tinter
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Everything posted by tinter
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Generic error in if statement
tinter replied to gknova61's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also you should wrap the conditions that aren't the first one into {} code tags so it uses lazy evaluation. -
Authentic Gameplay Modification
tinter replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it frowned upon to ask why my ticket was closed with wontfix? It's this one. https://github.com/KoffeinFlummi/AGM/issues/425 It seemed like it could very well be added and would be a nice feature. -
Release - Infantry Occupy House Script
tinter replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you think that roof is unreachable, you are mistaken. There's a ladder on the opposite side of the one with the stairs. -
revive A3 Wounding System (AIS by Psycho)
tinter replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We don't use the medical module. I disabled AGM and I saw my fatigue decrease, but I couldn't test the double medpack thing by myself. I guess AGMs fatigue module just causes issues like that.- 913 replies
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revive A3 Wounding System (AIS by Psycho)
tinter replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you saying neither issue happened in your tests? I guess it could be that AGM is causing problems.- 913 replies
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revive A3 Wounding System (AIS by Psycho)
tinter replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 913 replies
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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.
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It should also stop anyone wanting to use the addon.
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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.
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Toadie's SmallArms and Animations for Arma3
tinter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there anyone who is working on a sound fix? -
Map Objects - is it possible to pass stop signs/park benches to a script?
tinter replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Getting tanks to fire cannon at infantry
tinter posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Does it really need to be 300MB? It seems really large.
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Authentic Gameplay Modification
tinter replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Detonating a missile midair.
tinter replied to Horner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perhaps spawn something right infront of it? -
What;s wrong with this code?
tinter replied to Duke101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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}. -
[Video Tutorial] Fortify Building The Easy way!
tinter replied to toxicsludge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I like using the cba_fnc_taskDefend function from CBA. It works pretty well. -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Also have you thought about using LauncherReload instead of ReloadRPG? In that animation he atleast reloads it by putting a rocket in the muzzle. -
Kaelies' South Zagorian Army Mod
tinter replied to kaelies's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Say3D Loop that Will Work After Mission Load
tinter replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
CBA - Community Base Addons - ARMA 3
tinter replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
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.
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AI Caching and Distribution System
tinter replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It would, but unless you need different code for the different groups, it might just be better to define your own function as needed.