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POLPOX

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Everything posted by POLPOX

  1. 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.
  2. 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
  3. 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!
  4. POLPOX

    How to Target Caller of Function

    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.
  5. POLPOX

    How to Target Caller of Function

    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?
  6. I never knew they simulate weapons properly for at least once.
  7. In my cases, almost every things start from “What can I do with this script command?” For example, my favorite work Animations Viewer in Artwork Supporter is made from a script command: configClasses. When I playing with the command, I thought “Oh, so now searching through configs is now possible? Then, can I improve or even remake the Zeus' Animations Viewer that is hard to use?” and BOOM! It's done. So that's why I don't have missions to make, haha.
  8. this addEventHandler ["HandleDamage",{(_this#7 in ["hitlfwheel","hitlbwheel","hitlmwheel","hitlf2wheel","hitrfwheel","hitrbwheel","hitrmwheel","hitrf2wheel"])}] The code is showing how to deal with on the Marshall. Change the array to use on other vehicles. There are two ways to implement. this addEventHandler ["HandleDamage",{(_this#7 in [/*HitPoints to break*/])}] this addEventHandler ["HandleDamage",{!(_this#7 in [/*HitPoints to protect*/])}]
  9. POLPOX

    automatic sound

    Well... why not place the object via Eden Editor? Why placing object on-the-fly? You are making me confused. What exactly you want to do? Is there a truck? A loudspeaker? Are they named or not? Placed via Eden Editor or not? I have no idea, so I give up for now.
  10. POLPOX

    automatic sound

    Wow wow wow, literally nothing makes sense. To do this, make a trigger, set the condition this: casa distance corneta < 3000 And on the On Activation: corneta say3d "bipA" This should do this. Hey, your quoting might breaks everything. Follow the rules. Use " , ' or "" in the both sides you want to quote, without any spaces.
  11. POLPOX

    how remove nvgoggles all units

    {_x unlinkItem hmd _x} forEach allUnits
  12. POLPOX

    New CSAT SAM colour

    You can color them with just the same way to change color or camonet of vehicles.
  13. You can always make it happen with script commands. fighter setPylonLoadOut [1/*Note: pylon ID, starts on 1*/,"PylonRack_4Rnd_LG_scalpel",true/*Note: true means forced apply*/]
  14. POLPOX

    original missions

    Still no idea what do you want to do. I thought you are going to modify vanilla mission... Yes, official missions include the Escape from Tanoa are built-in. If you install the PBO Manager correctly, you got a menu “PBO Manager” > “Pack into “something.pbo” ” in context(right-click) menu on a folder. This will generate a pbo that you can use.
  15. POLPOX

    original missions

    Don't you have any PBO Extractor? I recommend using PBO Manager to open what's inside. Welcome aboard to the limitless adventure of in-game data!
  16. POLPOX

    original missions

    Arma 3>Expansion>Addons>missions_f_exp.pbo>MPScenarios>MP_EscapeFromTanoa.Tanoa
  17. You can't make an item lighter without using an addon, however, you can make more stamina of a unit using setUnitTrait "loadCoef".
  18. Oops, ignore that. However, why are you using inputAction along with displayAddEventHandler? I have no idea, doesn't make sense. EDIT: Damn my brain, it does make sense, just I'll take another solution to do it. My God, ignore this too.
  19. Cough cough, another solution passing here. I'd recommend using inputAction. Of course, it's up to you that which you want to use.
  20. [[liberty,"Land_Destroyer_01_hull_04_F"] call BIS_fnc_Destroyer01GetShipPart,1,true] call BIS_fnc_Destroyer01AnimateHangarDoors 1 to open, 0 to close, true to instant, false to animate smoothly. EDIT: Place a Boat Rack inside the side cargo bay and you don't need to do something to use it. Make your boat closer to the bay and you can activate the action.
  21. (finddisplay 46) createdisplay "RscDisplayMissionEnd"; _display = finddisplay 58; (_display displayctrl 1060) ctrlsetfade 1; (_display displayctrl 1060) ctrlCommit 0; At least, you can open up the death screen with these commands. This is interesting to do, I am still working on it but later. I have to sleep now...
  22. I am trying to create my own in-game Dynamic Loadout script, and I have some problems. Are they possible? Get Memory Point of a pylon either using index or pylon name. Get magazine of a pylon from pylon name. Get index from pylon name. Get pylon name from index. The feature is something... complicated and hard to use. Thank you in advice. EDIT: Use weapons properly after use animateBay.
  23. POLPOX

    Scale 3dIcons?

    @Armanda551 You are violating the guidelines real quick. Please do it further in your own thread. AND YOU ALREADY FOUND YOUR ANSWER. STOP SPAMMING.
  24. https://forums.bohemia.net/guidelines/ I replied to the same question recently. EDIT: WTF? ARE YOU QUESTIONING THE SAME QUESTION?????????????????
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