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Daantjeeuh

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Everything posted by Daantjeeuh

  1. Daantjeeuh

    Authentic Gameplay Modification

    @Lordheart Thanks mate, I am already aware of this ^^ I just didn't get around to doing it yet, I'm working on making my missions completely AGM-compatible so pretty much every action will be done through it.
  2. Daantjeeuh

    Authentic Gameplay Modification

    I use brians Random IED script. In the settings you can simply set which tool or tools are required to disarm IEDs, in my case the AGM Defuse Kit. One thing I'm still working on is getting his 'disarm' action (which he does through addAction) into an AGM Interaction.
  3. Daantjeeuh

    Authentic Gameplay Modification

    I have a question: how do I set a unit captive with cable ties on it's init?
  4. Daantjeeuh

    Randomly generated roadside IEDs

    Hey man, me again, another question: Right now you use an addAction for the disarm functionality. I was wondering if you could help me how I could get this to be done with an AGM interaction. You can find the function over here: https://github.com/KoffeinFlummi/AGM/blob/master/AGM_Interaction/functions/fn_addInteraction.sqf any help would be much appreciated :) Thanks in advance!
  5. Lol I hope not! I seem to recall A3MP also had (or maybe still has) this issue. Particular map was Zargabad btw
  6. I have noticed that 5.56 mows down trees, could this be looked into? :)
  7. Daantjeeuh

    FHQ Accessories pack

    I know you said no ETA, but do you have an update on this? :)
  8. If you place down a unit in the editor he has an init field where you can put in custom configuration to give him different gear or loadout for example, or to make the unit execute certain scripts. How can I accomplish that on the civilians that spawn in dynamically (I'm talking about the script versions of your mod)?
  9. Well, if you place down a unit in the editor he has an init field where you can put in custom configuration to give him different gear or loadout for example, or to make the unit execute certain scripts. How can I accomplish that on the civilians that spawn in dynamically (I'm talking about the script versions of your mod)?
  10. Probably has been asked before, but how do I customize the init field from civilian units? :) Thanks!
  11. Does this map pack also offer compatibility with other A2 maps (user made) like A3MP + A3MP Additional Pack do? Also one thing I noticed: going from A3MP to AiA is very easy, going back not so much as it places some dependancy stuff in the mission.sqm
  12. Daantjeeuh

    SHK_pos

    You have probably gotten this question before, but is there a way to check for positions in buildings (only) to place an object?
  13. Daantjeeuh

    L85A2 Release

    Kiory, since Trixie stopped with his British weapons pack, aren't you interested in taking it over? You're pretty much the only one left with British weapons...
  14. I don't know about the volumes... They fit less than a default radio backpack from TFAR right now. If you're familiar with the AGM mod, you can only put 15 bandages and 15 morphine injectors in them and it's full.. doesn't seem very realistic to me, I think the volume might be a bit larger. At least so it's on par with the default radio backpacks from TFAR
  15. Daantjeeuh

    Authentic Gameplay Modification

    @commy thanks for your reply, I got it working now! :) I wanted to add a 2nd interaction btw, and it worked. Reason that it didn't was because (shame on me) I forgot a semicolon somwhere
  16. Daantjeeuh

    Authentic Gameplay Modification

    Thanks, the problem is that it's more about this system that I wanna get to work because the 'conversation' is just a placeholder for now. I am using this to create a civilian interaction system ^^
  17. Daantjeeuh

    Authentic Gameplay Modification

    Alright, thanks for the help! Now I have this in my units init field: [this, "Talk to", 3, {true}, {nul = [this] execVM "script1.sqf";}, true, 0] call AGM_Interaction_fnc_addInteraction; In script1.sqf: _man = _this select 0; [_man, "Talk some more", 3, {true}, {"Talking some more";}, true, 0] call AGM_Interaction_fnc_addInteraction; However this doesn't work, any idea? Thanks in advance
  18. Daantjeeuh

    Authentic Gameplay Modification

    And how would I use this as I would otherwise use addAction on a civilian to execute a script?
  19. Daantjeeuh

    Authentic Gameplay Modification

    This is probably a long shot, but is it possible for a mission maker to add his own custom field to the interact/self interact? Because right now everything has got to go through addAction, which can make certain stuff quite confusing sometimes.
  20. Daantjeeuh

    Enemy occupation system (eos)

    Thanks! Got it working now! :)
  21. Daantjeeuh

    Enemy occupation system (eos)

    That's what I figured by looking at your scripts, but this doesn't seem to work for me (in the init.sqf): _markers = server getvariable "EOSmarkers"; _cache1Pos = _markers call BIS_fnc_selectRandom; _cache2Pos = _markers call BIS_fnc_selectRandom; call compile preprocessfile "SHK_pos\shk_pos_init.sqf"; { _x setpos (_cache1Pos call SHK_pos) } foreach [cache1]; { _x setpos (_cache2Pos call SHK_pos) } foreach [cache2];
  22. Daantjeeuh

    Enemy occupation system (eos)

    Is there a function or a global array that contains all string values of the marker names?
  23. Daantjeeuh

    Authentic Gameplay Modification

    So... what is now the classname for the hand flares? I would very much like to know to add them to my ammobox ^^
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