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twakkie

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Everything posted by twakkie

  1. twakkie

    3den Enhanced

    Hi R3vo How would the music functionality of 3Den Enh. behave in a dedicated server environment? Will each client play it separately, will it be synced? Just thinking of network traffic etc. Twak
  2. twakkie

    RHS Escalation (AFRF and USAF)

    Thank you very much for the answers. Will look at those functions AZCoder, thank you very much!
  3. twakkie

    RHS Escalation (AFRF and USAF)

    I didnt explain exactly what I wanted to do because I felt it unnecessary and would be too long and imo unnecessary. This forum continuously ask the users to respect the rules by being concise and to the point without requesting new features or assets. I thought by keeping the question simple and short without a long and overly complicated explanation I would be seen as respectful. In hindsight I could have been more clear but regardless if you want full details on why I want these commands I will explain it in full. I am working on an alternative to a teleportation script for my community. Where instead of using a flagpole or whatnot to teleport players to your group leader when joining late or because of a ARMA-suicide, you will be moved to a transport vehicle and air dropped over the general region of the group leader. The player in the c130, who will be moved into the cargo bay, would not be allowed to do anything up until certain prompts are given to him when certain 2D distances are reached. First "Get Ready" (to wake up the player), then "Stand Up" (where the player must move into the back of c130 and the c130 will open its loading bay) and then "Go" (where the light will turn green and the player must walk off the cargo ramp). There are other small things that needs to happen but doesnt involve the c130. So yes, the method you are explaining will work great for other applications such as group drops etc, which we will do in the future and wont need these restrictions, but for this application it wont work exactly the same and I would prefer it if the user cant interact with the Control Panel. Thus I asked is it possible to disable or remove control panel action. And where can I find the light animation? Same as the door animation under cfgVehicle > animations. Hope this clears everything up.
  4. twakkie

    RHS Escalation (AFRF and USAF)

    I dont understand your question? I am not criticizing or complaining that he created it. Its amazing work and I love it but I dont want the passengers meddling with the rear door, jump lights etc before the actual para-drop zone? And I want to script in when within a certain radius of markerPos the jump light must come on and the rear door opens. Why is this an issue?
  5. twakkie

    RHS Escalation (AFRF and USAF)

    Hi RHS team. Thanks for the amazing update. I see the C130 now has a "Control Panel" with which you can activate certain functions. Can you point me in a direction where I can find the scripting commands to change these settings or where should Iook in the cfgVehicle to find the commands? Lastly is it possible to remove or disable the "Control Panel" action prompt in the C130? Thank you Twak
  6. twakkie

    3den Enhanced

    Well that sucks and is kind of silly from BIS.
  7. twakkie

    3den Enhanced

    Maybe look at track length if that is possible? Filter anything below 40s or something.
  8. Hi guys, love your mod. Just a quick question. Is there any way to reduce a vehicles engine volumes other than reducing the ingame effect volume ;)
  9. I think dwringer has basically said what you need to do. Change this: _group = [getPos hvt, east, 2] call BIS_fnc_spawnGroup; hvt joinAsSilent [_group, 0]; { _wp = _group addWaypoint [getMarkerPos _x, 0]; _wp setWaypointType "MOVE"; } forEach selectRandom _routes; To this: { _wp = (group hvt) addWaypoint [getMarkerPos _x, 0]; _wp setWaypointType "MOVE"; } forEach selectRandom _routes; Didnt test it but should work.
  10. Okay so I have written a function which allows the user to add all the vehicles in a convoy. Here is an example: I have tested it and should work fine but please play around with it and let me know of any shortcoming. NB. I do suggested using different spawn markers for the time being for each vehicle you spawn. It seems to spawn them one on another otherwise. Will try and fix it in coming weeks.
  11. Hi Joostsidy Thank you very much. I am really bad at programming so if I dont comment my own stuff I forget what I did :) I can definitely look at passing customised units to the vehicles. Shouldnt be too difficult (I said in every scripting endeavour of mine only to take a whole week to sort out 2 lines of script :P ). I am just finishing the convoy function of the script, then I will take a crack at it. It is a very cool idea. Regarding the 'infantry scatter'. I really dont see any purpose for it. It might look cool, but the amount of low level coding needed to move units from the same group to different positions in different directions in different stances I really dont feel would be beneficial. Of course if you have the code and want to add it, then I am more than willing too. Cheers
  12. twakkie

    Vcom AI V2.0 - AI Overhaul

    Just watcher your latest vids Genesis. Amazing work!
  13. Yes I know all too well about convoys crashing into one another or poor patrolling ai next too the road. But to be fair too BIS, they have DRAMATICALLY improved convoys when vehicles are grouped together. That is definitely a solution, to create a convoy that isnt grouped together but limit the speed they travel at. Would love your input. Thanks
  14. Shouldnt be impossible. I will see what I can do. It might be easier to just write another script that calls the vehicles and add them in a single group. Will look at it this weekend.
  15. Hi Laxemann Been playing with this mod for ages, love it. Thanks so much! With all your other mods finding their way on Steam Workshop, can we expect this one to come to SW as well? Thanks man, and love your work!
  16. Hi T8. I was browsing the forums today and came on this: https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation I know you dont need it since your caching script is already very good but I thought it still might interest you. Cheers Twak.
  17. twakkie

    Zombies & Demons 5.0

    Hi Ryan Thanks for the awesome mod. We really love it. We found that Zombies spawned by Zeus feels very tame. Are we doing something wrong? We do use ace and a couple other mods but non that interacts with ai. Those zombies spawned with module works excellent so we are a bit confused.... Twak
  18. Good day all. So I have been digging in the functions of ACE to resolve this "bloody" issue we are having. As stated before, for some reason the amount of blood needed to restore someones blood to "revivable" status is HUGE. Would it be as easy as to do the following to replenish blood to 50%: mySoldier addEventHandler ["EachFrame", {private _bloodVolume = _this getVariable [QGVAR(bloodVolume), 100]; if (_bloodVolume >= 50) exitWith {}; _this setVariable [QGVAR(bloodVolume), 50, true]; }]; I am by no means a good scripter so I would appreciate any advice. Thanks.
  19. twakkie

    Achilles

    That mod looks amazing!!!! Just keep us in the loop of when you might decide to stop developing this mod. Thanks man, as always great work so far.
  20. twakkie

    Project Infinite v1.0

    Thanks will take a look at it. Dont think the damage thing will play nice with ACE. Might just comment it out.
  21. twakkie

    Project Infinite v1.0

    Just a quick question about the sondstorm script, is it MP (dedicated server) safe?
  22. twakkie

    3den Enhanced

    Just a quick question, are you adding Zeus curator module to the mission?
  23. Good day ACE team. So we are having a "bloody" problem. It seems that when someone has bled out in basic medical with instant death disabled. It takes a HUGE amount of blood to revive him. About 7 liters. What script can I add to the player init to automatically replenish it to say 50% or so? Any help would be appreciated. Thanks Twak
  24. Hi Johnny Just a quick clarification, I need to define this as a CfgFunctions right? Thanks C Edit: Yes. ;)
  25. Well as far as I understand, whoever gets in the vehicle as driver takes "control" of the vehicle locally. So I suppose whoever is driver would execute the script. Dont take my word as gospel but that is my understanding of it.
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