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About kvntvan

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  1. Does anyone know if there is an addaction condition that checks if a player is piloting a jet/helicopter ? this is what I have so far, just needs a condition player addAction ["<t color=""#33f6ff"">" +format["Spawn Enemy Jets"],"jetspawn.sqf" ,nil,0,false,true,"", "CONDITION GOES HERE",-1];
  2. its not made from RHS, its made from some guy named bludklot and I think he unofficially joined RHS later on after making that map so he changed the name. I don't think RHS has any plans to make Vietnam era units.
  3. *EDIT* Nevermind, all I had to do was delete the semicolon and it did NOT delete the other bridges so great it works perfectly. Thank you very much!
  4. Its a mod map called Prei Khmaoch Luong, or RHSPKL. This is the workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=1978754337
  5. Is there anyway to delete objects that don't have a class name and aren't deleted by the hide objects module? In the campaign I'm running, my guys just destroyed a bridge. It didn't actually blow up in game so I told them that I'd just get rid of it in the editor for next time, but when I use the hide terrain object module it doesn't disappear, and when I try to find a class name to reference so I can delete it other ways, no class name exists. It seems the bridge is just built into the terrain. Is there anyway to get rid of it or do I just have my players pretend that its destroyed? this is the bridge in question.
  6. Would anyone know if theres any way to add ace night vision settings to a non-compatible NOD? I ask because the UNSUNG mods has period accurate starlight scope NODs but they arent effected by ace nvg settings and I'd like to change that if possible. 1st gen NODs should be grainy and cruddy but the UNSUNG starlight scopes are just vanilla ARMA "green daylight"
  7. I was just curious if its possible to take a screenshot using an addaction. Ive got an idea for a recon OP where players take photos of the target site, I know theres a no brainer work around of just taking normal screenshots through steam but my mod pack has this camera item and I wanted to make a script that adds a "take photo" action to anyone with the camera item in their inventory so does anyone know if you can script screenshots or script a keypress to press f12.
  8. ah thank you guys that pretty much worked perfectly!
  9. Hello, I'm trying to add a custom ace interaction to build a camp when certain conditions are met by the player. However I do not want them to be able to build a second camp after the first is already built, I thought the easiest way to accomplish this was by setting a publicvariable to true and to only have the action available when the variable was false. this is what the add ace interaction code looks like if !(hasInterface) exitWith {}; _condition = { ('murshun_cigs_lighter' in (VestItems player + Uniformitems player + backpackItems player)) && campspawn == false; }; _statement = { execVM "Camp_Script\spawn.sqf"; }; _build = ["buildcamp","Build Camp","\a3\ui_f\data\IGUI\Cfg\Actions\Obsolete\ui_action_fire_in_flame_ca",_statement,_condition] call ace_interact_menu_fnc_createAction; [(typeOf player), 1, ["ACE_SelfActions"], _build] call ace_interact_menu_fnc_addActionToClass; the part I'm having problems with is the second part of the condition, the entire code worked perfectly until I added this line && campspawn == false; additional things I added, I added this campspawn = false; publicVariable "campspawn"; into my init.sqf placed campspawn = true; into the end of my camp building script and campspawn = false; into my camp packing script. But I get this error when loading into the game It says the error is a missing ";" but I don't think thats the actual issue because I've tried it with and without semicolons and have tried semicolons in a few different places to no avail, so would anyone happen to know what I'm doing wrong?
  10. thank you! obj1 setVehiclePosition [getpos obj1,[],0,"none"]; did the trick but i had to change none to "Can_Collide"
  11. Hello, I'm using a script to give my players an addaction that builds a small camp, however I'm having trouble with the objects spawning in the ground instead of at terrain height. I figured out how to make it conform to the terrains slope yet have not been able to figure out how to spawn it matching the terrains height. I've used several combinations of several commands like setposatl/getposatl/getterrainheightasl/setposworld/getposworld etc etc but have failed to produce anything that works. private["_objType","_objName","_unit","_unitName","_unitDir","_unitPos","_spawnTime","_spawnDistance","_action"]; _unit = _this select 0; _action = _this select 2; _unit removeAction _action; _objType = "Land_TentA_F"; _unitName = name _unit; _unitDir = direction _unit; _unitPos = position _unit; //Wait time till object is spawned, set 0 for instant _spawnTime = 5; _spawnDist = 6; obj1 = _objType createVehicle [0,0,0]; _unit playMove "AinvPknlMstpSnonWnonDnon_medicUp3"; sleep _spawnTime; obj1 setpos (_unit modelToWorld [0,_SpawnDist,0]); obj1 setdir (getdir player); obj1 setPosATL (getPosATL obj1); camp1 = obj1 addAction ["<t color=""#F8FF24"">" +format["Pack Up Camp"],"Camp_Script\pack.sqf"]; Theres part of the code I'm using, it all works perfectly until that second to last line where I try to set the object to terrain height. Does anyone know the proper scripting command I should be using to pull this off?
  12. still getting the zeus sound bug.
  13. hello I've got an issue with bad guys spawning on my dedicated server as irresponsive inanimate objects, I'm not using a script, just editor placed ai, with "dostop this;" in the init it looks like this when looking at it in zeus does anyone have a clue whats going on? i also noticed that if i leave the server and rejoin, they will be fixed and revert to normal opfor units