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Posts posted by kerozen
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I can't seem to get full zeus to work. When i set the parameters to allow it i can't see any of the mod assets. I can't spawn mod units or use mod modules. Do i need to do anything more than setting the Zeus Limited Interface parameter to False?
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Is the team still active? How can i contact you guys?
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40 minutes ago, stanhope said:The addactions will only show up to the person that executes this script, so either put this script in initPlayerLocal.sqf (or just init.sqf) (this will give literally everyone on server access) or remote execute it.
All the code i posted is in the initPlayerLocal.sqf file. It works in singleplayer and the local host server but it seems it doesn't work on dedicated servers
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I did a CQB map for single player where you can reset blown up walls and hide/show killhouses. I never tested it on a server but a friend did and says it doesn't work.
Me being a complete idiot when it comes to MP scripting i have no idea how to make it work online.
All the codes are pretty much the same it just changes the variable names. What could i do to make it work on a dedicated server?
initPlayerLocal.sqf
////////////////////////////BRAVO/////////////////////////////////////////// cqbbdoor = { cqb_b_d1 setdamage 0; cqb_b_d2 setdamage 0; cqb_b_d3 setdamage 0; cqb_b_d4 setdamage 0; cqb_b_d5 setdamage 0; }; //Resets sign_cqb_b addAction ["Reset Portas", cqbbdoor]; //Hide & Show hidecqbbravo ={ sign_cqb_b hideObject true; }; showcqbbravo ={ sign_cqb_b hideObject false; }; laptop1 addAction ["<t color='#00c72f'>Remover Complexo Bravo</t>", hidecqbbravo]; laptop1 addAction ["<t color='#00c72f'>Construir Complexo Bravo</t>", showcqbbravo];
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Hey, im trying to add a few objects to the factory.
The code right now is
init.sqf
R3F_LOG_CFG_build_costs = R3F_LOG_CFG_build_costs + [ ["B_Slingload_01_Ammo_F", 0], ["B_Slingload_01_Repair_F", 0], ["B_Slingload_01_Fuel_F", 0], ];
Im getting this error. How can i fix it?
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Hey, how could i make it so the option is not on a player but on an object?
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8 hours ago, whiztler said:Ignore what I said before and copy below in your InitPlayerLocal.sqf:
ADF_fnc_disable3P = { /********************************************************************************* _____ ____ _____ | _ | \| __| | | | | __| |__|__|____/|__| ARMA Mission Development Framework ADF version: 2.26 / Jul 2020 Function: ADF_fnc_disable3P Author: Whiztler Script version: 1.01 File: fn_disable3P.sqf ********************************************************************************** ABOUT Disables third person. In the mission params you can define if 3rd person view is disabled. There is an extra option to disable 3rd person when inside a vehicle INSTRUCTIONS: Execute (spawn) on player clients REQUIRED PARAMETERS: 0. Object: Player. OPTIONAL PARAMETERS: N/a EXAMPLES USAGE IN SCRIPT (initPlayerLocal.sqf): if (ADF_disable3PC || ADF_disable3PV) then {player spawn ADF_fnc_disable3P}; EXAMPLES USAGE IN EDEN: N/A must be executed after mission init DEFAULT/MINIMUM OPTIONS player spawn ADF_fnc_disable3P; RETURNS: N/a *********************************************************************************/ // Reporting //if (ADF_extRpt || {ADF_debug}) then {diag_log "ADF rpt: fnc - executing: ADF_fnc_disable3P"}; if !hasInterface exitWith {}; //Wait until the client has initialized if (player != player || didJIP) then { waitUntil {!isNull player}; waitUntil {time > 0}; }; // Start with 1st person view player switchCamera "Internal"; // Stacked EH to check if player switches from 1st person view ["3P", "onEachFrame", { if (cameraView == "External") then { if !(isNull objectParent player) then { if (ADF_disable3PV) then { player switchCamera "Internal"; } } else { player switchCamera "Internal"; } } } ] call BIS_fnc_addStackedEventHandler; }; ADF_disable3PV = true; // True: also disable 3rd person when inside a vehicle. Set to false if you want to enable 3rd person on when inside a vehicle. player spawn ADF_fnc_disable3P;
Thank you very much
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Ok, i'm a newby and really bad at this.
I have the InitPlayerLocal with
ADF_disable3PV = true;
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player spawn ADF_fnc_disable3P;
as it said in the header but how do i use the function? Do i copy the function's code to the Init too?
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5 hours ago, whiztler said:Thanks! The forced third person option can be enabled/disable in mission params (multiplayer, slotting screen). It's part of the ADF framework. See ADF\fnc\players\fn_disable3P.sqf
Thanks! Is there documentation on how to use the framework or how to implement the disable3P function into other missions?
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Been playing it a bit and it looks awesome.
Is the script that forces first person outside vehicles but no in vehicles public?
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Is it still not compatible with FOV changes?
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Is it not on the workshop anymore?
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Just now, PuFu said:no idea...should ask ACE developers directly
Ok, thanks
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5 hours ago, reyhard said:Duke is preventing detonation of nearby explosives (~20-50m) & jams TFAR radio. Note however, that TFAR functionality might be bit outdated.
Rhino afair is cosmetic only - there are plans to make it functional.
Thanks for the Info. I'm guessing ACE messes it up or is it compatible?
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Does the Duke and Rhino system in MRAPs work or are they purely cosmetic? Is there any documentation on them?
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nice!
Is a Leo2 planned?
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Nice release!
When i eject from the F22 i get a missing texture error:
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8 hours ago, CrazyCorky said:Am I overlooking all the new PMC clothing that was in the Dev branch? I can't seem to find it in the VA.
Search for Paramilitary, it should be above all the previous PMC stuff
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Any 3D modeler who would be able to create this helmet?
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10 hours ago, firewill said:maybe need to check path is correct in hiddenselectiontextures.. but i guess you already fixed.
Yes that was it, i was tired and blind and didn't notice it at first
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Could any one help me out? Why am i getting this error?
class PT_F16_jag : FIR_F16C { scope = 2; author = "Kerozen"; displayName = "F-16 Fighting Falcon Jaguares"; fir_f16_custom_skin = 1; fir_f16_custom_name = "F-16 Portugal Jaguares"; fir_f16_custom_code = "PT_F16_jag"; hiddenselectionstextures[] = { "\f16pt\body.paa", "\f16pt\wing_jag.paa", "\f16pt\tail_jag.paa", "" }; fir_f16_engine = "PW220"; fir_f16_aux = "iff"; fir_f16_hud = "std"; fir_f16_vwt = "standard"; fir_f16_cft = "no"; // editorPreview = "\your_f16_mod_path\preview.jpg"; };
Edit: I'm on a roll.... I'm just blind (again) If an admin wants this and my last post in this topic can be deleted
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quick question, did the model change at all?
I can't for the life of me replicate a skins i did for the previous version of the mod. I can't get anything to line up correctly. This is what it looked like before. Could anyone give me a hand?
Edit: NVM was looking at it in a wrong way
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Will it be possible to retexture the jacket? Or is it something that won't be make it into the mod?
NIArms Release Thread
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Are source files still available? I was trying to find the Saw/minimi files but the links are dead