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ashtray

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About ashtray

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  1. change CfgPathces to CfgPatches
  2. Hi, thanks for great script. Want to replace CUP water sources objects with ace compatible ones to allow players to drink from them and wondering what nubmers in brackets means ["Land_House_1B01_F", [-2.19082, -2.27899, 0]] an where can i get them for my buildings, e.g. Land_stand_waterl_EP1, etc.
  3. ashtray

    Ambient Combat Module

    Hi, All. I read all 46 pages but still don't understand if i should use "sleep" command before second, third, etc. ACM modules in init.sqf. Sometimes it works fine for all 3 groups synced with ACM modules. but sometimes I see Mi-24 flying under the skies or don't see any bots. The other problem - killed bots bodies disappears very fast - around a munite. sleep 1; waitUntil {!isNil {myACM1 getVariable "initDone"}}; waitUntil {myACM1 getVariable "initDone"}; [] spawn { waitUntil {!(isnil "BIS_fnc_init")}; [0.5, myACM1] call BIS_ACM_setIntensityFunc; [myACM1, 300, 500] call BIS_ACM_setSpawnDistanceFunc; [0, 0.25, myACM1] call BIS_ACM_setSkillFunc; [0.5, 1, myACM1] call BIS_ACM_setAmmoFunc; [["BIS_TK_GUE"], myACM1] call BIS_ACM_setFactionsFunc; ["ground_patrol", 1, myACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, myACM1] call BIS_ACM_setTypeChanceFunc; [myACM1, ["TK_GUE_ATTeam","TK_GUE_Patrol"]] call BIS_ACM_addGroupClassesFunc; }; sleep 1; <= should it be here and later before every block of ACM code??? waitUntil {!isNil {myACM2 getVariable "initDone"}}; waitUntil {myACM2 getVariable "initDone"}; [] spawn { waitUntil {!(isnil "BIS_fnc_init")}; [1, myACM2] call BIS_ACM_setIntensityFunc; [myACM2, 400, 700] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_GUE"], myACM2] call BIS_ACM_setFactionsFunc; ["ground_patrol", 1, myACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, myACM2] call BIS_ACM_setTypeChanceFunc; [myACM2, ["TK_GUE_GroupWeapons"]] call BIS_ACM_addGroupClassesFunc; }; waitUntil {!isNil {myACM3 getVariable "initDone"}}; waitUntil {myACM3 getVariable "initDone"}; [] spawn { waitUntil {!(isnil "BIS_fnc_init")}; [1, myACM3] call BIS_ACM_setIntensityFunc; [myACM3, 400, 700] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_GUE"], myACM3] call BIS_ACM_setFactionsFunc; ["ground_patrol", 1, myACM3] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, myACM3] call BIS_ACM_setTypeChanceFunc; [myACM3, ["TK_GUE_Group","]] call BIS_ACM_addGroupClassesFunc; };
  4. Hi, All. Just created MSO on Chernarus based on 4.6 framework. All is ok but one problem - signed at FOB, cleared town, then pack up FOB and got killed while FOB is packing. Respawned at 1000 meters falling down, reading THE FOB IS PACKING YOU WILL RESPAWN AT BASE message in side chat. respawn_west marker is placed at stationary base. What can be wrong?
  5. Hi, All thanks for awesome job. A3 project looks like a dream of all of my life. But still playing A2 so the question is - is it possible revert MSO to East like RU vs Ins / BLUEFOR? Are there any succesful projects? I made such on takistan from base_mission but experienced some problems from the very beginnig: 1. RU BTR (HQ) not works as HQ - no teamstatus, no recrutiment. should i write something special in unit init or change some code in mission files? 2. most of predefined factions treat RU as friendly forces, it's still playable but i don't like FF. solved this by editing msofactions_defaults.hpp leaving only TK Guerillas who are enemy for RU by default. the question is - how to add BLUEFOR to game?
  6. Hi, All. Thanks for great job. MSO is awesome! Ported takistan MSO ACE to Sahrani. All works fine, even a couple of civi spawned. But when taking any m16 or m4 from ammo crate it adds 100 rnd mags instead of stanag mags to gear.
  7. ashtray

    Insurgency

    Hi, all again. still have some questions on Arma2 insurgency: 1. how to prevent abandoned, not destroyed BLUEFOR cars from respawning at base 2. is it possible to repair damaged OPFOR vehicles at base or with repair truck 3. is it possible to increase spawning distance for OPFOR bots thanks in advance
  8. ashtray

    Insurgency

    Hi, all. tried to find through search but to much threads and not exact infromation i need, so posting here my question here: 1. how to prevent empty bluefor vehicles from respawning at base? i mean if vehicles not destroyed they should stay where they are till the end of the world to prevent rambos from stupid cavalry rashes. 2. is it possible to unlock damaged opfor vehicles? i can only sit to commander or gunner not to driver's sit
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