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Posts posted by eXpouk
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I had this working yesterday, now I open up the editor today and for some reason all my patrols stand there and do nothing... The script is being called because if I delete the UPS file then it shows an error when I preview.
Anyone got any ideas why its suddenly stopped working? :(
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Cheers Shuko!
---------- Post added at 08:48 ---------- Previous post was at 08:20 ----------
Is there a way of making it check whether two or more tasks are complete using
"Task1" call SHK_Taskmaster_isCompleted
I've tried "Task1","Task2" and ["Task1","Task2"] but neither has worked. Basically I want it to check if Task 1 and Task 2 are complete before assigning Task 3.
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Because otherwise the task order appears backwards.
For me, the tasks only show when you enter the game, really weird...
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I cant figure out how to get the first task I create in the init as the assigned one and not the last one (it automatically assigns the last created task). Anyone help?
Here's what it looks like atm:
//Tasks and Briefing [[ ["Task2","Destory the Comms Tower","Assault the military base and destroy the Comms Tower located <marker name = comms>here</marker>.",true], ["Task1","Destroy the Solar Towers","Destroy the Solar Towers located <marker name = tower1>here</marker> and <marker name = tower2>here</marker>.",true] ],[ ["Note1","Hello West",WEST], ["Note2","Hello East",EAST], ["Credits","Made by: Shuko of LDD Kyllikki<br />www.kyllikki.fi"] ]] call compile preprocessfilelinenumbers "shk_taskmaster.sqf";
Also the tasks dont appear in the briefing, they only show up once in-game, is there any way around that as well? Finally, I'm trying to use triggers to update a tasks state/create new tasks etc. Is this correct?
Thanks
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Left Ctrl + G = Cycle grenades
G = Throw selected grenade
By default.
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Probably because in other games there isn't a vast amount of AI to sync with all the clients.
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Anyone know if when you rollback to the stable version from the dev version, does it delete the dev version files?
So if I was on dev, then went to stable and back to dev, would I have to redownload the dev files?
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Brilliant work on these mate. It would be great if someone could package up which ones work in a MP/Dedi environment.
Thanks!
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How have they failed exactly? Sales wise I doubt they have so they probably aren't short on money and even if people are disappointed its damn near impossible to get a refund off Steam. So you'll either have to make do with what we've got or go back to A2OA and wait until they release more stuff or it gets modded in.
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If you want to find subscribed missions easily then they are stored in \ArmA3 - Other Profiles\Profile Name\Saved\steam
You've got to have played them though.
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Awesome bit of software! I've been looking/waiting for a launcher like SpiritedMachines A2 one and this is perfect! Thanks :D
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Anyone else getting a JayArma3Lib error with the most recent update?
Something about XEH_Init line 42? Or something like that. :D
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Intend to make those "development updates" avaible on PwS or anywhere else ?lol at sig and it's true.
Hopefully they will update it soon :D
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Before you go completely to Arma 3 how about 10 new vehicles for US and German side at least? Do you remember In 1994 for operation flashpoint you guys had 100's of vehicles for us and german side eachHow about you just be happy with what you've got, for free....
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Awesome. Can't wait for this, couldnt play A2 without Blastcore!
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Will the map be available to download without having to download the entire SFP mod? :D Being cheeky I know ;)
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To be honest there wasn't THAT much more content available when A2 was released. Only Utes and Chernarus to play on, USMC, CDF, Russians and the Insurgents. Ok so there may have been a few more units/vehicles but not to the extent that some people are making out. Hopefully A3 will get there in time. :)
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For some reason when I fire these it doesnt make any sound? Grenade launcher works fine just cant hear anything whilst firing bullets.
Tried with and without JSRS.
Any ideas?
Edit: I downloaded this mod off PWS so not sure if its the latest version or not.
Edit2: Yeah its because its an old version :/
Really nice weapons though!
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It used to happen in the ol' WW2 places cause of the engine torque :D Maybe it happens here as well
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Looks awesome, cant wait to play it!
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Theres a severe lack of content at the moment and it will need a lot more before people switch. I know a lot of people aren't a fan of the futuristic weapons/units/vehicles and would rather it have modern day NATO, Russian, Insurgent forces so they won't switch until these are in the game.
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Awesome news, great to see you back making your amazing mod for Arma 3!! Couldnt play A2 without it :D
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If they managed to get gameplay affected from where you were hit that would be awesome. Getting shot in the arm would render you unable to fire your rifle, legs unable to run etc.
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They need to fix the shrapnel passing through objects. You should be able to throw a grenade into a building and not get hit outside whilst waiting to go in.
Since 1.02, groups didn't follow waypoints
in ARMA 3 - GENERAL
Posted
There was a patch yesterday? Might be why my UPS suddenly stopped working...