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Gilatar

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Everything posted by Gilatar

  1. Gilatar

    (SMA) Specialist Military Arms

    What do you mean by "weird"? I'm sure explaining a bit more thoroughly would help the addon makers figure out the potential issue. I personally have had no issue with the suppressed sound effects. They sound fine to me.
  2. This is starting to approach Red Orchestra/Rising Storm levels of gore and dismemberment. I like it!
  3. Gilatar

    [WIP] Terrain Diyala province Iraq

    Can confirm. Am excited. These new images look fantastic. I didn't know I could be more excited! :D
  4. Gilatar

    N/A

    N/A
  5. Gilatar

    CH-46 Knight

    That looks absolutely stunning along with that level of interior detail. Can't wait to fly or hitch a ride on one of these :lol:
  6. Gilatar

    CH-46 Knight

    The CH-46 is by far my favourite aircraft. So excited to see it appear in ArmA III. Thank you for sharing!
  7. Yep, my unit has experienced the same issue. We did about 10-15 attempts with 4 people, and one of the 4 would always get stuck at the end of the rope, forcing the pilot to cut the ropes. It was never consistent though, sometimes it was the first person to go down the ropes, sometimes the third.
  8. You are both gentlemen and scholars. Thank you for the assistance :)
  9. I'm trying to replace an object that I've played in the Eden Editor through a script, but I've changed the XYZ rotation of the object. I have managed to give the new object the XYZ position values of the old object, but I'm struggling to figure out how to change it's rotation. Is there an easy way of doing this? I've already tried setVectorUp, but it doesn't seem to accept the above XYZ rotation values from the Eden editor. Edit: Woops, looks like I posted this in the wrong subforum.
  10. Thanks for the help! I must be doing something wrong or misunderstanding how to use the command. Are those commands intended for use only in the Editor itself and not in a running mission? Either way this is what the script looks like: _pos1 = getPos redlight1; deleteVehicle redlight1; _greenlight1 = createVehicle ["xCam_Flush_Light_green_F", _pos1, [], 0, "CAN_COLLIDE"]; _greenlight1 enableSimulation false; _greenlight1 set3DENAttribute [ "position", [ 7723.08, 3663.23, 3.444 ] ]; _greenlight1 set3DENAttribute [ "rotation", [ 89.44, 85.00, 359.44 ] ]; The object appears at the original location, but at ground level and with standard rotation.
  11. Gilatar

    JIP Seagulls?

    It is definitely an Eden Editor issue. My unit has been using the 2D editor after the Eden update and we've had no issues with seagulls other than when playing on Eden Editor-made missions.
  12. Gilatar

    JIP Seagulls?

    Someone mentioned that using the description.ext was causing this. I haven't tested it myself, but it's probably worth looking into.
  13. Alright, now I've set up eight different variations of the script so that I can test multiple at a time. Currently the script works flawlessly in the editor, but on dedicated it only plays the sound whenever you hit the targets twice or "double-tap". Two or three of the scripts behave this way, but I'll post the cleanest one: Initialization line of the shooting target (the texture simply makes the target a blood red color): this setObjectTexture [0,"images\target.paa"]; null = [this] execVM "scripts\range\plink2.sqf"; Contents of Plink2.sqf, placed in scripts\range of the mission folder: if (isServer) then { _target = _this select 0; _target addEventHandler ["HandleDamage",{ [_this select 0,"pling",550] call CBA_fnc_globalSay3d; }]; }; No script errors when I run it on dedicated or single player. Again, I need to double-tap the targets in rapid succession to play the sound. The object I'm using is the the ones called "Pop-Up Target 2", found under "Things -> Targets". The classname is "TargetP_Inf2_F". Any further help is appreciated.
  14. Hello! I'm setting up a firing range with targets. However, I've found the vanilla metal hit sounds to be quite inadequate, so I've taken it upon myself to add an audible "plink" sound whenever the metal target has been hit. So far I have been able to set it up, but I have not been able to make it work on a dedicated server. No one will hear when the mission runs on DS, and in a standard self-hosted internet game only the host is able to hear it. However, it orks just fine in the editor. For the metal target I have put this in the initalization line: this setObjectTexture [0,"images\target.paa"]; this addEventHandler ["Killed", {[this, "pling"] call CBA_fnc_globalSay3d;}]; I have also tried executing it as an .sqf, running it through the initialization line: this setObjectTexture [0,"images\target.paa"]; null = [this] execVM "scripts\range\plink.sqf"; Contents of "plink.sqf": if (isServer) then { _target = _this select 0; _target addEventHandler ["Killed",{ _dummy = "HeliHEmpty" createVehicleLocal [0,0,0]; _dummy attachTo [_target,[0,0,1.5]]; [_dummy, "pling",550] call CBA_fnc_globalSay3d; sleep 2; deleteVehicle _dummy; }]; Thanks for any potential assistance!
  15. Never mind, the previous suggestion does work, but only if you shoot the target twice in rapid succession. I'm just about pulling my hair out at this. Any idea why I have to shoot the targets twice, and how to fix it? Tried both hit, dammaged, HandleDamage and killed EHs. Same behavior on all.
  16. Thanks for the help! I'm having the same issue with this as my code above though; it works in the editor but not on dedicated. I am using the Eden editor, could that be the issue? I know there was an issue with init lines not firing previously.
  17. Gilatar

    JIP Seagulls?

    It appears to be an issue associated with the Eden Editor. I recommend using the 2D editor at the moment. As for this bug in particular, send Dwarden a message with the full steps on how to reproduce the issue, which version of the game you're using and so on. I sent him a message last week, so he is aware that it still occurs, but it doesn't hurt to confirm.
  18. Gilatar

    Werthles' Headless Module

    I cannot speak for 3DEN editor-made missions, but making headless clients and the associated module placed down in 2D editor-made missions will work. Be sure to update the server along with the headless clients as well.
  19. Gilatar

    Lockheed C-130

    I think an MC-130H Combat Talon II or an MC-130J Commando II would be fantastic for those of us conducting special operations missions on a regular basis. The one featured in Fuller's US Air Force addon is good, but as far as I have seen does not allow occupants other than a pilot and a co-pilot. I'm enjoying this addon a lot though. The thrusters are so much fun to use. Keep up the good work!
  20. Gilatar

    [WIP] Terrain Diyala province Iraq

    This terrain will surely go down in ArmA history as one of the most authentic and detailed. I can't wait to go and kick some ISIS ass on this terrain :)
  21. Best way to do it is to make a replacement config, i.e a completely new addon that inherits from the MELB or uses the same classnames to add code to it. That way you don't need to open the actual MELB .PBOs and infringe on the license. That's usually okay with most mod makers, unsure how the MELB developers feel about it though.
  22. Gilatar

    EDEN destroying Headless Client setup

    Is BIS looking into this issue? Has someone tested this on Dev Branch? Again, would be nice if this was resolved in the upcoming hotfix :)
  23. Thank you. Could you please have another look at this, razazel? I know there's a hotfix planned for this week and it would be excellent if this bug got squashed with the patch.
  24. If anybody would like some temporary xyz co-ordinates for the rope configuration, I messed around with it yesterday. It's quick and rough, but I didn't encounter any issues with it. ace_fastroping_enabled = 1; ace_fastroping_ropeOrigins[] = {{-1.17, 0.8, -0.09}, {1.17, 0.8, -0.09}};
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