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Lala14

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Everything posted by Lala14

  1. Lala14

    TF47 Launchers [WIP]

    Hey blackpixxel have you tried using isEqualTo to fix the error that is being caused. ((currentmuzzle this) == "tf47_smaw")replace it with ((currentmuzzle this) isEqualTo "tf47_smaw")Sorry if this has been mentioned.
  2. It's possible just the code will need to be re written as it was done specifically to detect mines while Land stuff is not under the mine stuff. If you enter the script and go done a few lines you will find these arrays, AuxSling_light_config, AuxSling_medium_config, AuxSling_heavy_config. You can then enter into each array a specific classname of a vehicle in one of the arrays from there and it should be able to lift it, in the end you can also enable AuxSling_EveryVehicles which will allow any vehicle to be sling loaded.
  3. Lala14

    Only 1 Bullet in Magazine

    try this, designed for init.sqf needs a waitUntil {!isNull player}; before it though to make sure it executes correctly. if (side player isEqualTo west) then { while {alive player} do { if (vehicle player isEqualTo player) then { if (currentWeapon player isEqualTo "srifle_DMR_04_F") then { if (currentMagazine player isEqualTo "10Rnd_127x54_Mag") then { if (player ammo currentWeapon player > 1) then { player setAmmo [currentWeapon player, 1]; }; }; }; }; sleep 0.01; }; player addEventHandler ["Respawn",{ while {alive (_this select 0)} do { if (vehicle player isEqualTo (_this select 0)) then { if (currentWeapon (_this select 0) isEqualTo "srifle_DMR_04_F") then { if (currentMagazine (_this select 0) isEqualTo "10Rnd_127x54_Mag") then { if ((_this select 0) ammo currentWeapon (_this select 0) > 1) then { (_this select 0) setAmmo [currentWeapon (_this select 0), 1]; }; }; }; }; sleep 0.01; }; }]; };however, just going over it now you may want it that if a player buys/gets a 10rnd Mag that instead it will split it off into 10 1Rnd Mags, which would kind of change this script in a way.Also it actually turns out that if we were to do that it would probably not work as it still has the weight of a full mag.
  4. Lala14

    Lala14 WIP Thread

    TBH I have no idea what to name it. I really just wanted to know what people would like me to do.
  5. Lala14

    Lala14 WIP Thread

    All right since it seems like the vote for the TGP is to wait for someone to help fix it I'll just leave this here.
  6. I would put ctrlCommit as the last line in that segment
  7. Here is an example of my method -script- with uiNamespace do { my_awesome_progressBar = findDisplay 46 ctrlCreate ["RscProgress", -1]; my_awesome_progressBar ctrlSetPosition [ 0, 0.3 ]; my_awesome_progressBar progressSetPosition 0; my_awesome_progressBar ctrlCommit 0; }; _counter = 21; for "_i" from 1 to _counter do { (uiNamespace getVariable "my_awesome_progressBar") progressSetPosition (_i/_counter); hint format ["%1", _i]; sleep 1; }; ctrlDelete (uiNamespace getVariable "my_awesome_progressBar");
  8. did you include class cfgPatches in your config.cpp? Also you wouldn't need binarization so try without binarizing.
  9. actually you could just use ctrlCreate, that will save you with the entries in the description.ext and also people should be able to still move and such.
  10. ok what about turning off these two config variables hasGunner = 0; hasCommander = 0; and try this since it doesn't have a gunner/commander driverIsCommander = 1;
  11. What I'm about to post probably won't help since I have not tested it, however it may help. Also while looking at hideObjectGlobal this has to be executed on the server and not on a player. Don't know if that also helps, but there could be something doing this in both of your scripts. I might try it out later and report back.
  12. try this for the beginning. class cfgVehicles { class Plane_Base_F; class NIT_BlackBird_F: Plane_Base_F {
  13. add into the class arguments delete Units;
  14. WHEN USING ADDACTION CONDITIONS DO NOT USE PLAYER!!!!!!! use: _target (the object/unit where the object is attached) _this (the object/unit looking at the addAction) in this case _target is _box and _this is player
  15. I have not tried that simply because it requires a memoryPoint in the model, or am I incorrect? (unless they're all in current vanilla models, then maybe that route might be a better alternative) I'm actually seeking for someone to help with the model.cfg/config.cpp which I've posted here. If you're able to help that would be greatly appreciated, so far nobody has posted anything there.
  16. Ok so I've had this model of the TGP sitting here for a long time and I've basically had enough of trying to figure this out, none of the ArmA 3 sample models really cover the UAV side of things so I've decided to seek help. Since I've had such a hard time I've also decided to release this project as open source so whoever may know how to fix this please tell me! Basically the issue that I'm currently having is when using the targeting pod, I want it to work with the command lockCameraTo, when this is used with the targeting pod for some reason it's targeting position is completely off. I know that I could script in the turret movement however I don't really know how to do that as well without seeking help, plus I assume that this would be less stress on processing I guess. the files. (multiple versions of the model, model.cfg and config.cpp)
  17. Basically the radar at the top or wherever you might have it, will actually show units beyond the default, I think, 3.5km radius, I'm not sure what Firewill has set it to but yea. Plus then you actually get a target box so you can lock on to it, so yea it's not a fire at a certain position and then auto track but an actual you need to lock the target, I guess there might be a possibility where you could maybe mimic Kimi's Hud and have white target boxes around targets.
  18. Hmm, I may have completely read this wrong but, without taking the script approach you could do it by the config, Firewill's F-14 can engage targets from BVR with the AIM-54 and it's not dependent on the view distance of the player.
  19. Lala14

