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FireWalker

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Everything posted by FireWalker

  1. FireWalker

    Ravage

    @Caites ah, ok. I'll keep my eye open for something.
  2. FireWalker

    Ravage

    @Caites https://forums.bistudio.com/forums/topic/183264-ravage-mod/?do=findComment&comment=3241585
  3. This statement confuses me. You are putting these files directly into your individual missions, right? You can't just add this to one root folder and have it work for all your missions, each mission needs the script added and exported to pbo again.
  4. I figure about the time that I start to get a really good grasp of scripting in this language that 4 will be out with a whole new engine and a whole new scripting language... But I learn a little more everyday.
  5. I have a trigger that ends the mission when all playable units are down. I'm wondering if I can skip that trigger if I only have one playable unit in the game, that way if only one player is playing, that person could respawn. I tried this: if (blufor countSide allPlayers >1) then { _trigger = createTrigger ["emptyDetector", [0,0,0]]; _trigger setTriggerStatements ["blufor countSide allPlayers <=0", "['end3'] call BIS_fnc_endMission",""]; } else exitWith {}; but the engine isn't happy with that. I think I'm close, but not quite there. Maybe I need the exitWith {} in the beginning? So it would be: if (.... allPlayers = 1) then exitWith {} else... btw, the trigger works perfect by itself Thanks, Fire Edit: Just thinking about this. It would have to be looped to work correctly. For instance if you were playing on a server for a while and someone else joined, it would have to run again and return true for than one player. Maybe this should be a separate sqf that is called with initPlayerLocal, so that it runs every time a player joins? In testing I had it in init.sqf.
  6. @belbo Thank you, I definitely had it all crossed up. Really appreciate the help. Fire
  7. FireWalker

    Armaholic, how did this pass under your radar?

    @road runner I agree, and I am trying to stay neutrally objective on the issue. But I am worried that it looks poorly on us as a community and BIS as a developer. People sometimes perceive the worst, then group all in the same basket. Fire (Its excruciatingly poor taste though)
  8. FireWalker

    Ravage

    @redarmy I actually noticed this using triggers to spawn bandit camps on a mission I've been working on. I was typically getting 6 to 8 in a bandit spawn. I really thought it was something to do with the substantial amount of scripts and configs I am working with. I couldn't find a way to get a lower number so I created two new spawn groups. One group just being a two man sentry, and one group being a 4 man squad.
  9. FireWalker

    Armaholic, how did this pass under your radar?

    @haleks See if you can put a vote at the top of this thread, maybe the overwhelming support from the community will help get it brought down.
  10. FireWalker

    Armaholic, how did this pass under your radar?

    At a minimum it needs to come off the front pages of Armaholic. So people don't keep seeing it. Let it get buried among all the other mission files. Then there isn't any censorship.
  11. FireWalker

    Forums Upgrade

    Probably just my lack of patience I've had lately, lol.
  12. FireWalker

    Forums Upgrade

    I've had that on occasion on Win 10 also. And another question: Overall the performance of these forums feels a bit slower than before. Seems to be the same feeling on any computer or mobile I use. Anybody else feel that way?
  13. FireWalker

    Arma 4 a look to the future

    It would be nice to get a fully developed winter map, assets, and winter weather system. Can you imagine if snow fall could actually slowly cover the landscape? <-- pipe dream about that last part, I'm sure
  14. FireWalker

    Ravage

    @vastiny https://forums.bistudio.com/forums/topic/183264-ravage-mod/?do=findComment&comment=3134592
  15. FireWalker

    Ravage

    Just thinking that Ravage was posted like 2 1/2 years ago, and it hardly ever slips off the first page of released mods on the forums. Awesome.
  16. FireWalker

    Arma 4 a look to the future

    I wouldn't be horribly upset to see it continue on the same lines as right now. Though I love playing the earlier eras, its kinda fun having the high tech weapons. But then again, there's never been a truly ground breaking version of Vietnam either, right?
  17. FireWalker

    Forums Upgrade

    Can we still set this up for the 'dark' theme? I can't remember or find how to do that again.
  18. FireWalker

    Forums Upgrade

    Yep, working!! Thanks BIS!
  19. FireWalker

    Forums Upgrade

    Not sure about how I like that you can instantly remove the reaction by hitting 'x' on mobile. Its kinda easy to tap when swiping up or down. Really loved old like system. It was simple and worked. Two good reasons not to fix it. Fire
  20. FireWalker

    Forums Upgrade

    Ditto
  21. FireWalker

    Ravage

    @haleks Thats funny, I was literally just resarching this week how to add a "days survived" into my open world missions. It looked like it might be a pain. Was it?
  22. FireWalker

    Ravage

    Exactly whats happening on my phone.
  23. FireWalker

    Ravage

    Totally not a fan of these forum changes right now. Couldn't even check new posts from my cell. The like button is really awkward.. I know, bitch, bitch, moan, moan.. Anyway, THANKS HALEKS!!!
  24. FireWalker

    Ravage

    Could probably find this on the wiki, but I'm feelin' lazy: In the rvg settings module, does the time acceleration have to be a whole number, or can it be set to decimal? (0.5)
  25. FireWalker

    Ravage

    @haleks Ok. Thats exactly why I wanted to check with you first. I have a contigency plan, so progress will continue. Its all still on paper though. Thanks, Fire
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