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Scorpious

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Posts posted by Scorpious


  1. I just played for the first time on a server using TFAR. It worked well, except for one thing: while radio chat worked, I couldn't make myself heard via Direct Speech. I could hear others, and as long as we weren't in a mission I could also talk to people via TS3, but the push-to-talk button no longer seemed to have an effect as soon as we were in-mission. I noticed while i was the gunner in a vehicle, but it didn't change when I left the vehicle, and my speech volume was set to Normal. This is with version 0.9.6. Has this happened to anyone else? Any idea what might be causing it?

    first time woahs lol

    when using tfar

    disable in game ptt and vad or bind it to another key

    what ever your ts3 ptt is, is now direct chat further u walk away he less u hear ppl(set on yelling in game)ctrl tab)(i set vad on my ts)

    your new radio sw transmit is now caps lock and long range is ctrl caps

    hope this helps a bit


  2. 1) Download plugins from https://www.dropbox.com/s/h7l4h4m7hklkrod/crash.zip?dl=0

    2) Play with downloaded plugins (will work slowly, but it is normal)

    3) Wait for crash

    4) After crash - TS will show you location of dump file, upload it somewhere

    5) Send link to me

    6) Wait for fixed version from me

    7) Repeate if required

    well i downloaded the files from that link and ts tells me this:

    Plugin failed to load:

    Api version is not compatible

    but heres the dmp file from last nights crash

    https://www.dropbox.com/s/8ftcs2ieeedf1dr/ts3dmpx64.dmp?dl=0


  3. First of all thanks for a great mod!

    Noticed in 0.9.5 that I couldn't step channels up/down on the radio GUI when using the OPFOR radio. Think it worked OK for the others but not 100%.

    I just mapped them all to the samer unused key (SysReq in my case).

    BTW: Anyone know where the new keybinds are saved, in *.Arma3Profile?

    /KC

    thnx ill try that


  4. not sure if this was posted but my taskforce crashes my teamspeak and arma after editing the keys

    i dont use the channels 1-9 sw or lr so i deleted the binds for them all now it crashes my game anyway to fix this

    future replies to my post read this first

    no i wont go default as stated earlier post i have a different set up for controls and cant be changed


  5. Will think about it for next major release. Also, transmitters is planned.

    ---------- Post added at 05:06 ---------- Previous post was at 05:05 ----------

    Keybinds now set by CBA keybinding ingame.

    AND so how do you change the keybinds ingame?? i would like to know cuz this keypad bs is pissing me off

    nope u need to change it back i have my radio controls completely reconfigured not to mention my move buttons use the numpad so now i cant move


  6. well as i said i dont know what im looking for also the only difference is theres no wss files being linked or a sound file i can see at all so what exactly and i looking for? this is why i need the help

    and with ppl saying look and search without telling me what to really look for doesnt help shyt, Chinese is easier to read

    and my altitude is 200 feet not that calm this high way to windy lol


  7. ok so been messing with some of the mods to make the sound work but very confused

    is there anything to say how the files should be sorted or called? thanks in advance.

    Untitled_zps606b48fd.jpg

    class CfgPatches {
    
    class pwr_sg_p90 {
    	units = {"pwr_sg_p90_weaponbox"};
    	weapons = {"pwr_sg_p90"};
    	requiredVersion = 0.100000;
    	version = 1.000000;
    	requiredAddons = {};
    };
    };
    /*extern*/ class Mode_SemiAuto;
    /*extern*/ class Mode_Burst;
    /*extern*/ class Mode_FullAuto;
    /*extern*/ class SlotInfo;
    /*extern*/ class CowsSlot;
    /*extern*/ class PointerSlot;
    
    class cfgRecoils {
    pwr_sg_p90recoil = {0, 0, 0, 0.060000, 0.005000, 0.005000, 0.050000, 0, -0.020000, 0.060000, -0.005000, 0.005000, 0.050000, 0, 0};
    };
    
    class cfgAmmo {
    /*extern*/ class BulletBase;
    
    class pwr_570x28_Ball: BulletBase {
    	hit = 10;
    };
    };
    
    class cfgMagazines {
    /*extern*/ class CA_Magazine;
    
    class pwr_sg_p90_mag: CA_Magazine {
    	scope = 2;
    	displayName = "P90 Magazine";
    	picture = "\pwr_sg_p90_a3\data\p90mag_logo.paa";
    	type = 256;
    	initSpeed = 716;
    	count = 50;
    	ammo = "pwr_570x28_Ball";
    
    	class Library {
    		libTextDesc = "$STR_LIB_PWRP90MAG_DESC";
    	};
    };
    };
    
    class cfgWeapons {
    /*extern*/ class Rifle;
    
    class Rifle_Base_F: Rifle {
    	/*extern*/ class WeaponSlotsInfo;
    	/*extern*/ class GunParticles;
    };
    
