Jump to content

tinter

Member
  • Content Count

    534
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by tinter

  1. This script is now broken, first aid kits duplicate and worst of all, fatigue is constantly set after you're revived. ---------- Post added at 00:33 ---------- Previous post was at 00:29 ---------- If it worked, then it would really be the best revive script.
  2. tinter

    Blastcore: Phoenix 2

    Not going to say whether you're wrong or right, but you should probably keep this discussion out of this thread as it can be seen as off-topic.
  3. tinter

    Blastcore: Phoenix 2

    It should also stop anyone wanting to use the addon.
  4. Confusing at first, but you click on your uniform, vest or backpack and a menu will pop up on the left side. It'll only show ammo for the guns you're carrying right now though.
  5. Is there anyone who is working on a sound fix?
  6. Try to lower the radius maybe? You could be unlucky and have all the things 15m be the first part of the array. Perhaps you could also use copToClipboard and check there. Going off a small hint for every objects within 15m is not very reliable.
  7. As it says in the title, it would be nice to know if there's some way to get tanks to fire main gun at infantry, even if it's just a looping script. As of now I haven't even been able to find a script that makes them fire their main gun at all, with or without a target.
  8. tinter

    RDS A2 Civilian Pack

    Does it really need to be 300MB? It seems really large.
  9. tinter

    Authentic Gameplay Modification

    I don't didn't know I have a github account, but I'd like to kindly ask someone to create a feature request to allow for other people to reload other players' launchers. It's done in real life with some launchers.
  10. Perhaps spawn something right infront of it?
  11. Is this the only thing in your init.sqf? The whole script will waiting until the while{} block is finished, so if you have any blocks like this before or you need to run code after, you should use [] spawn {code}.
  12. I like using the cba_fnc_taskDefend function from CBA. It works pretty well.
  13. Also another note on animations, more nitpicky, but I thought I'd ask anyway. You don't have to change it , it's your mod after all and I guess maybe you're going for a different feel, but if you want to realistic, from what I can tell the standard grip is by the handguard and if you're prone you use the magazine grip.
  14. I do not run with AiA. I guess I should clarify when I say LauncherReload I mean the two animations sharing the shame prefix. LauncherReloadStand and LauncherReloadKneel. I'm pretty sure these are vanilla animations. ---------- Post added at 12:28 ---------- Previous post was at 12:21 ---------- I can confirm they're vanilla, because I had actually just launched the without mods by accident.
  15. Also have you thought about using LauncherReload instead of ReloadRPG? In that animation he atleast reloads it by putting a rocket in the muzzle.
  16. I don't know if this has been reported yet, but the default view of the UAZs is pretty bad. It's looking too much up and it's hard to see the road. It's okay if you adjust it downwards once you're in the car, but you'll have to do that everytime you enter and leave it.
  17. I know this is kind of vague, but maybe check for a CBA function that can tell when the game is loaded. I'm sure I've seen some way to figure it out using CBA. Use the functions viewer or just google something like CBA load game check.
  18. Using the latest version of CBA, looking in the functions viewer at CBA_fnc_taskPatrol. The entire script appears to be only this. /* ---------------------------------------------------------------------------- Function: CBA_fnc_taskPatrol Description: A function for a group to randomly patrol a parsed radius and location. Parameters: - Group (Group or Object) Optional: - Position (XYZ, Object, Location or Group) - Radius (Scalar) - Waypoint Count (Scalar) - Waypoint Type (String) - Behaviour (String) - Combat Mode (String) - Speed Mode (String) - Formation (String) - Code To Execute at Each Waypoint (String) - TimeOut at each Waypoint Very much missing the code part. This is the only script that appears like this. Trying to use the function gives me this error. http://i.imgur.com/jl86SFp.png Suggestions?
  19. tinter

    Tweaked Night Vision Script

    I always welcome more realistic NV, but I tried to reduce the blur as it's really hard to see even 100m with it. I couldn't work it out though, I though ppEffectAdjust would help but it didn't work. Also it affects the rangefinder, leaves it quite useless honestly.
  20. It would, but unless you need different code for the different groups, it might just be better to define your own function as needed.
  21. Ok I made a workaround. It has some restrictions, but it works perfect for my situation. Unit cache function #define CACHE_UNIT_SPAWN_FNC {if (isServer) then {_this execVM "scripts\uncache.sqf"};} // Should remain small, will be sent to all clients on mission load Uncache.sqf _lead = leader group _this; _code = _lead getVariable ["init",{if (true) exitWith {};}]; _lead spawn _code; Example init of group leader, it has to be the leader. this setVariable ["init",{[group _this, getPos _this] call BIS_fnc_taskDefend;}] Possibly not the most performance friendly, considering the code will be run once for each group member, but it works.
  22. I notice this script isn't so friendly with keeping a unit's init. Is there any work around for this? If I use the guard function on a group that's far away it doesn't work when they spawn in again.
  23. With regards to the RPG sight, I've been talking about it so much I must seem obsessed, but in-your-face ironsights are a really big pet peeve for me. They end up with the front sight post being so in-your-face and big that it covers your whole target and makes the whole thing inaccurate. What I meant with the post, is the latter, you should size it down to somewhere around it would look if you were using an rpg like you would real life.
  24. I'm experiencing a very weird bug. Sometimes when some units, not sure which, fire their weapon I can hear white noise too. I've tried running it with only CBA, KAE_SZ and RDS, but I still heard the noise. ---------- Post added at 21:05 ---------- Previous post was at 19:18 ---------- There are no flashlights that will attach to the AKs, is it possible you allow the vanilla one to be attached or add one?
  25. tinter

    Authentic Gameplay Modification

    http://i.imgur.com/DABvryS.png I get this error a lot, in single player, not doing anything in particular. I think maybe it's related to the ai, but not sure.
×