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SAS_Raptor

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Posts posted by SAS_Raptor


  1. Since we are talking about "Addon Priorities": I wonder if it would make sense to include them in the repository itself. Seems to me like quite a bunch of mods can cause problems if the loadorder isn't right. Wouldn't it be handy, if the clients got not only the mods but also the (hopefully) right loadorder from the repository?

     

    Anyway thanks for this great tool. It makes playing in a community with many mods so much easier, especially for newcomers :)


  2. @zafir: I guess your changes to the direction don't get synchronized over the network. Try to set position afterwards to "force" a sync:

    nramp attachTo [nimitz,[18,-96.5,6.4]];
    nramp2 attachTo [nimitz,[18,-103,6.4]];
    nplat attachTo [nimitz,[40.2,-97.8,-1.3]];
    uisleep 2;
    nramp setdir -90;nramp setVectorUp [0.3,0,1]; nramp setPos (getPos nramp);
    nramp2 setdir -90;nramp2 setVectorUp [0.3,0,1]; nramp2 setPos (getPos nramp2);
    nplat setVectorDirAndUp [[0,1,0],[0.12,0,0.5]]; nplat setPos (getPos nplat);
    uisleep 4;
    detach nramp;
    detach nramp2;
    detach nplat;
    

  3. Conen, do you plan to release your mod? It's imho something which is missing in Ares yet, because one needs to have access to Zeus and a lot of Armaholic/ Steam Workshop missions don't give you that.

    In comparison the MCC Sandbox mod can be used in every mission. So one can have a look if the mission is actually working (i.e. see if enemies spawned at all, because often they don't on dedicated servers...). Or teleport someone if need be. Or cheat an arsenal when you don't agree with the given equipment. I know that these options would probably be abused on public servers, but in a private group with trusted players it's really handy and helpful. 

    What do you think about giving logged in admins access to Zeus by default, whithout the need to place a module in the mission?

    • Like 1

  4. Hmm, that line in the init references the "player" object without checking whether it was initialized yet. Mb try "this" instead in the init line: this setVariable ["copLevel",1,true];

     

    Another, probably similar opition is to put it the original line in the init.sqf but check that the player object is initialized:

    if (hasInterface) then {

      waitUntil {!isNull player};

      player setVariable ["copLevel",1,true];

    };

     

    Think both options should work equally well, and they seem JIP save. However I'm not sure whether they'll still work if a player respawns.

     

    Question: can you as host enter the police station in MP? If not, then mb the script which unlocks the door simply doesn't work in MP :(


  5. Not sure how your mission is set up, but maybe you need to set the correct elevation for all playable units too? The code for the respawn marker looks correct, but afaik it only takes effect if you really respawn and not while spawning for the first time. Have you tested if you respawn on the LHD after you died?


  6. I deactivated all my mods right back to the Vanilla settings, and none of the patches, voices or faces show up for me in my VA..

    Any thoughts? I'm also running beta patches as well, but don't see that being the issue, maybe ACE3 conflicting as well?

    So you don't even see the tab/icons for patches, voices and faces in the arsenal? Then you are using a limited version of the virtual arsenal, see here: https://community.bistudio.com/wiki/BIS_fnc_arsenal

     

    Correct line to get the full arsenal is: ["Open",true] spawn BIS_fnc_arsenal; Without the "true", you are not able to change face, voice or insignia.


  7. How would it work, the speeds may be too much for you to make easy course corrections with a TV guided missile, plus it distracts the WSO from other threats because you will be piloting the missile 

    Correct me if I'm wrong, but afaik no one is "piloting" an AGM65 A/B/D Maverick. The missile has a (infrared) camera which transfers a picture to the cockpit as long as the missile is still on the rail. Using that picture the missile is aimed and locked onto a target. After launch, the camera keeps track of the target and guides the missile automatically. Fire&Forget ;)

    • Like 1

  8. I searched and couldn't find an answer on this, but is there a way to add a script to a units init which can give that player predefined advanced medical system injuries?

    Iirc that question was asked a few weeks ago and the answer was (sadly) "no". Not sure if anything changed in the meantime though. However it is at least possible to script unconsciousness with "[this, true, 99999] call ACE_Medical_fnc_setUnconscious;"


  9. He's saying that 'Content I have not read' is buggy because it doesn't include threads followed and unread from earlier, for ex., a week. So the default timeframe covered is too short.

    Oh, is there a time filter included? 'Content I have not read' means to me 'ALL Content I have not read yet', and not just 'Content I have not read from the past 24 hours'.

     

    Maybe it's because you have the "Just items I follow" checked?

    I have it checked in both screenshots, so I don't see why that additional filter should matter.

     

    You have two unread followed topics, and multiple followed topics which have been updated past week.

    The issue is that among this 'multiple followed topics which have been updated past week', there are far more than 2 unread followed topics (already 4 visible in the screenshot).

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