    class pwr_sg_p90: Rifle_Base_F {
    	handAnim = {"OFP2_ManSkeleton", "\pwr_sg_p90_a3\data\p90anim.rtm"};
    	displayName = "FN P90";
    	magazines = {"pwr_sg_p90_mag"};
    	model = "\pwr_sg_p90_a3\pwr_sg_p90";
    	modelOptics = "\pwr_sg_p90_a3\pwr_sg_p90optic";
    	modes = {"Single", "Full"};
    	opticsZoomMin = 0.200000;
    	opticsZoomMax = 0.400000;
    	opticsZoomInit = 0.400000;
    	picture = "\pwr_sg_p90_a3\data\p90_logo.paa";
    	reloadTime = 0.060000;
    	reloadMagazineSound = {"\pwr_sg_p90_a3\data\sound\reload.wss", 0.003162, 1};
    	scope = 2;
    	sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1};
    
    	class Single: Mode_SemiAuto {
    		recoil = "pwr_sg_p90recoil";
    		recoilProne = "pwr_sg_p90recoil";
    		dispersion = 0.003000;
    		aiDispersionCoefX = 2.500000;
    		aiDispersionCoefY = 2.000000;
    		minRange = 2;
    		minRangeProbab = 0.300000;
    		midRange = 120;
    		midRangeProbab = 0.700000;
    		maxRange = 200;
    		maxRangeProbab = 0.050000;
    		sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1};
    		reloadTime = 0.065000;
    	};
    
    	class Full: Mode_FullAuto {
    		recoil = "pwr_sg_p90recoil";
    		recoilProne = "pwr_sg_p90recoil";
    		dispersion = 0.005000;
    		aiDispersionCoefX = 3.000000;
    		aiDispersionCoefY = 2.500000;
    		minRange = 2;
    		minRangeProbab = 0.300000;
    		midRange = 120;
    		midRangeProbab = 0.700000;
    		maxRange = 200;
    		maxRangeProbab = 0.050000;
    		sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1};
    		reloadTime = 0.065000;
    	};
    
    	class Library {
    		libTextDesc = "$STR_LIB_PWRP90_DESC";
    	};
    };
    
    class pwr_sg_p90_fl: pwr_sg_p90 {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_fl";
    
    	class FlashLight {
    		color = {0.900000, 0.900000, 0.700000, 0.900000};
    		ambient = {0.100000, 0.100000, 0.100000, 1.000000};
    		position = "flash";
    		direction = "flash dir";
    		angle = 30;
    		scale = {0.500000, 0.500000, 0.500000};
    		brightness = 0.100000;
    	};
    };
    
    class pwr_sg_p90_fl_lz: pwr_sg_p90_fl {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz";
    };
    
    class pwr_sg_p90_lz: pwr_sg_p90 {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_lz";
    
    	class FlashLight {
    		color = {10.000000, 0.000000, 0.000000, 0.900000};
    		ambient = {10.000000, 0.000000, 0.000000, 1.000000};
    		position = "laser dir";
    		direction = "laser pos";
    		angle = 0.100000;
    		scale = {0.000000, 0.000000, 0.000000};
    		brightness = 0.900000;
    	};
    	irDistance = 100;
    	irLaserPos = "laser dir";
    	irLaserEnd = "laser pos";
    };
    
    class pwr_sg_p90_lz_fl: pwr_sg_p90_lz {
    	model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz";
    };
    };
    
    class cfgNonAiVehicles {
    /*extern*/ class ProxyWeapon;
    
    class Proxypwr_sg_p90: ProxyWeapon {
    };
    };
    
    class CfgVehicles {
    /*extern*/ class NATO_Box_Base;
    
    class PWR_SG_P90_WeaponBox: NATO_Box_Base {
    	displayName = "P90 weapon box";
    	scope = 2;
    	vehicleClass = "Ammo";
    	transportMaxWeapons = 25;
    	transportMaxMagazines = 250;
    	icon = "iconCrateWpns";
    
    	class TransportMagazines {
    
    		class _xx_pwr_sg_p90_mag {
    			magazine = "pwr_sg_p90_mag";
    			count = 200;
    		};
    	};
    
    	class TransportWeapons {
    
    		class _xx_pwr_sg_p90 {
    			weapon = "pwr_sg_p90";
    			count = 20;
    		};
    	};
    };
    };
    


  8. ok so heres the deal i just made a utes arma 3 map to spawn on the carrier it has to be a height of 15

    but i also made a trigger for a spawn point on the island which if spawned at 15 you fall and die so that needs to be 0

    and since markers are only 2d the onplayerrespawn is the only way i know of to set height

    i tried both peices of code and it will only spawn me on the carrier

    my two spawn markers are respawn_west and respawn_west1

    this is my onplayerrespawn for the carrier respawn

    private ["_unit", "_axisx", "_axisy"];

    _unit = _this select 0;

    _axisx = getPos _unit select 0;

    _axisy = getPos _unit select 1;

    _axisx = getmarkerPos "respawn_west" select 0;

    _axisy = getmarkerPos "respawn_west" select 1;

    _unit setPos [_axisx, _axisy, 15];


  9. ok so i made a mission where i need to elevate one spawn point and the other has to be 0 is there a way to have two elevations for a respawn

    respawn_west =base needs to be 16

    respawn_west1 = fob needs to be 0

    right now just using onplayerrespawn.sqf

    is thee a way to make the respawn marker call for another script

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