShort="Type: Fast Action Smoke Round <br/> Used in M203/M320"; displayNameShort="Fast smoke"; }; }; class CfgWeapons { //don't delete these now class EGLM{ magazines[] += {"ante_1Rnd_InstantSmoke_shell"}; }; class GL_3GL_F{ magazines[] += {"ante_1Rnd_InstantSmoke_shell"}; }; class M203_GL{ magazines[] += {"ante_1Rnd_InstantSmoke_shell"}; }; class M320_GL{ magazines[] += {"ante_1Rnd_InstantSmoke_shell"}; }; //seriously you'll come back to this later };
  2. Okay due to some things i forgot to check yesterday i've now made some final changes. NOTE: it's made based of RHS, it will replace the weapons that FIA are using, advise to not use it in a manner that affects the player. *Moved the shuffle statement of all the arrays to be before the arrays are doubled *it now grabs the items the unit is carrying before they're wiped and re-adds them at the end of the script *it now adds ammo for the GP25's and M203's *if the weapon to be given is in the LMG list the unit will now get a kitbag for the ammo *if the unit gets a RPG-7 with or without a PGO it will receive a RPG pack https://pastebin.com/MikjXBqc
  3. Thank you for the help! here's the functional script if anyone stumbles upon this thread EDIT: updated the script a bit more. https://pastebin.com/m8nnAiZn
  4. Meant to say that i need it to effect all units or units within a trigger, for example, as long as it effects all units including spawned in units
  5. Thank you! It throws an error at line 122 in the paste bin, it expects namespace,object,group,display but it gets an array? but according to all the info i can find it looks correct? The question how to execute it still stands too (which is a bit awkward; i dunno how to do it)
  6. Okay due to some things i forgot to check yesterday i've now made some final changes. NOTE: it's made based of RHS, it will replace the weapons that FIA are using, advise to not use it in a manner that affects the player. *Moved the shuffle statement of all the arrays to be before the arrays are doubled *it now grabs the items the unit is carrying before they're wiped and re-adds them at the end of the script *it now adds ammo for the GP25's and M203's *if the weapon to be given is in the LMG list the unit will now get a kitbag for the ammo *if the unit gets a RPG-7 with or without a PGO it will receive a RPG pack https://pastebin.com/MikjXBqc So i am trying to make a script that will replace the weapons of the opfia that spawns in a mission, it identifies them by what weapon they have and checks if they have the rpg32 and replaces it as well. The problem i am having is that i can't seem to make it run, the script itself should work even if it's not a class A example of a code, so if anyone would be so kind to take a look over it and tell me how to trigger it that'd be swell!
  7. You should use the [php] tag instead of the spoiler tag[/php]
  8. Neat, i just wish i had some one to use it with :P Um, may i just ask, what mod did you have there? that's a rather nice mauser
  9. ante185

    Armor value differences

    Just let me be a bit pedantic but 5*0.8 = 4, but that example can't be explained why it is set up lie that, but there is certain combinations that can yield numbers that can be expressed with integers, like if you want to reduce something with a third you could just input 1/3, which you can do for all numbers like that, and with numbers that contain a good amount of decimals it allows you, when you look at it, to round iit of where you feel is necessary: in functions and equations you really don't want to be rounding, so if you got function that turns X into 5/3's X you'd just input 5/3 in it instead of calculating it to what you think is the necessary digit count.
  10. Holy hell! after i removed those semicolons and that rouge comma it fucking worked! Thank you Tay and Zigo! ---------- Post added at 19:20 ---------- Previous post was at 18:49 ---------- Just one thing, if i want to have it like in Ryd's pilgrimage mission where his script spawns in weapons that mods add too, how'd i do that?
