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RG_Magoo

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About RG_Magoo

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  1. There is a mod out that fixes the BI template screw up. Skickat från min GT-I9300 via Tapatalk
  2. RG_Magoo

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    Class stuff usually go in the description.ext Skickat från min GT-I9300 via Tapatalk
  3. You could make the settings in TADST, then copy the launch parameters into a bat file and launch the server in any number of ways native to Windows. Using instsrv you can make arma server into a service and then you can simply restart the service either through windows AT command or something like that.
  4. Any reason why this setup only spawn walking infantry? I thought the new system would allow for any faction to use any vehicle, Im I wrong in thinking that? ------------- //UnitPools.sqf // CSAT Irregulars if (_faction==5) then { _InfPool= ["O_G_Soldier_F","O_G_medic_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F","O_G_Soldier_AR_F","O_G_Soldier_ALT_F","O_G_Soldier_A_F","O_G_Soldier_GL_F","O_G_engineer_F"]; _ArmPool= ["O_APC_Tracked_02_AA_F","O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MBT_02_arty_F","O_MBT_02_cannon_F"]; _MotPool= ["O_G_Offroad_01_F","O_G_Offroad_01_armed_F"]; _ACHPool= ["O_Heli_Attack_02_black_F","O_Heli_Attack_02_F"]; _CHPool= ["O_Heli_Light_02_F","O_Heli_Light_02_unarmed_F"]; _uavPool= []; _stPool= []; _shipPool= []; _diverPool= []; _crewPool= []; _heliCrew= []; }; -------------- //OpenMe.sqf null = [["EOSinf_1","EOSinf_2","EOSinf_3","EOSinf_4"],[5,1],[4,2,75],[3,1],[0],[0],[0,0],[5,1,350,EAST,TRUE]] call EOS_Spawn; -------------- Oops I assume I need a crew pool too :)
  5. Does anyone know where we are with this? Placed a CSAT AI on the map and named him. Regardless of server difficulty skillFinal returned 0.75 and the AI was a crackshot at long range. Is xx.arma3profile skill values used at all?
  6. Hey guys, Is there a way to make EOS "forget" previous events and just keep spawning according the original params each time a zone is activated? I am making a community cache hunt mission (holiday goof) and multiple competing groups will arrive at the same locations. I would thus want each EOS zone to reset rather than cache each time players enter it... Though I have thus far only managed to break the script trying to look for a solution... Please all you Obi-Ones out there, your my only hope!
  7. Hi all, So with the defence module working I was trying to figure out how to configure it. Making missions for a 30+ player community and want to make the defence missions a little less dangerous for the pilots by removing the time skip every second wave, is there a solid way to override the time skip? I have tried: RscDisplayModuleSkiptime_valueMax = 0; publicvariable "RscDisplayModuleSkiptime_valueMax"; in init.sqf and it "seems" to work on localserver at least.
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