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killzone_kid

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Everything posted by killzone_kid

  1. killzone_kid

    Variable not defined error

    You should use deleteVehicleCrew when deleting vehicle crew
  2. killzone_kid

    Question about sound files and music

    Configure it as CfgMusic and use music related Event Handlers in MP you will have to global execute it
  3. killzone_kid

    Asset Naming Conventions

    I don’t know, maybe ask @Dedmen
  4. killzone_kid

    Asset Naming Conventions

    _f is for Futura, dev code name for Arma 3.
  5. Like this https://community.bistudio.com/wiki/removeBackpackGlobal
  6. There isn’t an EH for it
  7. Because this is what happens to attached items when you enter a vehicle (in this case parachute)
  8. Because they have no id as they are probably temporary objects
  9. killzone_kid

    achievements vs performance

    The achievements are script commands that run from bi scripts, which are recognised by the engine as being initiated from official scripts and so they are allowed. As it is script based and what’s more official script based not sure how this would improve performance of non official content
  10. killzone_kid

    General Discussion (dev branch)

    I only have two questions, why did you post link to the mod in the ticket if you didn’t want BI to look at it and why did you post into this public thread if you are sorting this issue with BI already privately?
  11. killzone_kid

    General Discussion (dev branch)

    I am confused, you were actively reporting translation errors in FT ticket so that BI could fix it but when BI finally fixed it you accuse BI if ripping off your work?
  12. killzone_kid

    General Discussion (dev branch)

    Sorry, what exactly are you saying, that BI ripped off your mod?
  13. See Example 3 https://community.bistudio.com/wiki/calculatePath
  14. Updated. In other words this is the engine functionality hooked to config options and cannot be modded easily, unless you are rewriting config key bindings dialog
  15. Here is the solution: _tr = createTrigger ["EmptyDetector", [worldSize / 2, worldSize / 2], false]; _tr setTriggerArea [worldSize, worldSize, 0, true]; _tr triggerAttachVehicle [leader _group]; _tr setTriggerActivation ["MEMBER", "NOT PRESENT", false]; _tr setTriggerStatements ["this", "hint str 'AllDead'", ""]; You create a trigger that covers whole map, and assign it to the leader of the group. "MEMBER" checks for any alive member of the group in trigger area. When all dead, NOT PRESENT condition is true and trigger activates. Simples.
  16. Indeed just tested and it takes some time before the new leader is selected, so not really suitable
  17. When leader dies a new leader is assigned, so if the leader is dead or null it probably means all group is dead
  18. Maybe check if the group leader is dead or null?
  19. How do you know this?
  20. killzone_kid

    UI Event Handlers

    Yes
  21. killzone_kid

    Access from init.sqf

    I can’t see the code, but if you added action to player it will not magically get removed just because you died, so when you look at your body it will show it to you. Add removeAllActions corpse on respawn or on death
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