    United States Air Force( 2015)

    Hey man, I'll probably actually add in the use of lineIntersects or terrainIntersects command, I was going to add in before but I was not sure if it would lag up the sever as stated.
  20. Lala14

    United States Air Force( 2015)

    There is a function viewer in ArmA 3 Editor if you go to the top which will have sub categories for each of the functions, I would also like to mention that the USAF mod is basically that C17 mod, it even includes every livery that was in the mod which you can find if you depbo the mod and then you can use setObjectTexture
  21. don't forget that there is also isPlayer which I use with allUnits
  22. If you want to post the them and I can include them, however the USAF one I probably won't include as I am working with the USAF mod on another version of the targeting pod that will be released soon for everyone, yes you're able to release it publicly, the addon version hasn't moved for a while due to some weird things occurring for me while using it in arma and since I really don't have anyone able to help me with fixing it, it is just sitting there gathering dust. The reason why you can't enable Thermal and such when in the actual view of the targeting pod is due to the fact that a bug in arma has occurred, if you're on the ground and you access the targeting pod off of someone else you can actually switch to thermal but when you're in a vehicle you can't.
  23. Lala14

    Camera woes

    hmm could be because of the condition part of the trigger, could you place it here, or are you all good now.
  24. Lala14

    Camera woes

    Well I guess the reason why this is happening is because the intro actually needs to contain the objects that are in the mission as well, unless you have done that already then I guess the only thing would be to have placed in the trigger this instead. waitUntil {!isNull player}; [] call BIS_fnc_camera; or try null = { waitUntil {!isNull player}; [] call BIS_fnc_camera; };
  25. So if you guys remember, in some of Burnes' videos about the tanks and showing off some updates that there was a little thing that I had worked on for Burnes to implement in his current tanks. These changes were to be introduced in the next update however due to Burnes' SSD containing all of the mods that we was working on dying it was never released. Yesterday I had a chat with Burnes and he gave me permission to release the files, which I have converted to work in their own separate .pbo's to work with the current versions of the Challenger 2 and M1A1 SA. There are a few things that were to be added that never were added still left in such as the ability to have TUSK or ERA added on. For those who would like to tinker feel free, I've added in lots of variables such as being able to choose between flags, ammo and such. Have fun! Downloads Challenger 2 CDU M1A1 SA CDU Source stuff Challenger 2 CDU Source M1A1 SA CDU Source key(bikey)
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