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Toasterbr

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Everything posted by Toasterbr

  1. @HazJ , actually no. VIM is very customizable. Mine is like this, for example. Thanks, @ussrlongbow for your updates!
  2. Hey tophe, just to let you know, selecting Custom difficulty in the map tab returns: class Missions { class Mission_1 { template = "name_of_the_mission.Altis"; difficulty = ""; }; }; Selecting Expert will return Custom, although. Thanks!
  3. No worries. Also, brilliant work, mate! Keep it up! :)
  4. Found it: In the fn_itemSelectionChanged.sqf, line 19: HG_WEAPONS_ITEM_PRICE ctrlSetText format[(localize "STR_HG_PRICE_TAG_W"),[_price] call BIS_fnc_numberText]; Should be: HG_WEAPONS_ITEM_PRICE ctrlSetText format[(localize "STR_HG_DLG_PRICE_TAG_W"),[_price] call BIS_fnc_numberText]; Cheers mate!
  5. Hey Hover, Just to let you know, in the merged version, price for the item (weapons) is not shown. Thanks!
  6. Toasterbr

    Zombies & Demons 5.0

    You are right! :) Cheers!
  7. Toasterbr

    Zombies & Demons 5.0

    Ah, and another thing! I think you should mention that CBA is required, since you're using CBA_fnc_globalExecute, right? Cheers!
  8. Toasterbr

    Zombies & Demons 5.0

    Hey Ryan! Thanks for the update! If I can make a suggestion, I don't really think the Zombies need to do Bullet damage regarding the ACE integration. Also, they are dumb, so I think hitting always the body and legs seems off to me. I made some modifications, making the zombies hitting random hitpoints and doing only Stabbing and Punching damage. Also, I made the zombies do regular damage to AI, since the server can be configured to not allow ACE medical on the bots. _target = _this select 0; if(isPlayer _target) then { [-2,{ _target = _this; _randomAttackType = ["stab","punch"] call BIS_fnc_selectRandom; _randomAttackLocation = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"] call BIS_fnc_selectRandom; if(player == _target) then { [_target, (_target gethit _randomAttackLocation) + Ryanzombiesdamage, _randomAttackLocation, _randomAttackType] call ace_medical_fnc_addDamageToUnit; }; },_target] call CBA_fnc_globalExecute; } else { _target setdamage (damage _target + Ryanzombiesdamage); }; I hope it helps! Thanks again for the mod. Keep the good work!
  9. Toasterbr

    Arma 3 Units - Closed Beta Feedback

    Brilliant! Already sent an email. Thanks!
  10. Toasterbr

    [COOP] Dynamic Combat Generator

    Roger. Thanks for the heads up! FYI, the mission is running smoothly :)
  11. Toasterbr

    [COOP] Dynamic Combat Generator

    Done. Thanks! Also, the HC needed to be connected before launching the mission? Using ASM, it shows enemies only spawning in the server and not in the HC... Do you know what I'm doing wrong? Thanks!
  12. Toasterbr

    [COOP] Dynamic Combat Generator

    Just to let you know that Arsenal loadouts, radios and lags are fixed! Thanks for the fix, Sensei! Awesome work. We had a blast yesterday in the Chernarus variant :)
  13. Toasterbr

    [COOP] Dynamic Combat Generator

    Gonna test it out today. Thanks for the update, Sensei. Brilliant work! cheers
  14. Toasterbr

    [COOP] Dynamic Combat Generator

    Hi SENSEI. I can confirm that we are having the same Arsenal LAG experienced by The.D, including the loadout saving problem. Edit: Forgot to mention that we use ACE, TFAR, RHS, Leight's OPFOR,bCombat (Server Side) and AllInArmaTerrainPack + CBA Thanks!
  15. Toasterbr

    MK18 Mod 1

    Today indeed is a glorious day :)
  16. Toasterbr

    MK18 Mod 1

    Amazing work! Also, if you could include the configs for Advanced Ballistics and CSE & AGM rest system, this would be even more awesome :) Thanks!
  17. NICE!!! Thanks for the update, Zen! Especially the good work on Zen_FindGroundPosition! We will start a new map and I'm looking forward to use the new update. Again, thanks for the hard work! Keep it up! Toaster
  18. Very nice tool, Craig! Any chance of this be OpenSource'd? Thanks! Toaster
  19. Toasterbr

    ASR AI 3

    Robalo, do you believe excluding the AGM_AI would be enough to make the ASR work as intended? Do I need to make any more modifications? Thanks!
  20. Zen, what's up? I found a possible bug in the Zen_OrderInfantryPatrol. In the line 8, you forgot to add another ["String"] to pass on the CheckArguments. Without it, I can't set the _behaviorMode when I call the method with that parameter set. To reproduce the error: 0 = [_unit, _marker, [], 0, "limited", "safe"] spawn Zen_OrderInfantryPatrol; Error: Argument 6 is the wrong type. Fix (Zen_OrderInfantryPatrol.sqf) Begins line 8: if !([_this, [["VOID"], ["ARRAY", "OBJECT", "GROUP", "STRING"], ["ARRAY"], ["ARRAY", "SCALAR"], ["STRING"], ["STRING"], ["BOOLEAN"]], [[], [], ["STRING", "SCALAR"], ["SCALAR"]], 2] call Zen_CheckArguments) exitWith { call Zen_StackRemove; }; PS: Thanks for the tip on PHP code, Sarge! Thanks! Toaster
  21. Ahhhw man! I knew was something bloody stupid, but didn't know what. Also, I already done an entire mission using your framework. Our clan adopted your framework as well and now we are doing another 2 missions. Everyone is very pleased with your work, Zen! We want to thank you and let you know that. Thanks, mate! Toaster
  22. Hey Zen! Could you give me a hand? It's a newbie question, but... How do I use the Preprocessors? I found the whole idea amazing, but I cant get it to work! My example: "teste" is the name of the marker. How I am suppose to use them? Is there any limitations (besides already described in the documentations)? Thanks again and keep the good work!
  23. Thanks for the new version, Zen! The Zen_FindBuildingPositions fixed a lot of problems I was having with InfantryGarrison. Nice Job! At this point, did you consider using a wiki for the docs? Thanks!
  24. Yeah. I think it could work. My problem with civs in the map is that they are usually used as decoration. Would be nice to have this kind of interaction. In a mission I'm working, hostile troops kill civs at a random checker. I know this sounds mean, but it fits my mission objective.
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