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Maff

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Everything posted by Maff

  1. Close your eyes and listen to the video... It sounds exactly like being on an A3 KOTH server. 🤣
  2. Markers created in 3DEN no longer show up in game? Is it just area markers? Or icon markers too. 😱
  3. Sorry for the delay. I have been away from Arma for 8 months. I'm currently waiting on a new motherboard so I cannot test this, but I swear I was creating AREA markers in 3DEN with; _m = create3DENEntity ["Marker", "", [0,0,0]]; _m set3DENAttribute ["markerType", 1]; _m set3DENAttribute ["size2", [250,250]]; _m set3DENAttribute ["baseColor", "ColorEAST"]; _m set3DENAttribute ["brush", "Border"]; Hopefully that'll do the job.
  4. I haven't played Old Man but sounds like you need to open the map "M" and click on the relevant subject in the top left of the screen. For reference. Hopefully that helps you out.
  5. What's the tonne of script errors you are receiving? Share your .RPT file. What happens when you disable debug?
  6. Ensure the units don't already have backpacks. Triple check you're executing on the server!
  7. My first thought was "Try syncing all units you want to switch to". How have you set up the Supports? By script or editor sync? EDIT: BIS_fnc_addSupportLink
  8. Did this work? I can't be arsed to test it out.
  9. { _x setUnitPos "MIDDLE"; } forEach units this; Double click the flag above the group leader and paste the above in the init field. Change "MIDDLE" to reflect what stance you need.
  10. Change the first 2 lines with your required class. Be aware, I have NOT tested it, and I don't think this will work the way you're expecting it to. class Land; class Man: Land { staminaDuration = 60; staminaCooldown = 10; staminaRestoration = 30; aimPrecisionSpeedCoef = 5; terrainDrainSprint = -1; terrainDrainRun = -1; terrainSpeedCoef = 0.89999998; };
  11. O Christmas tree, O Christmas tree!
  12. I don't think there's a way to disable damage on the unlucky ones in the... shite. Maybe disabling damage on units in the area / shite, but that can cause immortality down the line. Try BIS_fnc_fireSupportVirtual. I've used the function many times in missions. Ensure you run it on the server ( Tick the box! ) and hope no one important gets hit. And work out the radius to hit probability formula... And let me know if you figure it out.
  13. Sounds like you're looking for the `Edit Terrain Object` module. It's found under F5 > `Environment`. EDIT: There's a checkbox to Enable Damage... Uncheck it. Image, if needed.
  14. I've never used Babel before but, I assumed that Babel worked with radios also. Is that not the case?
  15. Was it @Grumpy Old Man that had a script for (re)loading pylons? Apologies if not though, I swear I saw the GOM tag!
  16. Your game can't find the mentioned function in one of your mods you are using. You can solve it by unselecting the relevant mod before starting Arma. Report the error to the mod author too.
  17. Sleep on it and don't give up on your task. Did you want someone else to create the script for you?
  18. Does it work? You need to test it before you know if it works or not. Going by your requirements you need to use addAction to openMap then onMapSingleClick ( check the parameters ) so you can fnc_teleportGroup / setPos.
  19. You'll be fine. Give it a go and use this post if / when you run into trouble. From the example function, it looks like you're halfway there. You'll only get it wrong and cause horrific failure if you don't test and test again.
  20. Don't they have admin access to the debug console and camera? I'm getting a Star Trek vibe here. Nice! C'mon. It's like riding a bike... Where the bike gets less and less squeaky by the mile. Some help: addAction, openMap, onMapSingleClick, setPos. 🖖
  21. Nice one, @The Real Bunc! I haven't been keeping up with development since its early release, but I have a question. What is your favourite scripting command in Arma?
  22. Maff

    Supply drop

    I'm sure you could make the laptop an arsenal. Check this out. Not tested.
  23. Double check the path of hiddenSelectionsTextures for RedCross_Vest1. It's different to all the other vests... Missing Data folder. The following line also looks weird to me. It doesn't explain why its only Vest1 and Vest2 that aren't showing up though. Why is it there? And why is there a semicolon within the brackets? units[] = {"RedCross_Vest_Mod";}; I've only worked with vests twice so I'm likely missing something really obvious, but I'll check it out later when I have more time. EDIT: I've managed to get all FOUR vests to show up on units / players. As I don't have the custom textures you are using, I used the default textures for testing. There were so many weird characters throughout your example but that's probably down to a known copy-paste issue on the forums. It was torturous but fun! NOTE: I corrected the hiddenSelectionsTextures for RedCross_Vest1 path. The textures SHOULD still be visible, but if not then add a \ at the start of the path. Reply if there any issues. You now owe me beer.
  24. You're best posting your script to get some help.
  25. I have updated my previous post with a working example. Your mod in the Dropbox link is just a modified CBA. Move your config.cpp to sbm\addons\backpack_sbm and delete the x folder.
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