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About M1ke_SK

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    Gunnery Sergeant

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  1. @daniellarusso any update on issue ?
  2. I mentioned this already. I have a fix ready, but testing on dedicated server. Just have a patience.
  3. _max = 0; { _height = getTerrainHeightASL locationPosition _x; if (_height > _max) then { _max = _height; }; } count nearestLocations [[worldSize / 2, worldsize / 2, 0], ["Hill", "Mount"], (worldSize / 2) * sqrt 2]; hint format ["max: %1", _max];
  4. you can disable ace3 interaction with parameter, addAction will be used. I have update ready, just testing it on dedicated server next week
  5. not sure if this project dead, or any plans to continue ? if not maybe an alternative to use with more updated version ?
  6. M1ke_SK

    Landing a Heli Help.

    // something to land the chopper // create helipad for landing private _heliport = createVehicle ["Land_HelipadEmpty_F", getMarkerPos "LZmarker", [], 0, "NONE"]; while { ( (alive helo1) && !(unitReady helo1) ) } do { sleep 1; }; helo1 land "LAND"; waitUntil { sleep 1; isTouchingGround helo1 }; // do stuff deleteVehicle _helipad;
  7. remove / re-add with updated text
  8. format ["Request <t color='%1'>%2</t>", OS_red, _text];
  9. I would appreciate better mod selection. Each time click to reopen some folder deep in tree is time consuming
  10. https://community.bistudio.com/wiki/BIS_fnc_randomPos Check the example for a whitelisted array with - [center, [a, b, angle, rect]] example: _rectangle = true; _radnomRectanglePos = [[[_position, [_xAxis, _yAxis, _rotation, _rectangle]]], _blacklist] call BIS_fnc_randomPos;
  11. In Old Man scenario, they are using script witch spawn locally this item VirtualReammoBox_F you can use these, they have almost unlimited cargo (they are available in editor) VirtualReammoBox_small_F VirtualReammoBox_F
  12. there is also limitation of Arma, where when you dismount from vehicle, it will automatically equip weapon, making you "armed" for enemy
  13. https://community.bistudio.com/wiki/BIS_fnc_stalk
  14. M1ke_SK

    Enemy AI Hunt Player

    use BIS_fnc_stalk
  15. try for individual unit _unit setVariable ["ace_map_hideBlueForceMarker", true, true]; for group { _x setVariable ["ace_map_hideBlueForceMarker", true, true]; } forEach (units _group);