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Lala14

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Everything posted by Lala14

  1. LAN Testing acts the same as Internet Testing.
  2. Thank you so much! didn't notice that I didn't replace the link with the new one
  3. you could say theman = driver car1; theman addweapon "B_uavterminal"; as long as the script or whatever is executed before the driver gets out he will be defined as the man even after he gets out or while in whatever!
  4. yes having the texture as a .paa should fix the issue
  5. Well in Update 4 the script would only add the action to vehicles and specific vehicles also not just any. So I would suggest taking these out, Lines are to replace 13 if (_obj isKindOf "Air") then { 19 if (_obj isKindOf "LandVehicle") then {
  6. With Tajin's new version the script does not need to be executed on the vehicle but rather the player as the way it now works is by adding the action to the player. The script at the end will automatically add the action to the player and only make it display once a player is in a vehicle from the IL_config which is defined near the beginning of the script. If your using the current version then the lights will only allow you to turn them on between roughly 6:50 PM and 5:10 AM and you must be either gunner, driver, co-pilot or commander
  7. Go to lines 88-103 and place your vehicle in there, hopefully you understand what is happening there. if (_this iskindof "yourvehicletype) then { _pos [attachto co-ords]; }; Then go to lines 13 (for air) or line 19 (for land) and place your vehicle as (_obj iskindof "yourvehicletype") OR You have my permission to do so i'll put this in as an option in the next update
  8. I've decided to switch the calling of the script by making it use BIS_FNC_MP to hopefully combat the issue currently present with the creation of the #lightpoint, additionally I will be releasing the option to use some more mod vehicles :) C17A3 and the MH-47E EDIT Can Confirm now the MP compatibility for the #lightpoint is working as should.
  9. so you want the time to be real time? So like if I live in China the game time will be set time the time currently in China?
  10. There is an option to make the light/chemlight green Thanks, I discovered this with #lightpoint, I am investigating this but the chemlight works fine in multiplayer. Well I'm actually not to sure no how to fix the #lightpoint, it seems to only create it locally, I've tried using publicVariables, changing the name to a global value and still, no luck. :mad:
  11. this was posted a few years ago, it will give you the hitpoint, just place it in a vehicle's init here
  12. Well as many others have said, you cannot remove an action via script that has been placed there on default unless you make a mod. and @Grumpy Old Man that's pretty funny, I didn't even check who was in the thread.
  13. Yes this is correct, I am not really sure on how I could make it so that vehicles that you place down automatically execute this. But if you can do "nul = [this] execVM "redlight.sqf";" in the vehicles init if you can access that in ZEUS. Never really used ZEUS to do this. I will start looking into this too because its also a sort of issue for my IR strobe script
  14. Lala14

    Laser Target in Editor

    LaserTargetWBase LaserTargetEBase LaserTargetCBase LaserTargetE LaserTargetW LaserTargetC
  15. LaserTargetWBase LaserTargetEBase LaserTargetCBase LaserTargetE LaserTargetW LaserTargetC
  16. Updated added in APC's and The NATO MBT (M2A1 & M2A4 UP) Also added option if using lightpoint to have the light not red and just standard ;)
  17. I'd have to modify the script for that, the question is, is this using the chemlight or light point?
  18. You must get inside the chopper and be either the pilot or co-pilot and you will have the action to do "Red Light On"
  19. Updated Changelog on first post!
  20. maybe just try to verify files in steam
  21. I was having a think and maybe you could instead add the weapon to the player when his in the turret ... so like script would go along the lines of _vehicle = _this select 0; _commandergun = _vehicle weaponsTurret [0]; _vehicle addMagazineTurret["32Rnd_120mm_APFSDS_shells_Tracer_Red",[0]]; _commandergun addWeapon "cannon_120mm"; anyway this would not work because you cannot addweapon with a predefined turret and espically how this is calling it via WeaponsTurret which is to find the weapons xD and if you were to use TurretUnit it would add it to the person in that turret instead. Tried this too _vehicle = _this select 0; _vehicleTurrets = [_vehicle] call BIS_fnc_getTurrets; _commandergun = _vehicleTurrets select 0; _vehicle addMagazineTurret["32Rnd_120mm_APFSDS_shells_Tracer_Red",[0]]; _commandergun addWeapon "cannon_120mm"; it doesn't like to use config entries
  22. Ok well there are 2 ways we can stop the object from taking damage _buildingname addEventHandler ["HandleDamage",{}]; //OR _buildingname enableSimulation false; //OR FOR SERVERS _buildingname enableSimulationGlobal false;
  23. alright I've updated the original one, I've changed the script so you can either use a chemlight or the lightpoint, some vehicles have predefined positions and stuff, I also added a debug which can be defined up top. IR_Strobe_Example.Stratis.rar
  24. the boat commander is [0] the boat rear gunner is [1] also there is no such thing as "32rnd_apfsds_shells_tracer_red" it is "32Rnd_120mm_APFSDS_shells_Tracer_Red" ;) _vehicle removeMagazineTurret ["200Rnd_40mm_G_belt",[0]]; _vehicle removeWeapon "GMG_40mm"; _vehicle addMagazineTurret["32Rnd_120mm_APFSDS_shells_Tracer_Red",[1]]; //It's better to put this in first to remove the reload time _vehicle addWeapon "cannon_120mm"; ok and yes you are correct that the weapon is being added to the rear gunner rather than the commander but I did have a way to add it to the commander, give me a couple of minutes to find this old script alright well it turns out ye olden script was designed for vbs2 where addweapon could also add the turret to it. e.g car1 addWeapon ["vbs2_2a18_122mm",[-1]] my bad :/
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