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netsend

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About netsend

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  1. (A) is not a problem (B) is , hence the thread dude! ---------- Post added at 12:45 ---------- Previous post was at 12:44 ---------- Is this correct? So I can consider doing a Kickstarter? Can someone from BIS confirm this?
  2. Thank you for the information everyone, it has been helpful.
  3. Thank you sir. Who can I ask for permission?
  4. Can anyone quote the part of the license that says this? Who can I contact at BIS to understand what I need to do to comply?
  5. What do I need to do to make sure it is legal and stays within the license terms? Do I need to only ask for donations for support and then release the MOD open sourced once it is ready?
  6. I am a programmer and wish to have a new character model, I have found a suitable character on this website: http://www.turbosquid.com/3d-models/3d-soldier-mercenary/713676 My questions are: 1 - How long would it take a modeller to import this so I can include it in my mod? 2 - What would the cost be? 3 - Is there anything I could ensure to make sure I save time? IE make sure the model is already "rigged" ? Thank you for your time. Please note - if you are a modeller and want to help I can pay.
  7. Hi everyone. Ok I made progress in that I can get infantry units to follow me etc - using scripts. However when I apply the same scripts to an animal (module>site>Dog) it fails to work. The initialisation script only seems to work for infantry units. The script is as follows: _null = [] spawn { while {true} do { (leader chaser) domove (getPos chasee); sleep 5; }; }; Why would this work for an infantry unit - but not an animal unit? Thank you for your time!
  8. Whether it is a zombie script or not, can anyone recommend one for me to work on? I have decided to write a new dog patrol script from scratch and this could save time. Thank you very much sirs.
  9. Can anyone see a problem with this line of code? call compile format ['"%2" createUnit [getpos _unidad, _grupo,"%1=this; this setSpeedMode ""NORMAL""; this setbehaviour ""SAFE""",1]',"doggy","Alsatian_Base_F"];
  10. Kremator - I have tried to contact him on youtube, 2 days - no response = ( I have done enough work that I am currently getting an error regarding an undeclared variable. Which is odd, seeing as this script should just work really, Arma 3 doesnt seem to be that different.
  11. Kieran / Darkhorse ... so these things with big tongues that are running around me are rabbits? Tion3r - Thanks for headsup - it is actually this that fixed my original problem. The current problem I believe is simply spawn location of the modded dog type - hence why I was asking someone with install experience with the older mod. - Thanks for the feedback though!
  12. OK I fixed this error by renaming the dog classes in the script. I no longer get any errors. HOWEVER I may be using the script incorrectly - for I am unable to spawn any dogs. Can anyone who used this script in Arma 2 remember how to spawn the dogs with this script?
  13. #include "\x\cba\addons\main\script_component.hpp" is the file required by the addon I am updating - where can I get this file? Is it needed?
  14. I am adapting an Arma2 script but have no idea what the new k9 units are called. Can someone point me in the right direction for a list of all the units one can create - along with their class / type names? Thank you
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