Jump to content

Crazy538

Member
  • Content Count

    37
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Crazy538

  1. Crazy538

    Patching another mod

    To 'patch' a mod, add the mods CfgPatches classname to your mods requiredAddons property. This forces Arma to load yours after 'My_mod'. To then over write a script, simply define the CfgFunctions class of the script in your patch mod and point the file property to your updated version. Hope this helps.
  2. Oh don't get me wrong, multiple places is better and yea it is up to Roy. I just know steamCmd can automate and that is worth considering is all. What exactly is it with the Steam Workshop terms of use that worry content creators? I read a while back something along the lines of "They ow anything you ipload and steal your rights" but I am not sure if that is true. Either way, I will be hosting the new PO when it is out.
  3. You can automate your server via steamCmd to always download the latest version though. I imagine you can with other methods too but it is pretty easy via steamCmd. Combined with the visability and the recent turn of Armaholic I think most people prefer Steam Workshop.
  4. Crazy538

    Need Help with Extraction!

    You can do it all via the editor. Just make a new task using the modules and sync the create task module to a trigger. In the condition box of the trigger put: !alive targetCommander Where "targetCommander" is the variable name of the commander to kill. What this does is when the commander is no longer alive the trigger activates. This in turn activates the create task module providing the players with their next objective. Sent from my LG-H870 using Tapatalk
  5. Ops code is all local though, unless there is more that he has not shown us or he is adding those EH's in a global position like init.sqf or an obects init line. Sent from my LG-H870 using Tapatalk
  6. Where are you putting that code? Sent from my LG-H870 using Tapatalk
  7. Crazy538

    Armed Forces:UK Virtus Body Armour

    Nice, thanks for the quick response. Sent from my LG-H870 using Tapatalk
  8. Crazy538

    Armed Forces:UK Virtus Body Armour

    If that is the only issue I'd say not bad =) The NVGs still work, they just aren't there visually. Sent from my LG-H870 using Tapatalk
  9. Crazy538

    Armed Forces:UK Virtus Body Armour

    Looking really good Mike. Spotted 1-2 potential issues. NVG's aren't showing up on players now, and I can't be 100% sure but in first person body armour isn't visible when looking down (may have just been my angle). Sent from my LG-H870 using Tapatalk
  10. The grenade isnt what the repeat cariable is going on I don't think, that's the module. The module will most likely have a script (probably a loop) running to spawn new ones constantly. That or the script is generating the same smoke particles the grenades use. Dont ask me how =P Sent from my LG-H870 using Tapatalk
  11. Sorry yes, player not _player. I copied it from a framework of mine and for some reason I chose to use _player (it's passed as an argument to the initPlayerLocal.sqf).
  12. The first in initPlayerLocal, the other one in initServer I think... Realised mine might not catch all conditions so I've made it a bit more intelligent. It's still really light weight being an EH. // Rating handling: Stops the player being shot by friendly AI. _player addEventHandler [ "HandleRating", { params["_player", "_rating"]; _return = _rating; if(rating _player < 0) then { _return = abs rating _player; } else { if(_rating + rating _player < 0) then { _return = 0; }; }; _return } ]; This one adds the difference between 0 and rating if the rating is below 0 already. If it's not, it checks to see if the current rating plus the new rating to add will be below zero. If it is then it won't change the rating. If neither of those two occurs the rating is added as normal. Sent from my LG-H870 using Tapatalk
  13. // Rating handling: Stops the player being shot by friendly AI. player addEventHandler [ "HandleRating", { params["_player"]; if (rating _player < 0) then { player addRating abs rating _player; }; } ]; That's a quick and easy event handler that will always bounce the players rating back to 0 if they're below 0.
  14. Crazy538

    Armed Forces:UK Virtus Body Armour

    Where did you read that? Curious, not saying you're wrong. I thought the visor was a replacement to the ballistic glasses issued at the moment. Sent from my HTC One_M8 using Tapatalk
  15. You can alter the pylons manually using add/remove magazine commands, but I'm not 100% sure the proxies appear and if they do under what conditions. It's a bit tricky, you need to add the magazines in the right order to get them to appear in the right places. I'm not at my computer so I can't give you an example either. Look for addMagazineTurret on the BI wiki, I think that's the command you need. Sent from my HTC One_M8 using Tapatalk
  16. Crazy538

    Dialog "z-index" problem

    Ah yea, sorry I forgot what you wrote :P That will definitely work then, I've got them all the sizes and positions in defines so I can easily check.
  17. I'm working on a dialog for a game mode (and potentially later a mod, we'll see). It's essentially a tablet UI covering a bunch of functions. Support requests, section orders/planning and ISTAR (intelligence gathering). I appreciate the work needed to get this done, it's a long term project. I also know there's cTab, which is a great mod but I'm looking to make something a bit more bespoke to my unit. Anyway, the dialog issue is that I can't really achieve what I want in terms of layering. I've read that the order dialog controls are defined in is the order they are layered (z-index essentially). That's great, except the map controls seem to ignore this. With the layering I have, if I put the map to ControlsBackground it can't be interacted with, but if I take it out of there into Controls, it sits on top of everything, regardless of order. The reason the map can't be interacted with is there is a controls group covering the screen area to hide any content that strays outside of the tablet image. So, does anyone know of any better way to avoid controls appearing outside a defined area, or does anyone know how to force an element to be behind another? What I intended... The "overlapping"... Overlapping with the context menu focused (clicking on it brings it to the front)...
  18. Crazy538