  11. the one named "weapons"? yes, nothing happens, i can see that there's several hints in there but none of them shows up, either it's the script or the way i am starting the script (null = execVM "weapons_in_houses.sqf";)
  12. So i found this script for a wasteland mission for arma 2 and i want to reuse it, i've tested it and it does not appear to work, i think it might have some outdated elements, but i kind of got my head up my arse when it comes to these scripts //////////////////////////////////BUILDING LOOT////////////////////////////////////// _weapons = ["hgun_Pistol_heavy_02_F", "arifle_MX_GL_F", "arifle_mx_f", "LMG_Mk200_MRCO_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_MXC_F", "arifle_Katiba_C_F", "srifle_DMR_01_F", "arifle_MXM_F", "arifle_SDAR_F", "LMG_Mk200_F","arifle_TRG20_F", "arifle_TRG21_F", "LMG_Zafir_F", "SMG_02_F", "arifle_TRG21_GL_F", "hgun_PDW2000_snds_F", "launch_RPG32_F", "arifle_Mk20C_plain_F","arifle_Mk20_F", "arifle_TRG21_GL_F", "hgun_P07_F", "hgun_Rook40_snds_F", "srifle_EBR_DMS_pointer_snds_F", "srifle_LRR_F", "srifle_GM6_F", "hgun_ACPC2_F", "hgun_Pistol_heavy_01_snds_F", ]; _items = ["ItemWatch", "ItemCompass", "ItemGPS", "ItemRadio", "ItemMap", "MineDetector", "Binocular", "Rangefinder", "NVGoggles", "FirstAidKit", "Medikit", "ToolKit", "Laserdesignator", "muzzle_snds_H", "muzzle_snds_L", "muzzle_snds_M", "muzzle_snds_B", "muzzle_snds_H_MG", "optic_Arco", "optic_ACO_grn", "optic_ACO_grn_sm", "optic_SOS", "acc_flashlight", "muzzle_snds_acp", "optic_DMS", "optic_tws", "FirstAidKit"]; _magazines = ["DemoCharge_Remote_Mag", "ATMine_Range_Mag", "APERSMine_Range_Mag", "HandGrenade", "SmokeShell", "Chemlight_green", "20Rnd_762x51_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "30Rnd_9x21_Mag", "16Rnd_9x21_Mag", "30Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_Smoke_Grenade_shell", "30Rnd_65x39_caseless_green", "RPG32_HE_F", "RPG32_F", "30Rnd_65x39_caseless_green_mag_Tracer", "1Rnd_HE_Grenade_shell", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "UGL_FlareRed_F", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "20Rnd_556x45_UW_mag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow", "150Rnd_762x51_Box_Tracer", "7Rnd_408_Mag", "9Rnd_45ACP_Mag", "5Rnd_127x108_APDS_Mag", "9Rnd_45ACP_Mag", "6Rnd_45ACP_Cylinder", "DemoCharge_Remote_Mag", "ATMine_Range_Mag", "APERSMine_Range_Mag", "HandGrenade", "SmokeShell", "Chemlight_green"]; _buildings = nearestobjects [getmarkerPos "weapons", ["house"], 10000]; _markernum = 0; { _building = _x; hint "placing loot."; // search more positions _positions = 0; _i = 0; _loop = 1; while {_loop == 1} do { _next = _building buildingPos _i; if (((_next select 0) == 0) && ((_next select 1) == 0) && ((_next select 2) == 0)) then { _loop = 0; } else { _positions = _positions + 1; _i = _i + 1; }; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; hint "placing loot..2"; if (random 100 > 75) then { _weapon = _weapons call BIS_fnc_SelectRandom; _mag=(getArray (configFile/"Cfgweapons"/_weapon/"magazines")) select 0; _weap = "groundWeaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_mag,(round (random 3))]; _weap addWeaponCargo [_weapon,1]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)]; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; hint "placing loot...3"; if (random 100 > 60) then { _weapon = _items call BIS_fnc_SelectRandom; _weap = "groundWeaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_mag,(round (random 2))]; _weap addWeaponCargo [_weapon,1]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; hint "placing loot..4"; if (random 100 > 40) then { _weapon = _items call BIS_fnc_SelectRandom; _weap = "groundWeaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_mag,(round (random 2))]; _weap addWeaponCargo [_weapon,1]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; hint "placing loot..5"; if (random 100 > 30) then { _weapon = _items call BIS_fnc_SelectRandom; _weap = "groundWeaponHolder" createVehicle [0,0]; _weap addMagazineCargo [_mag,(round (random 2))]; _weap addWeaponCargo [_weapon,1]; _weap setPos [(_position select 0),(_position select 1),((_position select 2)-.14)];; }; _posnumber = floor (random _positions); _position = _building buildingpos _posnumber; hint "placing loot...."; } foreach _buildings; hint "Finished! Unless it didn't work...";
  13. if i wanted to do the same thing but with adding a new magazine to a weapon, say so i can make the MX use 5.556 ammo? the method you showed should work is there not another way to do it when it comes to mags?
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