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TAW_Yonose

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About TAW_Yonose

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    Staff Sergeant

core_pfieldgroups_3

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    IT

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    http://steamcommunity.com/id/Yonose/

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  1. TAW_Yonose

    INDEP flashlight

    Forget it, for some reason it works now without doing anything.. i just restarted the game.. hmm
  2. TAW_Yonose

    INDEP flashlight

    Ehhmm alright.. Still not working for me here.. what am i doing wrong. Here is the script as you posted. (i removed the distance spotting since i dont want it) if (!isServer && hasInterface ) exitWith {}; // filter for only East units, // {if (side _x = east) then // {if (side _x == independent) then // {if (side _x != playerSide) then // You could filter using alternative methods, eg IsKindof "Man" etc. In this instance filter for all units not on players side. {if (side _x == independent) then // Remove NV GOGGLES based on Side {if (_x IsKindof "Man") then { if ("NVGoggles_OPFOR" in assignedItems _x) then {_x unlinkitem "NVGoggles_OPFOR";_x removeitem "NVGoggles_OPFOR";}; if ("NVGoggles_INDEP" in assignedItems _x) then {_x unlinkitem "NVGoggles_INDEP";_x removeitem "NVGoggles_INDEP";}; if ("NVGoggles" in assignedItems _x) then {_x unlinkitem "NVGoggles";_x removeitem "NVGoggles";}; }; //Now add Flashlight only if it"s night.. _GiveFlashlight = sunOrMoon; if (_GiveFlashlight < 1) then { _x unassignItem "acc_pointer_IR"; _x removePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x assignItem "acc_flashlight"; _x enableGunLights "ForceOn"; }; }; } forEach allUnits; And in my Init i got this, i have all the /// to make it easy to find what i need. And yes the path is "Scripts\addflash.sqf" i double checked that. //////////////////////////////////////////// /////////////// Add Scripts //////////////// //////////////////////////////////////////// [] execVM "Scripts\addflash.sqf"; //////////////////////////////////////////// The INDEP unit im testing on have a F2000 (camo) and still a IR Laser Point
  3. TAW_Yonose

    INDEP flashlight

    Still nothing :/ Beerkan sent me the code.. here is the link of the thread, look 5th post http://forums.bistudio.com/showthread.php?184207-Adding-flashlight-to-enemy
  4. TAW_Yonose

    Adding flashlight to enemy

    Can you make it possible to use for INDEP units too? It dosent work with INDEP it seems..
  5. TAW_Yonose

    INDEP flashlight

    am i supposed to add? I have no knowledge about scripts, i dident make this of course :P then {...} ---------- Post added at 11:27 ---------- Previous post was at 11:23 ---------- Blufor are user side and INDEP are the enemy side by the way, if that will make any difference.
  6. How do i make this script to work with INDEP units? if (!isServer && hasInterface ) exitWith {}; // filter for only East units, // {if (side _x = east) then // You could filter using alternative methods, eg IsKindof "Man" etc. In this instance filter for all units not on players side. {if (side _x != playerSide) then // Remove NV GOGGLES based on Side {if (_x IsKindof "Man") then { if ("NVGoggles_OPFOR" in assignedItems _x) then {_x unlinkitem "NVGoggles_OPFOR";_x removeitem "NVGoggles_OPFOR";}; if ("NVGoggles_INDEP" in assignedItems _x) then {_x unlinkitem "NVGoggles_INDEP";_x removeitem "NVGoggles_INDEP";}; if ("NVGoggles" in assignedItems _x) then {_x unlinkitem "NVGoggles";_x removeitem "NVGoggles";}; }; //Now add Flashlight only if it"s night.. _GiveFlashlight = sunOrMoon; if (_GiveFlashlight < 1) then { _x unassignItem "acc_pointer_IR"; _x removePrimaryWeaponItem "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x assignItem "acc_flashlight"; _x enableGunLights "ForceOn"; }; }; } forEach allUnits; I already tried to change this to guerrila // {if (side _x = east) then It works with Opfor.. but i dont know what to change expect what i already tried
  7. TAW_Yonose

    Weapon/Ammo information

    you sure i can i see the config of each ammo type and gun? i never seen it in there.. not that i have looked so much into it.
  8. TAW_Yonose

    Weapon/Ammo information

    I suppose so, but in which pbo file and folder under Addons?
  9. Hello. Where can i find information(codes) about each gun like, what mass does it have, how much damage and what effective range on the bullets?
  10. TAW_Yonose

    Weapon mass

    I know there is a list of class name and etc for weapons and characters.. But do BI have a list where we can see what each weapon have off mass. And how much mass each backpack can take? Or do i have to go on each pbo file and look in the codes where the mass says....
  11. TAW_Yonose

    Adding flashlight to enemy

    works great as always Beerkan!
  12. TAW_Yonose

    How to open .paa

    Thanks Wak, it works now!
  13. Hello How do i add flashlight to all enemy without having to add the code to every single unit?
  14. This worked just as same as null =["lightning",10] execVM "lightningStorm.sqf"; this did lightning = true; 0 = ["lightning",10] execVM "lightningStorm.sqf"; im starting to wonder, if it says in the script that it will need a marker that is named something, or a trigger/player that have to be called something Or if its already given a position where i cant see..
  15. Well i used this script before and it did work good. But now it wont work anymore for some reason. My trigger is: Type: None Activation: Blufor Once Present Condition:this On Act: lightning = true; ["lightning",10] execVM "lightningStorm.sqf"; On Dea: lightning = false; When i do this will let me press OK on the trigger, but the script wont work. null =["lightning",10] execVM "lightningStorm.sqf"; but this wont let me press OK lightning = true; ["lightning",10] execVM "lightningStorm.sqf"; Here is the script
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