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jshock

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Everything posted by jshock

  1. You should be able to find servers without mods, any server in the server browser with a "green" indicator should all be plain vanilla Arma 3, no mods. You could join in my unit's public server that runs a vanilla mission here: gs4.10thmdmilsim.com Port: 2302 You can click the "Remote" button on the server browser to input the above information to find the server faster.
  2. These two may be the ticket: https://community.bistudio.com/wiki/BIS_fnc_relativeDirTo https://community.bistudio.com/wiki/setDir
  3. Happy to help indirectly :p.
  4. That menu pops up when the mission is restarted or has ended AFAIK, not necessarily a bug.
  5. Two ways that I'm thinking: First is to check if they have a specific addon from AGM enabled via this: https://community.bistudio.com/wiki/activatedAddons Second, and I think it will work (not 100% sure though), is to check to see if certain classes are nil or not i.e.: if (!isNil "Some_AGM_Classname") then {...};
  6. You could do it in the initPlayerLocal.sqf, just the standard syntax (no BIS_fnc_MP), that would be JIP compatible as well, but essentially no network traffic.
  7. Only reason I knew it was there is having to answer a few threads :p. ---------- Post added at 14:46 ---------- Previous post was at 14:45 ---------- Small example, if the others don't help you: [[player,"AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDleft"],"switchMove",true,false,false] call BIS_fnc_MP;
  8. Hey Das, sideChat is on the list, down near the bottom :D.
  9. jshock

    Intro text

    I think this is it: https://community.bistudio.com/wiki/BIS_fnc_dynamicText
  10. jshock

    REmoving AI sentences

    enableSentences false; In your init.sqf.
  11. Ok, in that case, let's get the position of the player directly (in the action code), then just pass the position into your function: {_playerPos = getPos player; [[_playerPos],"APOC_srv_spawnVEH",false,false] call BIS_fnc_MP;} private [_player, _playerPOS, _vehicleChoice, _choiceCost]; _playerPOS = _this select 0; //_vehicleChoice = _this select 1; _spawnPOS = [_playerPOS select 0, _playerPOS select 1 + 5, _playerPOS select 2 + 10]; _veh = "Quadbike_01_base_F" createVehicle _spawnPOS;
  12. Try: [[(_this select 1)],"APOC_srv_spawnVEH",false,false] call BIS_fnc_MP;
  13. jshock

    Building damage

    building = nearestObject [getPos this,buildingID]; building allowDamage false; In the game logic init field.
  14. jshock

    Building damage

    Sorry was a bit confused by your wording: _building = nearestObject [_somePos,buildingID]; _building allowDamage false;
  15. jshock

    Building damage

    Well how are you placing the building? Script?
  16. Thanks for not using the search feature on these forums and contributing to the 5 other threads that have asked or answered the same question... http://forums.bistudio.com/showthread.php?190812-Request-information-about-revive-and-management-group-DLC
  17. Don't see how a couple modders leaving = a dying game? :confused:
  18. Good intro tutorial: http://www.armaholic.com/page.php?id=27141 Should help you move in the right direction with some features, and should be easy to transfer the knowledge learned to what your after.
  19. Maybe you should find that thread and request it there...... Thanks Das, was about to state the same :p.
  20. I'm not much into addons, but from what I understand anything that would have gone in the description.ext file goes into the config.cpp file.
  21. jshock

    reload mission?

    I believe after every change you make you have to restart the server, no way around it (AFAIK).
  22. http://www.armaholic.com/page.php?id=21139
  23. Shouldn't be too much of a performance hit if you do it correctly.
  24. jshock

    inidb problem

    How about asking on the thread intended for iniDB: http://forums.bistudio.com/showthread.php?150293-iniDB-Save-and-Load-data-to-the-server-or-your-local-computer-without-databases!
  25. I've never messed with it actually, but my educated guess would be yes, since the interaction for the conversation is already being handled in-between the two units via the command, but if your wanting everyone to see the conversation going at the same time, I wouldn't be qualified to respond.
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