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Lala14

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Everything posted by Lala14

  1. replace if (player == _killer) && ({side_target == East})) then { with if ((player == _killer) && (side _target == East)) then {
  2. Hi I was wondering on where I can find the Medic image from ArmA 3, too be exact the medic image on the HEMTT and Zamak medical vehicles. I've looked through UI_F_data and could not find anything and in the config.bin for both vehicles but they both do not mention on where I can find the image! http://object.arma3.fr/images/vehicles/Truck/B_Truck_01_medical_F.jpg (311 kB)
  3. Lala14

    United States Air Force( 2015)

    This post will get updated when I add in or someone else adds in compatibility for other aircraft. (Check my signature) Hey guys, Just wanted to release these very small mods that add in aerial refuelling capabilities for the following aircraft F/A 18 E/F - (Dropbox) - (Armaholic) F/A 18 X - (Dropbox) - (Armaholic) SU-35S - (Dropbox) - (Armaholic) To-199 & A-164 (vanilla planes) - (Dropbox) - (Armaholic) FIR F-2A - (Dropbox) - (Armaholic soon) FIR F-14D (Dropbox) - (Armaholic soon) FIR F-15 C/D/E/DJ/J/K - (Dropbox) - (Armaholic soon) FIR F-16C - (Dropbox) - (Armaholic soon) POOK EF 2000 - (Dropbox) - (Armaholic soon)
  4. If the person that you want to control the UAV/UGV/Autonomous vehicle is AI simply use the connectTerminalToUAV command, all that is required is a terminal and bang.
  5. so i'm assuming you have a waitUntil before all of that (i would recommend it as it wouldn't activate as when it would go through it would pass it) and then yea just use isEngineOn to return. waitUntil {isEngineOn Truck1}; null = [truck1] execVM "Detonation5.sqf"; hint "boom";
  6. did you try using spawn instead of call?
  7. Lala14

    United States Air Force( 2015)

    Can you link me the whole RPT, none of that is really inquiring about the AWACS script.
  8. Lala14

    United States Air Force( 2015)

    Depending on what you would like to do either unload or drop (drop being para drop out & unload being on the ground) simply do the same but use _fnc_dropCargo or _fnc_unloadCargo (remember depending on what the vehicle is it may be USAF_C130_fnc_dropCargo) same stuff also like before so [<plane>,<cargo>] spawn USAF_C130_fnc_unloadCargo.
  9. Lala14

    United States Air Force( 2015)

    Depending on what plane you are using I've created a function for each plane here are the functions for each plane
  10. Hey CBA Team! Just wanted to post about cba_fnc_addKeybind bug. Basically when adding a keybind twice with the same mod name and action ID it is supposed to update, however instead what it seems to be doing is actually executing the old instance and new instance with the same key being pressed, with the result of nothing happening. EDIT I found out that if executed an 'odd' number of times it works but an 'even' number of times causing no output. Steps to reproduce. 1. Go into mission editor and place down a man then preview mission 2. use this as example and execute it in the debug console. ["Testing", "TesterKeyID", ["This is a test", "This is a test"], {if (missionNamespace getVariable ["testingCBAkeybind",false]) then { systemChat "var true"; missionNamespace setVariable ["testingCBAkeybind",!(missionNamespace getVariable ["testingCBAkeybind",false])]; } else { systemChat "var false"; missionNamespace setVariable ["testingCBAkeybind",!(missionNamespace getVariable ["testingCBAkeybind",false])]; }}, { }, [181, [false, false, false]],nil, nil, false] call cba_fnc_addKeybind; 3. Press 'Numpad /' and Observe the systemChat messages 4. Execute above code again 5. Press 'Numpad /' and Observe nothing appearing in systemChat 6. Execute same code again 7. Press 'Numpad /' and Observe System Chat messages appear again Hope there is a solution, for now I'm going to make a temporary hot fix in my script code to account for this.
  11. Just in case anyone else posts this issue. It's due CBA keybinding being added twice. When the script is executed more than once, either by a mod and the mission or by the mission maker causing it to execute more than once.
  12. Lala14

