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jcae2798

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About jcae2798

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  1. HETMAN - Artificial Leader

    If you spawn and assign to LeaderHQ it will. Confirmed it in a mission i was designing...
  2. HETMAN - Artificial Leader

    Thanks man. Still to this day this mod is wonderful. One issue i found that i cannot figure out why is that HELOs when they land to pick up inf units, they are getting damaged. If they land more than once, it's so bad that the tail rotor goes dead in some cases. Any ideas why? Sample mission for example is the DEMO BB mission from ADDON. I tested this with ghost hawk land waypoint on empty map and it landed just fine.
  3. HETMAN - Artificial Leader

    Can anyone help me understand the purpose of VAR "RydHQ_RHQAutoFill"? I read the entire thread + manual and am a bit confused. What i understood from everything i found is that this setting somehow looks at config values, but unsure when it should be used. Is this designed around ADDON faction use? Any further description would be appreciated. Thanks
  4. is there a way to spawn these vehicles with the new addons randomly? For example: [_VEH, RANDOM, nil] call bis_fnc_initVehicle; I would hate to have a saved list of what the addons are for running the INIT on each vehicle. Unless we can pull a list from Config and then randomselect? Anyone willing to help me understand this? EDIT: BTW this does not work: 3) Randomize everything according to the config file result = [this, "", []] call bis_fnc_initVehicle; //<-- Prefered
  5. Hey man, RE:

    How are you enabling the Squad Radar?  Or is that a MOD?

    1. Show previous comments  3 more
    2. jcae2798

      jcae2798

      No sure if you can point me in the direction to find it?  Or was it something you made?

    3. fn_Quiksilver

      fn_Quiksilver

      it hasnt been published standalone yet, but its built in to the framework linked in my sig. 

       

      find the mission file and then “code\functions\fn_groupIndicator.sqf”

    4. jcae2798

      jcae2798

      Ah sweet, thanks!

  6. My MOD is different then this, but built around the foundation of this MOD. Have you seen: http://steamcommunity.com/sharedfiles/filedetails/?id=952179090 It supports multiple maps, but does require a couple MODS. To be clear, i have done a complete overhaul of all scripts, so it is different. Anyways, working on some updates and will be posting that in the next month or so, but nothing majorly new. So feel free to check it out and provide feedback on steam.
  7. Sorry should have included a SS. See here: http://steamcommunity.com/sharedfiles/filedetails/?id=1245220970 When i get some time i'll check out the tracker and also report if needed. Just running CBA, ACE + ACEX with latest stable ARMA release EDIT: No modules placed in editor. Just a single unit and run test adding the above mentioned code to DEBUG console 2nd EDIT: If i add modules, then it works just fine. 3RD edit: REPORTED HERE: https://github.com/acemod/ACE3/issues/5981
  8. Hopefully this has not been asked. (I've searched for this) Been trying to test a way to add Fority on the fly rather then adding module in editor. Below code works, but menu adds blank addactions to drop objects. Can anyone confirm this is a bug? player addItemToVest "ACE_Fortify"; [side player, 5000, [["Sandbag", 5], ["Bunker", 50]]] call acex_fortify_fnc_registerObjects;
  9. As always Grumpy, thanks for your insight.
  10. So with the latest release of Arma, and the new CIV modules, I wanted to look into further enhancing my mission MOD that populates CIV units. I'm thinking the AGENTs may help performance, but have a couple questions I don't know if would work in my mission design. In my mission, the CIVs play the following roles: 1. They have addactions in some cases 2. They have waypoints assigned to travel from building to building (for ambient affect) 3. They can be spawned as enemy threats 4. They play animations I know agent types have some limited functionality to them. I'm just not sure with the mentioned features, if Agents would really be the way to go for my MOD. In addition, i like the civilian behavior they added to the latest patch, but cannot find how i may implement that into my mission on the civilian units. Found the following, but not as simple as just adding it to the units INIT code...: _ID = _unit execFSM "A3\Modules_F_Tacops\Ambient\CivilianPresence\FSM\behavior.fsm"; Because of the roles above, I still need control over spawning and adding code to each unit, so using the modules, or scripting them would not work for me. Thanks for all your help as always.
  11. Nice! It works. Thanks man, exactly what i needed :)
  12. Hey guys, wondering if there is a easy way to take vanilla music and set it up in description file to use as a sound or SFX file to allow it to play from objects. Example below but not having much success at multiple attempts. Also searched here and WIKI with no luck. Any advice would be appreciated! class CfgSounds { sounds[] = {}; class MUSIC1 { sound[] = {"\A3\music_f_exp\Music\AmbientTrack02a_F_EXP.ogg",50,1}; titles[] = {}; }; }; OBJECT say3d "MUSIC1"
  13. Laws of War DLC Mines

    Totally agree, or at least make an easily made function or script to allow people to do this themselves. I'm sure the modding community will do something, but something as close or vanilla would be best, as always
  14. Laws of War DLC Mines

    Does anyone else hate the fact that the mine detection beeping stops once a mine is supposedly "Spotted"? Is there anyway to change this, even if it's via scripting? ***EDIT*** Ok disableAI seems to do the trick on normal MINEs, but not the IED type. I'll open a ticket in hopes this can be fixed as IED should be able to be ignored as well until revealed by player.
  15. Laws of War DLC Mines

    https://feedback.bistudio.com/T123023 been trying to get visibility on this bug!! Perfect time to fix it ;)
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