    Dialog "z-index" problem

    I couldn't find anything about resizing elements via scripts. I think you need to use a global variable in the sizing to effect it live. Anyway, I scaled the UI up a bit and its masked the problem for now. Not the result I was hoping for but it has the same effect ;) Sent from my HTC One_M8 using Tapatalk
  19. Crazy538

    Dialog "z-index" problem

    Yea, mouseDblClick but the position on the controlsGroup is way off. I never thought of setting the width and height to keep it in the border, I'll give that a go. Thanks Larrow, I'll let you know if it works. Sent from my HTC One_M8 using Tapatalk
  20. Crazy538

    War Chronicles WW2 Modification

    Are you recreating everything from scratch? Or have you managed to secure permission from previous WW2 mod authors to use their material? I'd be interested in helping with the configs but I'm not massively competent, done mostly patch edits and unit packs to date. Trying to guage what I'd be getting myself in for =)
  21. Hey, So I've been messing around with some custom static line mod / script for my unit. It's all going fairly well bar one thing. I wanted to sling the backpack on a drop line below the canopy using the ropes added in the Heli DLC. I can do it using an object (solid rope) and I can do it without anything (simple attachTo), but I'm trying to improve it that little bit more with the ropes. Anyway, whenever I create the rope between the parachute and the bag below, the rope stays static as you move off. I've tried it with the BIS steerable parachute and the non-steerable parachute I'm working with for this. The funny thing is the backpack still swings around below you as if the ropes there, but you essentially leave the visible part of the rope behind. It's a little immersion breaking if the rope holding your bag up stays perfectly still in the air as you float off :) The ropes seem to attach to anything else I've tried fine, but for some reason parachutes have an issue? I'm wondering if anyone has experienced this issue, or if I'm doing something horribly wrong? Do I need to use memory points in the models for example? Any help would be appreciated :)
  22. Crazy538

    Arma 2 AV-8B Harrier II Port

    Nothing in the log accompanying that either I'm afraid Chairborne. No script errors or anything out of the ordinary. TGP even puts in some debug and all seems ok. I couldn't get the MFD to switch either. It flickers when I hit the scroll wheel option so I'm guessing it's trying but something immediately is turning it back? Any reason you haven't added a turret to the pod built in to the model and done it that way? I've tried on 1-2 aircraft myself in the past and it's not easy so I know it's a tall order :) Thanks for the release though, looking good and I love the new loadouts, really versatile. EDIT: Holy crap this thread moves fast. I posted that in reply to Alex's original post and I'm a whole page behind lol. I'll try the hotfix, thanks mate. EDIT2: It's all working a treat now. MFD seems stable, camera and pod all good. UAV is hidden. Great work and thanks for the fix so quickly :)
  23. Crazy538

    3CB BAF Equipment

    Great work guys. Keep it up. Good to see some high quality BAF mods coming out. Any chance in the future you'd separate the backpacks, helmets and uniforms into separate PBO's? Not that I think it's an issue, but my unit currently has a custom uniform pack up, and if I can't convince them to switch to this I'd still love to use the backpacks and helmets. If not, not a huge issue at all, just exploring options. Also, are you planning to do some older uniforms? Like CS95 DPM and DDPM? I love the idea of doing some scenarios in slightly older equipment. Your weapons pack already has the weapons without the RIS etc, was wondering if you thought about looking into the uniforms too? Cheers for all the work you guys are putting into these mods.
  24. Crazy538

    TRYK's Multi-Play Uniforms

    Is anyone else having an issue with the files and their signatures on the latest release? I'm trying to use this on a dedicated server, and when players join they're kicked for unsigned files etc... and it lists all of this mods pbo files. I tried resigning manually to see if there's a problem with the pbo's and they all work now except TRYK_Uniforms.pbo which just kicks you with a server log message "Wrong signature for file..." but not on the players screen now. No idea if that one pbo is causing the issue with your signature? If anyone else is having this problem or has a fix please let me know :) Great work on the mod guys. Much appreciated, some pretty cool stuff in there. EDIT: Just read back a bit, was this fixed in 0.9.3? EDIT2: Sorry, I was on 0.9.2 still :( My bad. Thanks again.
  25. Crazy538

    British Ridgback PPV

    I dare say it was the C17 at fault mate. I think the guy who originally made it dropped the project and went to join the USAF team, so it's just out dated now maybe? Either way, my problem is gone, so no dramas Cleggy. Thanks for looking into it though :)
×