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Everything posted by POLPOX
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setPylonLoadOut Init: Missing ]
POLPOX replied to Mugsy_nevo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do not use " inside ". There're few ways to make strings, "(double quotation), '(single quotation), ""(twin-double quotation), ''(twin-single quotation), and if you need to make string inside string, use different quote. Like below: this addAction ["Blackfoot1", "Blackfoot setPylonLoadOut ['PylonLeft3', 'PylonRack_1Rnd_AAA_missiles', true, [0]]"] This should work. BTW, I'd use code {} rather than string "" inside addAction as davidoss mentioned already. -
array with all CfgWeapons Items
POLPOX replied to LoOni3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Execute this: ("true" configClasses (configFile >> "CfgWeapons")) apply {configName _x}; -
If the 3rd argument (position) is passed to the command, the 1st argument (source) will not work anymore. So, your code is working actually but in [0,0,0].
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I don't post it usually on the forum though... this one's “big” and “minor” hotfix. Hotfix 3 is launched. Changelogs will be frontpaged very soon.
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Does anybody encountered animation problem after using modded animation? Even in Vanilla, something like that causes problem that can't move as usual, or crash when load some animation. It's too hard to make it reploduced though, re-install Development Branch to solve this issue.
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Tried Olive vehicles in Tanoa and I feel those wheels are bright and “dusty” as Altis, should be more darker and “muddy”.
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The latest update “Happy Holidays, Warphotographers” is almost on your hands! Changelogs are already frontpaged, and Steam Workshop hits the update very soon™! Happy Holidays and have a nice artworking, everyone!
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I said SIT_RIFLE is not implemented in this script but older one. And I won't update this anymore, even if someone finds major bug. This is pretty damned complex project, many problems, no update for years and hard to modify nowadays. I'm planning to make the new version.
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Hey, have you ever noticed the instructor guy in Showcase Laws of War has Jay's voice? And... he should have Jay's head, isn't he?
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@bumyplum https://forums.bohemia.net/guidelines/ Please keep it mind. Of course, this thread is full of “digging up” so I can't only blame you...
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I mean, if the object is light enough, it is able to “slingload” using ropeCreate commands.
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Using an (non-vehicle or non-weapon) asset from a DLC never requires to own DLC. Also, you can reduce the mass of an object with setMass command which also makes the object slingloadable or slingloadunable.
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I got a suspicion a little so searched through the signs and Googled, found some issues about town signs. I ain't even a Greek speaker though. Maybe we should talk with native Greek speaker if these are issues to fix. FYI: the current (after “fixing” Oreokastro) sign But I can't ensure all Greeks are transliterated properly. It's contained in signes_f.pbo\SignS\Data, SignS_Settlement_1_CA.paa and SignS_Settlement_2_CA.paa.
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Yeah of course, exist is better than nothing but... they should do some QA before they implement as vanilla assets, I think.
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Damn, I've “discovered” this bug and he “confirmed” but we're both looked wrongly, you're right. Also... I'm not sure about this maybe only for me though, I feel ADR-97 is not fitting to other official assets well. Sounds like... something low quality, looks like... there's no scars nor weatherings, feels too clean.
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WHATTTTTTF are you talking about? You are reading very old readme. Also the script is obvious obsolete now. I really don't recommend to use the script anymore.
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A small update is about to hits soon, to celebrate my birthday! hehe... The changelog is frontpaged.
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Mhm... in 1:14 it gets disappeared, did you pressed backspace?
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That's an odd behaviour... maybe there's some issue at uiSleep and low FPS. Any videos perhaps?
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I believe the error is keyconfig related not the MOD. Try to edit keyconfig about camera movement. Also... it's not the same with the error you quoted.
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Weapon Resting & Deployment Feedback
POLPOX replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Nicely done BI! This is the best thing I've ever seen in the game. Jokes aside, I still can't say which is better. The legacy deploying system is feels nice and has sexy butt but makes me frustrated sometimes. Also, I found a major glitch and may break the game related to the deploying system. Ticket here: https://feedback.bistudio.com/T133095 -
Since I'm too lazy to update this topic... since I'm lost, there're few major updates. And I just launched the new update called “Lifetime Saving”! Go check the changelog and have fun!
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How to Target Caller of Function
POLPOX replied to ASmallDinosaur's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You need to add handle as prefix just like: 0 = [this] execVM "fn_damage.sqf" ; null = [this] execVM "fn_damage.sqf" ; _nil = [this] execVM "fn_damage.sqf" ; I'm using _nil personally BTW. -
How to Target Caller of Function
POLPOX replied to ASmallDinosaur's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Two things: _lnit setUnitLoadout _loadout; _Init? Fix this and everything works well, I think. And, using this script is pointless for me. Why not just write this setUnitLoadout rifleman to the initialization field? -
I never knew they simulate weapons properly for at least once.