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Lala14

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Everything posted by Lala14

  1. Use physics formulas. ArmA is considered a 'realistic' game for a reason and so IRL physics formulas will work.
  2. why not instead change it so that the addAction is on the player and use cursorTarget to identify if the object they're currently looking at will work (isKindOf) e.g. player addAction ["Pick Up",{[(_this select 0), cursorTarget] execVM "script.sqf"},nil,1.5,true,true,'',"cursorTarget isKindOf 'Land_BloodBag_F'"];don't forget though to add the action every time the player respawns!
  3. Lala14

    Binarize Failed Error code 2

    the model might already be binarized and that's why it's throwing an error.
  4. Lala14

    SHK_Fastrope

    //HAFM NH90 ["NH90",["sideDoors1"],[[1.47,1.805,-0.02]]], //ADF ["ADFU_air_blackhawk_BASE",["Door_R"],[[1.44,1.93,0.3]]],
  5. maximumLoad I think if it's not defined then it will be default 2000 (probably wrong) & canAdd is probably what you're looking for & don't forget ACE's which is ace_cargo_space and to see if it even has cargo ace_cargo_hasCargo
  6. Lala14

    Eurofighter Typhoon AWS

    USAF is already done, no need to do it, unless you want to take the config values required then go for it. Check my signature
  7. Lala14

    United States Air Force( 2015)

    check my signature which should lead to the post I made with all so far compatibility patches for other plane mods. link to post
  8. Lala14

    United States Air Force( 2015)

    Upon inspection of the script linked you will need to add this in to the init line to make it spawn packed straight away.
  9. Hey so you've clicked onto my thread, thanks! I have two things that I would like to know what you would like. Before we get started please understand that I don't really have that much time to work on these things so I will only proceed with the most wanted answer from both questions. Long and kind of detailed part of my first question: And the part at which people may not want to read 3 lines of possible bad grammar. Second question. I've recently fixed up an old addon of mine that I had never released to the public, however it's not fully complete but the core of it is (basically it is complete I guess). I was wondering if I should fix/add these in until I'm content (which could be forever) or release it now and take feedback in. This addon is basically calculator that calculates the angle at which one should fire their artillery/mortar piece, although I know that majority of people will find this useless it adds in a bit of realism in a sense I guess, it's not like the artillery computer, basically you'll enter the distance, select you're firemode and it will give you information, which are currently the suitable modes for such distance and how long it will be until the shell lands and of course the the angle at which to fire. Here is a picture of it in its current state I guess. Thanks for reading and please don't hesitate to respond and share your thoughts. I am also currently a bit tired and frustrated (got a big headache) while writing this so if anything looks off then that's the reason why.
  10. Lala14

    Lala14 WIP Thread

    if you go to edit the original post it should say topic title and then a box or something like that near the top of the page.
  11. Lala14

    United States Air Force( 2015)

    The current version of the C-130J (Transport) allows for this to happen if you're using Ohally's T-10 parachutes and the doors are open.
  12. Lala14

    Adding an Event Handler (SP)

    simply because _skeet = "Skeet_Clay_F"; which is a string, you need to actually match it up with an object that is in game, so like _skeet = "Skeet_Clay_F" createVehicle getPos _skeetMachine; this will make an actually in game object. Also if this is for single you have added in a lot of stuff for mp that will fail because it's in single.
  13. Lala14

