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ante185

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Posts posted by ante185


  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. 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!

     

     


  4. 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.


  5. 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...";


  6. Has anyone heard of, or is anyone willing to create a mod for rag-dolls, that kind of stiffens like a leg or two so they don't just fall into a pile with the groin point up. i haven't looked into myself but mod (or less preferably a script you have to add to a mission) that makes it just 1% more cinematic and ends the groin pyramids who are way to common after a fire fight.


  7. I actually like it on the vermin (old soldier trick to tell you that you are going to be out of ammo very soon) but Pistols should have non tracer mags.

    on the topic of guns something that'd be nice to have would be tracer free and/or subsonic ammo, as it is right now if you wack a supressor on even a handgun it'll make that crack sound still

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