    Arma 2 AV-8B Harrier II Port

    Hey man, I actually also just noticed this (been working on a way to allow somehow to update the script if like a modder hasn't updated it and the mission maker may have a newer version) when I execute the script twice, I believe this is something to do with CBA. Also in the recent update the devs removed FLIR & NV from the AR-2 Darter. Basically what is happening is because the CBA keybinding is executed twice it will actually make it add that you are pressing the button twice at once (even though you're only pressing it once) so basically the output is nothing, I was going to report this to the CBA guys but I don't have a github account and really don't have the time to make one. I'm just going to post it onto their thread and maybe they may see it. Here is the post I made
  13. Hey I was actually going to suggest possibly using this command, setVehiclePosition. And using the parameter "CAN_COLLIDE" may fix everything. Ok nope, it spawned all the parts into the centre.
  14. ok, that's not the correct way to do it. try this out. _fnc_sunsetNoises = { waitUntil {(daytime > 18.9 && daytime < 19) && ((missionNamespace getVariable ["day",-1]) != (date select 2))}; _sounds = ["NightFall_1", "NightFall_2", "NightFall_3", "NightFall_4"] call BIS_fnc_selectRandom; playSound _sounds; missionNamespace setVariable ["day",(date select 2)]; null = [] spawn _fnc_sunsetNoises; }; null = [] spawn _fnc_sunsetNoises; ---------- Post added at 16:33 ---------- Previous post was at 16:25 ---------- one thing I should add is that you should not use call with waitUntil or a while because they need to be started in a scheduled origin, if you did this you would get an error and that component of the script would not work, I suggest you put in the command line for arma 3 -showScriptErrors. However there are some instances where you can use call, if say for example you spawn some code, using call inside of that will work, but if you call the code in a non-scheduled scope it won't work, it's a bit complicated but if you look into the link underneath where MattAka Horner posted there it will help a lot.
  15. use waitUntil? then execute it? then wait until its the next day via date?
  16. Hey delta, I may be completely wrong but it could be because you are using setPos, maybe try changing it to maybe setPosASL? Reason being is because above you are using getPosASL. You could even use the new commands which are supposed to be more accurate (getPosASLVisual used with setPosASL). Nope just noticed that it should be all spawning at the same height (1.2) so I have no idea.
  17. as beno_83au said setRank is not part of the commands that can be executed through BIS_fnc_MP. The list of what commands are accepted by BIS_fnc_MP are here. you will need to define setRank in the decription.ext (as beno_83au) said again. Try this, I think it may work. Never tried doing it this way but that's what it says to do. I think it's supposed to be done like this. link.
  18. I added this just under the normal C130's (the ones you mentioned) (will be released with next script update) [["RHS_C130J_Base"], false, [ [ [0,6,3.8], IL_c_red, IL_attenuation, IL_intensity ], [ [0,2,3.8], IL_c_red, IL_attenuation, IL_intensity ], [ [0,-2,3.8], IL_c_red, IL_attenuation, IL_intensity ] ],true,3],
  19. Well just remember that Burnes (& mostly other modders) do this for free, Burnes (or the modder) is obliged to do whatever they want with their content and can post it wherever they feel like it. He could just not release his mods at all in the end.
  20. you know I made a script for this ..... link to thread. It is called Auxiliary Sling Loading Script
  21. Lala14

    United States Air Force( 2015)

    Yes, you will need to open either the left or right doors or both to get the options. The options are only added in if it detects the mod.
  22. All right so I'm now sure that it shouldn't explode on dedicated servers! Please test this on the latest dev version and tell me if it works! I am aware of this error, I tried to fix it earlier on, I'll try again now since I have some spare time. EDIT Try this (dev version) and please tell me if it worked or not.
  23. Hey I had a little bit of spare time and I was able to test it which it seems to be doing what it was supposed to do some I'm confused why it didn't work for you (dev) anyway I've updated that link so that if the chopper gets shot down and the vehicle lives somehow, it will be detached so it is drivable
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