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About Andrew_S90

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  1. Andrew_S90

    update 1.86 verify signatures

    Did you not try joining even if it says mismatched? No issues apart from visual
  2. Andrew_S90

    DualArms - Two Primary Weapons

    Quite a few exile servers are running it right now and they seem to be all going OK.
  3. Andrew_S90

    DualArms - Two Primary Weapons

    This mod has been updated - Fixed a duping method and added mod support for Iron Front A3, Faces of War and Aegis Mod.
  4. Andrew_S90

    DualArms - Two Primary Weapons

    It is impossible to do exactly what I am doing with a script, so no. There are other weapon scripts that act like mine but are all virtual and allow a launcher + two weapons but are in script form.
  5. Andrew_S90

    DualArms - Two Primary Weapons

    Thankfully I said or so in that last update You can really spam keybinds fast, which caused the ability to dupe weapons.. That took a bit longer to fix and now has updated. Notes on the update: Added Keybind to add your primary weapon to your back, swap primary weapons as well as swap with a regular launcher if its there. The hotkey will not work while a player has their inventory open, too many ways to dupe with this! The scroll wheel/Addaction is now off by default. Make use of those keybinds! Bind UserAction / Custom Controls 16 to any key you would like to enable a key switch. I would recommend binding it to 3, since it works with swapping to a normal launcher as well as swapping primaries. A fix to the take eventhandler was made, and all take actions (take hand) features were added back. @kremator @sammael Extra download links provided on the main post.
  6. Andrew_S90

    DualArms - Two Primary Weapons

    Next update (within the next hour or so) I will add a dropbox & google drive link Update will add keybind to switch weapon (User Action 16) and scroll wheel off by default. The key will enable adding weapon to back, swapping dual primary weapons and swapping with a regular launcher. So an all in one key that could replace the normal swap to launcher key 3.
  7. Andrew_S90

    DualArms - Two Primary Weapons

    I have seen his yes, his uses attachTo and onEachFrame to work which can cause lag if used heavily in MP. I made this to avoid that, use launcher slot and weights.. so it was more realistic. I am also looking at use of keybinds by default and action menu hidden by default (still can be enabled by missionConfig if needed) I think I accidentally disabled the take function early on because I was worried about messing up the second weapon if it was a launcher.. I will take a look and see if its still needed and if not remove that part so take is re-enabled.
  8. Dual Arms This is mod that allows use of two primary weapons, one in your main slot one in your launcher slot. Download here! Google Drive link here! Dual Arms relies on eventHandlers to work correctly. The following are used: Killed InventoryOpened InventoryClosed Take Bind UserAction 16 to any key to be able to swap with a key instead of addActions. They have been disabled by default. If using this in a MP scenario or gamemode, you can override my code and set the ability to use addactions and drop the weapon on death. As well as add blocked weapons that will not be able to be added to your launcher slot. What does this mod actually do? I have seen other scripts that claim to do the same thing. This uses your launcher slot, the same that your RPG would go into. There is no attachTo/onEachFrames constantly making sure the weapon is on your back and attached when not in a vehicle. Weights are fully supported, if you have two primary weapons it will slow you down with fatigue. That means you will slow to a crawl with dual SPMGs. Due to the nature if this going into the launcher slot, mods need to be supported for it. Currently the top 20 Weapon mods on steam are supported, the list is on the steam workshop page above. (I also take suggestions on which mods to support with future updates!) Currently 2.8k+ Weapons are supported. If you are playing in a persistent game mode you will need to add some code to your file that saves a player when they disconnect, otherwise the pointer attachment and UGL ammo will not save. Otherwise it will save. Here is a video where you can check it out in action, featuring vehicles as well: The piece of code that will save your players gear in a dedicated MP environment is: (Usually handled by missionEventHandler onDisconnect) If you would like to know more about overriding my code please see the example MP mission inside the download from steam, right next to keys and addons folder. As well as my post on Exile forums explains with more details how to merge eventhandlers if needed. Here is some information on Exile Forums : http://www.exilemod.com/topic/25999-dualarms-two-primary-weapons/ My github with example config (also in download - this link contains overrides for Exile players as well) : https://github.com/Andrew-S90/DualArms Download link from steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1334412770
  9. Andrew_S90

    Formula Arma

    If we race, I'll take the last pole position to give you guys a fair chance. Awesome work
  10. Just stumbled across this today, awesome work !
  11. @BohemiaBeck The links are down. I do have All Arma2 (nothing Arma1 Related) and TOKH licensed data packs still in zipped form from downloading.. if you guys have somehow lost them...
  12. Not Possible..
  13. Hey guys, I have a problem I am stuck on, maybe someone here can help me out or point me in the correct direction! I am trying to make a custom RE message to send to everyone in the server.. Currently it is working using rHINT and I would like to use a different form of text chat, something that I can put in a different section of the screen. This is what I have working.. _message = parseText format["%2 <br /> <img image='%3' size='3' /><br /> <t color='#ff0000'>%1</t>]; then to call it, I use [nil, nil, rHINT, _message] call RE; I would like to do something along the lines of _message = ctrlSetStructuredText parseText format ["%2 <br /> <img image='%3' size='3' /><br /> <t color='#ff0000'>%1</t>]; then set it to a position on the screen, I have a method of doing this, but if you could point out a better way, that would be great! Then it would be called like [nil, nil, rTEXT, _message] call RE; (I am mainly looking for how to make rTEXT or a custom RE message work!) Thanks! Any pointers or info here would be great!! To note I was looking at this page https://community.bistudio.com/wiki/Multiplayer_framework I noticed a custom part of it, yet I didn't understand it much.. specifically this part Thanks guys, anything helps! Andrew
  14. Andrew_S90

    Changing the Terrain

    I know this much and what my goal was to use a terrain mod that modifies the terrain of the map just by replacing clutter files and trees etc. I wanted that visual output but I wanted other stuff in the mod besides that.. I want to add extra addons inside the mod folder to make it more complete and I wanted to know how to do this so I could avoid using two different mod folders.. So instead of @mapchanges and @mod to launch I wanted to make it into one folder but use the visual enhancements on the terrain.. but its not working and I wanted to see if I had to tell it to use the changes or overwrite the plants2_trees.pbo from addons and put it in my mod folder. So I came here because its more of a terrain question. If that makes any sense, I am not looking to go in and edit cherno or anything, just use different terrain and stuff