    United States Air Force( 2015)

    to pack null = [this,1] execVM "\USAF_CV22\scripts\pack.sqf"to unpack null = [this,0] execVM "\USAF_CV22\scripts\pack.sqf"
  14. There is an addon (mod) version made by mansnooper as well.
  15. Hey guys so you may have noticed GeraldBolso1899's post on the fourm in the Addons & Mods Discussion about Making a targeting pod well I made a script which was very basic then but since that week I've created a much better version GeralBolso, 161st V-SOAR & some guys from the 39th Battalion tested it out and reported some feedback for me and ideas which I have implemented Init.sqf code null = [] execVM "tgpalpha8_972661.sqf"; also OPTIONAL for messing around you can either place in the INIT.SQF or modify these in the script it self Variables that can be changed: Config Variables (for cfgVehicles) Features -On and Off ability -Designed for multi team use -Ability to use the Targeting Pod without the need of a UAV Terminal if are part of the crew of the vehicle -Ability to allow for someone else to use the Targeting Pod assuming TGP_Veh_Only is equal to 0 -Optimized -Different positions for each vehicle -Mod supported vehicles Currently are HAFM Helis, Pearl A-10C, STI A-10A, SU-35, F/A 18E/F/X, CHO F-35, IVORY F-15C, IVORY MIG-29K, IVORY GR-4, HAFM Planes, RHS, FireWill F16C ISSUES PRESENT -TGP_Veh_Only is still very buggy if anyone who is willing to shed some light on the situation please do Future -A mod is currently being assembled. Raid will be supplying the models and GeralBolso is making the mod -The models will be of a Litening Targeting Pod and a MX-25D ChangeLog Download Targeting Pod Script V alpha 0.8.972661 Targeting Pod Script V alpha 0.8.972661 Source Code Targeting Pod Script V alpha 0.8.97262 Images & Videos Update Current progress - The model is in game and functioning! However there are some issues present and we're still working to fix them until we feel like it is playable. Credits -Me(Lala) Scripting -Tajin For the base of the script -GeraldBolso1899 For the base idea -Raid & Catatonic For modelling -Catatonic for UV maps -39th Battalion For testing -161st V-SOAR For testing
  16. https://forums.bistudio.com/topic/187526-add-primary-weapon-item-to-cfgvehicle-need-help/#entry2970304
  17. So after a few more tests, I'm happy to release this mod, although there are still some little errors that will pop up, in terms of the part where you may try to use math commands, everything else should be working as expected. Documentation has been included in the file, if that does not seem to help feel free to pm me or post on the thread. Feel free to post any feedback or any changes. Description and Usage Notes: Pictures Changelog Download V0.51 Dropbox Armaholic
  18. Lala14

    CreateVehicle Direction

    to change the direction you will need to modify the setVelocity component try this _skeet = "Skeet_Clay_F" createVehicle getPos SM; _skeet setPos (SM modeltoworld [0, -0.6]); _skeet setvelocity [-9 * sin (random 360), -9 * cos (random 360), 10 + random 2];
  19. Lala14

    Percent system

    missionNamespace and setVariable will not broadcast the variable with true on the end! use publicVariable instead!
  20. Did you try using the in game performance test? Should have read the post. Sorry. You may want to instead try something like count (allPlayers - allDeadMen) > 0.
  21. Instead of inheriting from Uniform_base inherit from U_B_survival_uniform, same applies for the unit, that may work. I think it may have something to do with this value uniformType. In both the wetsuit and the survival uniform its defined in ItemInfo like this class nadadeira_wooadland_uniform : Uniform_Base { scope = 2; Author = "Gabriel Falcao"; displayName = "Praet Nadadeira wooadland Uniform"; picture = "\A3\characters_f\data\ui\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformclass = "nadadeira_woodland"; containerclass = "Supply40"; mass = 40; uniformType = "Neopren"; }; };
  22. Lala14

    Lala's Mortar Calculator

    I know I may sound a bit stupid but what do you mean by that?
  23. Lala14

    problem sling class car

    I'm pretty sure the weight is in the lod's of the model, I may be wrong.
  24. I've done this for my IR script, the way I had it done was the specific addAction number was used and then it was coupled with the condition part of the addAction to refresh the title to my liking via a function.
  25. I'm pretty sure there is no way to find the size of the image, however some information is that as all images in arma 3 to come out looking correct (alpha layer) they need to be a binary value (1x1, 2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, etc.), so that may be some information. I might have also misinterpreted your question so sorry if I have
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