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kerozen

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Everything posted by kerozen

  1. kerozen

    KLPQ Dynasound Patches

    Is this coming to steam workshop?
  2. Found a solution: _delete = nearestObjects [player, ["Land_Balloon_01_water_F"], 1000]; {deleteVehicle _x;}foreach _delete;
  3. I have a firing range with water ballons and a sign that can replace them, them problem is that it doesn't delete the remaining ballons so when you press the sign to replace it spawns new ballons on top of the old ones and both break. How can i delete the old one so the new ones don't break? ballons.sqf private ["_objects","_object","_data"]; _data = [ ["Land_Balloon_01_water_F", [14310.3,15772.7,18.7783], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14310.8,15772.1,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14311.4,15771.5,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14380.1,15845.7,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14380.7,15845.1,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14381.2,15844.5,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14448.2,15918.8,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14448.8,15918.2,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14449.3,15917.6,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14517.5,15993.9,18.7753], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14516.9,15994.4,18.7745], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14518,15993.2,18.776], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14583.9,16070.4,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14584.5,16069.8,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14585,16069.2,18.7786], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14648.1,16146.1,18.8893], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14648.6,16145.6,18.8793], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14649.2,16144.9,18.8689], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14712.2,16220.6,18.7149], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14712.7,16220,18.715], [[0.252609,0.967568,0],[0,0,1]]], ["Land_Balloon_01_water_F", [14713.3,16219.4,18.7152], [[0.252609,0.967568,0],[0,0,1]]] ]; _objects = []; { _object = (_x select 0) createVehicle (ASLToAGL(_x select 1)); _object setVectorDirAndUp (_x select 2); _object setPosASL (_x select 1); _object enableSimulationGlobal true; _objects pushBack _object; } forEach _data; _objects;
  4. kerozen

    3CB BAF Vehicles

    Awesome, Thanks!. In the future will it be possible to change the flag displayed with the "flag raise" user action? Also, "Added @ace3 keybinds for sling/don helmet and drop/pick-up backpack, and to swap to a tertiary weapon (attached to backpack)" how does the tertiary weapon thing works?
  5. kerozen

    3CB BAF Vehicles

    Is it possible to change the texture of the new flag on the vehicles? If so, how?
  6. Mods: Project Opfor, VSM Collection, Lythium, personal animation pack
  7. kerozen

    NIArms Release Thread

    Hey. I'm trying to make a Portuguese Army mod but unfortunately i'm not good at modeling or texturing so unfortunately i can't create it on my own so i'm asking the more talented users who already created assets that the Portuguese army uses if i can use their content. From the licensing it seems we can't use your mods. Is there anyway to get permission to use them?
  8. kerozen

    Some addons aren't showing in Zeus menu...

    Sorry for the necro but what do i need to write in order for an object/unit/vehicle to show up in Zeus?
  9. kerozen

    Redd'n'Tank Vehicles

    Great work! Are we allowed to use parts of your mod on other mods? I'm interested in the Milan and would be awesome if i could add it to my group's mod
  10. Orange DLC gave me this problem when using zeus...
  11. kerozen

    Laws of War DLC Feedback

    Deos anyone know where i can find the tent skins?
  12. kerozen

    RHS Escalation (AFRF and USAF)

    Does the Duke system on the Mrap actually work? How does it work? Ive tried lowering it but every IED + Mine explodes
  13. if (isServer) then { reservedSlots = [Instructor_1,Instructor_2,Instructor_3,Instructor_4,Instructor_5]; ["reserved", "onPlayerConnected", { private ["_uid","_player","_UIDList"]; _UIDList = call compile preProcessFile "whitelist.txt"; if (_uid < 1) exitWith {}; _player = objNull; while {isNull _player} do { sleep 1; { if (_uid == getPlayerUID _x) then { _player = _x; }; } forEach playableUnits; }; if (_player in reservedSlots) then { if (! _uid in _UIDList ) then { [["You are not entitled to use this slot!"], "BIS_fnc_infoText", _player, false] call BIS_fnc_MP; sleep 1; [["end1",false], "BIS_fnc_endMission", _player, false] call BIS_fnc_MP; }; }; }] call BIS_fnc_addStackedEventHandler; }; This is not working. I get an error at the start of the mission
  14. sorry for the 2 year necro.. do you by any change have one of the loadout scripts so i can see how it works?
  15. kerozen

    ASOR Vehicle Selector

    Its missing some images.... and the vehicle selector opens up into of the text on the left side making it hard to read the first few options. Anyone got a fix?
  16. How is this different from the Eden Editor?
  17. kerozen

    Advanced Towing

    ---edited----
  18. Its probably going to be disabled but the "boss" it on vacation
  19. I don't know much about scripting. Things always work in single player but as soon as i test in multiplayer everything is broken... How can i add an addaction to a laptop for a dedicated server? I want to activate a sound (played on another object) from a laptop. This is the activation i had on a trigger: toc = [[laptop, ["Toque Formatura","toque.sqf"]],"addAction",true,true] call BIS_fnc_MP; toque.sqf: if (!isServer) exitWith {}; [Loudspeakers, "formar", 300] call CBA_fnc_globalSay3d; It works in singleplayer but no MP
  20. In a script (or init) how do i prevent a specific AI unit from healing itself? I found a script to that randomly damages the AI. It was meant for Advanced Medical system but i want it for basic (teaching new recruits the basic of ACE medical) and the AI sometimes spawns dead and when it doesn't it wakes up pretty fast and heals it self. Can someone help me out? Script {if ((typeOf _x == 'b_survivor_F') && (!isPlayer _x)) then {deleteVehicle _x}} forEach allUnits; [MedicalData,3] call BIS_fnc_dataTerminalAnimate; sleep 5; _group1=createGroup west; 'b_survivor_F' createUnit [getmarkerPos 'PatientSpawn', _group1,'pat1=this; dostop pat1']; [pat1, selectRandom[0.3,0.5,0.7,0.9], "leg_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "leg_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "body", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "head", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "hand_r", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1, selectRandom[0.3,0.5,0.7,0.9], "hand_l", selectrandom ["stab","bullet","falling"]] call ace_medical_fnc_addDamageToUnit; [pat1] call ace_medical_fnc_handleDamage_advancedSetDamage; [MedicalData,0] call BIS_fnc_dataTerminalAnimate; hint 'Your patient is ready'; //the first selctrandom chooses a randomish damage from a small one to a large one, the second selectrandom chooses the type of damage.
  21. Its getting extremely annoying to the point where i completely give up playing with ACE. I have to restart the game like 5 times until it decides not to block a F*****g DLL and let me play
  22. why is battleye constantly blocking ace? Can you fix it please?
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