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mud

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  1. First of all a big thanks to Franze and Nodunit for their amazing contribution to the community. The mod is a gem. As for my two questions: Has this A3 version of the mod already been updated when it comes to remote lasing by ground units? If not, is this planned? I'm currently using a workaround which looks like this, Works quite okay, but not against moving targets. _unit = _this select 0; while{alive _unit} do { _laserpoint = lasertarget _unit; if(!(isnull _laserpoint) && !(_laserpoint in fza_ah64_desiglist)) then { fza_ah64_desiglist = fza_ah64_desiglist + [_laserpoint]; publicvariable "fza_ah64_desiglist"; }; if(isnull _laserpoint) then { fza_ah64_desiglist = fza_ah64_desiglist - [_laserpoint]; publicvariable "fza_ah64_desiglist"; }; sleep 1; }; fza_ah64_desiglist = fza_ah64_desiglist - [_laserpoint]; publicvariable "fza_ah64_desiglist"; Best regards, Mud
  2. mud

    Manipulate preplaced objects?

    edit: I was wrong :)
  3. mud

    Manipulate preplaced objects?

    It appears to work just fine like that. Thanks, JShock!!
  4. mud

    Manipulate preplaced objects?

    An old thread, I know, so my apologies for that. Just wanted to state that you can't put a sleep in a while loop, as it will give errors in your .rpt files. What I did to solve that is this: if (!isServer) exitWith{}; {zCurator addCuratorEditableObjects [[_x],true]} foreach vehicles; {zCurator addCuratorEditableObjects [[_x],true]} foreach (allMissionObjects "Man"); delayTimer = time; delay = 30; if ( (time - delayTimer ) > delay) then { while {true} do { { if (side _x == west) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == east) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == independent) then { zCurator addCuratorEditableObjects [[_x],true]; }; if (side _x == civilian) then { zCurator addCuratorEditableObjects [[_x],true]; }; }foreach allUnits; delayTimer = time; }; Be sure to add the following to your init.sqf delay = 0; delayTimer = 0; I am by no means a scripter, so any comments / improvements are welcome.
  5. Cheers SilentSpike, I missed that. While I understand its purpose, it's a shame this feature can't be enabled/disabled. On my squad's TS we have people who do not play Arma but still hop in the channel to talk to us while we're playing.
  6. Might have been asked before, but I was unable to find anything about it: Once connected in Arma 3, I can communicate with the people in-game, but I cannot hear people joining our TS channel or them talking. On the other hand they can hear the Arma chatter while not in Arma. Is there a way to still hear TS comms or at least system messages? Br, Mud
  7. I think I've got it sorted. Just need some further testing and I'll post the results here. Edit: I still haven't tested it with multiple people in multiplayer, but it worked with two people at least: First problem: You lose your laser designator or batteries on respawn, revive. Second: You lose the ability to designate for the AH-64 on respawn. Solution: make 2 sqf files in your mission directory (ex: laser_init.sqf, laser_respawn.sqf) laset_init.sqf contents - code as posted by Nodunit or Franze: _unit = _this select 0; while{alive _unit} do { _laserpoint = lasertarget _unit; if(!(isnull _laserpoint) && !(_laserpoint in fza_ah64_desiglist)) then { fza_ah64_desiglist = fza_ah64_desiglist + [_laserpoint]; publicvariable "fza_ah64_desiglist"; }; if(isnull _laserpoint) then { fza_ah64_desiglist = fza_ah64_desiglist - [_laserpoint]; publicvariable "fza_ah64_desiglist"; }; sleep 1; }; fza_ah64_desiglist = fza_ah64_desiglist - [_laserpoint]; publicvariable "fza_ah64_desiglist"; laset_respawn.sqf contents: _unit = _this select 0; _unit addWeapon "Laserdesignator"; _unit addmagazine "Laserbatteries"; sleep 2; while{alive _unit} do { _laserpoint = lasertarget _unit; if(!(isnull _laserpoint) && !(_laserpoint in fza_ah64_desiglist)) then { fza_ah64_desiglist = fza_ah64_desiglist + [_laserpoint]; publicvariable "fza_ah64_desiglist"; }; if(isnull _laserpoint) then { fza_ah64_desiglist = fza_ah64_desiglist - [_laserpoint]; publicvariable "fza_ah64_desiglist"; }; sleep 1; }; fza_ah64_desiglist = fza_ah64_desiglist - [_laserpoint]; publicvariable "fza_ah64_desiglist"; Add to the init box of the unit(s) you want to function as JTAC: this addWeapon "Laserdesignator"; this addmagazine "Laserbatteries"; this addMPEventHandler ["MPrespawn", {Null = _this execVM "laser_respawn.sqf";}]; laserscript = [this] execvm "laser_init.sqf"; If I get a chance today to test it further, I'll post the results. Mud Edit 2: Was working fine yesterday in coop game.
  8. Any script guru's around here able to help me out with the following? I'm adding the following to init box of the playable units of a co-op game to allow them to lase targets for the AH-64: laserscript = [this] execvm "\fza_ah64_controls\scripting\add_remt.sqf"; This works very well, and I absolutely love that capability. The problem occurs when the player dies and respawns, he seems to lose that capability because I can no longer find a remote code then in the Apache when they're lasing. I tried solving it with the following in the init box, but alas no success so far. Any help would be highly appreciated. laserscript = [this] execvm "\fza_ah64_controls\scripting\add_remt.sqf"; this addMPEventHandler ["MPRespawn",{_null = [_this select 0] execVM "\fza_ah64_controls\scripting\add_remt.sqf";}]; Cheers, Mud
  9. Pretty late for me atm, but your problem is most likely the way you set up your Warthog. I have one myself and I have no problems. Try binding Collective Raise in Helicopter keybinds in Arma to a key and press that one after you have disengaged the rotor brake.
  10. Cheers for your reply, Sacha. It made me realize that I should have given a few more details in my question. I was alone in the helicopter as pilot. The same happens with ACQ set to FCR and Auto and the sight / sensor set to FCR or TADS. I can actually see the gun crosshair aim above the target reticle in these cases. So the targeting system is off, where the rounds actually do hit where the crosshair is aiming at.
  11. Anyone else having a problem that when the gun is slaved to the TADS or FCR it does aim at the right target, but overshoots that target a fair bit?
  12. Almost forgot to mention: not only the sound is missing, the muzzle flash and any form of animation is as well.
  13. Just did more tests. Mods / no mods / VAS / normal ammo crates ... no difference. Change weapon: your buddies will most likely not hear you shoot.
  14. My buddies and I are also experiencing this problem. I'm going to do some more testing over the coming days. Hopefully they'll fix this soon, or we'll find a workaround because it's quite game-breaking.
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