Jump to content

va12 mr. potter

  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

1 Follower

About va12 mr. potter

  • Rank
    Private First Class


  • Interests
    Arma, airsoft, programming
  • Occupation
  1. va12 mr. potter

    AI Skill levels

    I would take a look at the setSkill command. You can use it in a overall format and just set a units overall skill level, or you can go and set their sub-skills in an array, so you can increase particular skills.
  2. va12 mr. potter

    Combat Medical System 0.5 Released

    In theory, from what I understand of scripting you could technically put it anywhere, as long as the module is placed and that variable (CMS_REVIVE_TIMER) is defined. However, the best place to put it would be in the init line of the no instant deaths module.
  3. va12 mr. potter

    Combat Medical System 0.5 Released

    Try adding in your own portion via tps to increase the damage done?
  4. va12 mr. potter

    Combat Medical System 0.5 Released

    Are you saving it with the right line edited? One of the ones in there is an example, but its commented out. It'll be between the /* */ stuff. The real one to edit(the second one) is right below that closing comment. Also, another question for the TPS portion, how do you add new wounds that will show up when you examine someone? Say I want to simulate having an amputation, and I want it to show on the list of wounds. What/where in my scripts do I need to add in? Is there a special handler or hook I should be using?
  5. va12 mr. potter

    Combat Medical System 0.5 Released

    So, in the licence, it reads "No Derivative Works — you may not alter, transform, or build upon this work.". With the TPS system, does this mean that any third party content created cannot be released for public use? Or will any third party content be allowed for public download?
  6. va12 mr. potter

    Realistic Wounding System [RWS]

    This looks awesome! If you guys need any testers, let me know, because our unit's PJs and medics have been looking for something like this.
  7. Thanks for the quick reply, and sounds good. Looking forward to future updates, been having an amazing time with it so far!
  8. Is there any way to get infantry to board the helicopters and ride to an airfield, or board units? I've tried placing units in the editor and profiling them, and also changing the spawn from airborne too mechanized, but each time the infantry all just run on foot towards the objective. I've tried looking through the manual and watching the tutorials, but if it's something obvious, I can't figure out what it is. Any help would be greatly appreciated.
  9. va12 mr. potter

    Chemical attack

    I'll try and have the mission up by tomorrow. Work and a surprise unit op got in the way of scripting things.
  10. va12 mr. potter

    Chemical attack

    Alright, thanks. I'll post the mission if i get it done today.
  11. va12 mr. potter

    Chemical attack

    Do you run the stable or Dev build?
  12. va12 mr. potter

    Chemical attack

    ok, so you want a script set up so that if any players are in the area of the trigger. So, to ask this, will there be any friendly AI forces on the mission that would enter the grid square that the bomb should be in? Because that will effect how the trigger can be set up to fire the script.
  13. va12 mr. potter

    disarm a bomb

    Try messing around with different classnames until you get an explosion size that you like.
  14. va12 mr. potter

    disarm a bomb

    What is the error you are getting? And are you sure it is the init.sqf? When I copied it over, the init only had 12 lines, not 13.
  15. va12 mr. potter

    Chemical attack

    Also, how do you want this area to work? Is it supposed to spawn at mission start? Bomb/missile attack? Failed objective?