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M1ke_SK

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About M1ke_SK

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    Gunnery Sergeant

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    michal.hudak
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  1. can you share your mission for debugging ? Or did you ran mission in zip file?
  2. M1ke_SK

    Help with dialog

    it works with units also, just replace _vehicle with _unit note: it return items that are stored inside uniform, vest, backpack. if you want also assigned items (nvg, weapon, handgun), you need additional check for that
  3. M1ke_SK

    Help with dialog

    private _vehicleItems = backpackCargo _vehicle + magazineCargo _vehicle + itemCargo _vehicle + weaponCargo _vehicle;
  4. M1ke_SK

    Random Date help?!

    _year = selectrandom [1967, 1968]; _month = selectRandom ( if (_year == 1967) then { [04, 05, 06, 07, 08, 09, 10, 11, 12] } else { [01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12] } ); _day = selectrandom [01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28]; setDate [_year, _month, _day, 15, 45];
  5. M1ke_SK

    Screen Overlay

    You can use BIS_fnc_establishingShot
  6. M1ke_SK

    Traffic Lights

    Well, if it is your code you should know how to use it :D btw that script is made by "Steven Campbell" Here is maybe more info about it. https://www.altisliferpg.com/topic/4703-traffic-light-script-for-the-e76-traffic-lights/ (note for moderators: not promoting other forums ... ) You should post on some altis life forum, they will probably help you more than here.
  7. No more usable for me as it throws error :/ when no file found
  8. M1ke_SK

    Total Side Awareness

    { _unit = _x; _targets = _unit call BIS_fnc_enemyTargets; { _target = _x; _unit reveal _target; } forEach _targets; } forEach (allUnits select { side _x isEqualTo east });
  9. M1ke_SK

    [RELEASE] AutoNVG

    @davidoss { _nvgSide = switch (str (side _x)) do { case 'WEST': { _nvgsw }; case 'EAST': { _nvgse }; case 'GUER': { _nvgsi }; default { [] }; }; if(alive _x) then { _itemsUnit = (items _x + assignedItems _x); _commonItemsArray = _nvgSide arrayIntersect _itemsUnit; _nvg = _commonItemsArray select 0; _nvgri = selectRandom _nvgSide; if(!isNil '_nvg') then { if !(_nvg in (assignedItems _x)) then { _x assignItem _nvg; }; } else { _x linkitem _nvgri; }; }; } forEach (allUnits select {!isPlayer _x});
  10. M1ke_SK

    [RELEASE] AutoNVG

    Suggestion: I see a lot of duplicate code. You can use switch for only array NVG instead of whole code of selecting and assigning. :)
  11. You mean to avoid "addWeaponItem". I don't think that "addItem" is adding attachments to weapon, it is adding magazines however.
  12. Nice. For those if (_unit canAddItemToBackpack _silencer) exitWith { _unit addItemToBackpack _silencer; }; if (_unit canAddItemToVest _silencer) exitWith { _unit addItemToVest _silencer; }; if (_unit canAddItemToUniform _silencer) exitWith { _unit addItemToUniform _silencer; }; you can use if (_unit canAddItem _silencer) exitWith { _unit addItem _silencer; };
  13. @Sparker in your code: _mag = currentMagazine (vehicle player); should be _mag = currentMagazine (vehicle _unit);
  14. M1ke_SK

    Random music radio

    I got just the thing. PM me your steam.
  15. Check if mortar in range of target. try this condition if ((getMarkerPos "markerName") inRangeOfArtillery [[mortarName], "8Rnd_82mm_Mo_shells"]) then { hint "fire"; } else { hint "out of range"; }
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