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Everything posted by Maff

  1. Maff

    AI interaction

    Possibly... Spyder Addons?
  2. Looks like a moderator moved your post so no need to delete it. How did you get on?
  3. G_Bandanna_sport has 2 hidden selections; the bandana and the glasses. // G_bandanna_sport hiddenSelectionsTextures[] = {"\a3\characters_f_bootcamp\guerrilla\data\headgear_bandmask_blk_co.paa", "\a3\characters_f\heads\glasses\data\sunglasses_sport_4_ca.paa"}; You'll need to retexture sunglasses_sport_4_ca.paa also.
  4. Maff

    Remove Item from Inventory

    There is also removeItems which "Removes all items with given class name from the inventory". // Removes all "ACE_plasmaIV_250" from a unit. this removeItems "ACE_plasmaIV_250"; But if the unit had 7 250mL Plasma IV Bags, for example, and you only wanted to remove 5 of them. You would use: // Removes only 5 "ACE_plasmaIV_250" from the unit. for "_i" from 1 to 5 do { this removeItem "ACE_plasmaIV_250"; };
  5. Is it working / showing up in-game? All the config values for WoB_B_AmmoCrate will come from Box_Syndicate_Ammo_F. I would advise adding a displayName within WoB_B_AmmoCrate as seen in EO's example. This will show you the name of the crate in the editor and if / when you use ACE Cargo. Good going! Now... When is the second crate with 3 Chest Rigs and 7 MTP Carry All's coming?
  6. Maff

    Remove Item from Inventory

    The command removeItem should do the job, even if it is in your uniform, vest or backpack. From your example you aren't using the command right. this removeItem "ACE_plasmaIV_250"; Note the string, or quotes, around the class name. Now. How you use it in this instance depends on a few things. Are you only playing Single Player? Or, Is it Multiplayer? If it's Single Player, you can simply use the following in the On Activation field of your trigger; player removeItem "ACE_plasmaIV_250";
  7. That's is how I read it too. I was typing out loud.
  8. Please post your full config so people can help you further.
  9. CfgVehicles looks good on first look... You are managing to pass the loading screen, so your addon is probably good. I am thinking you're missing something with createVehicle. How are you spawning "WoB_B_AmmoCrate" via the console? _box = "WoB_B_AmmoCrate" createVehicle position player; Have you added your crate to units[]? units[] = {"WoB_B_AmmoCrate"}; Please also share your CfgPatches.
  10. I'm sorry for the delay. I was on another adventure. I don't see anything apparently wrong with the RPT. Did you solve the issue? If not, you could try removing all the mods that you haven't used the X years and see if the issue persists. I am mortified to hear you are no longer rocking the Twin 550's. It's a great card... Just not hip.
  11. @scrumpyjacks Unrelated to your issue... Are you still using the GTX 550 TI? I also have the GTX 550 TI, but I don't have the luxury of having 2 of them. MASSIVE RESPECT! 🤣
  12. There's not a lot to go on here. Can you share your .RPT file? Details on how to find it HERE. Make sure "No Logs" is unticked under PARAMETERS > ALL PARAMETERS in Arma 3 Launcher.
  13. Just a hunch but _car is not moving because _pos1 is the same as _pos2, and _road1 is the same as _road2.
  14. I have no time to play around in Arma but off the top of my head you could... Detect key presses with displayAddEventHandler "KeyDown", though I'm not sure how to detect Custom action 1-20. You can reference DIK_KeyCodes, and use playSound3D to play the required sound. This is not tested. It is just a rough idea to get you started. #include "\a3\ui_f\hpp\definedikcodes.inc" DON_testKeyPress_A = findDisplay 46 displayAddEventHandler [ "KeyDown", { params ["_ctrl","_button","_BtnShift","_BtnCtrl","_BtnAlt"]; // Play alarm sound when Number pad 5 key is pressed. if (_button isEqualTo DIK_NUMPAD5) then { playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player] }; } ]; Good luck!
  15. If I'm understanding your request, you can find the animation names with animationNames. You are looking for "door" or "hidedoor", some objects have multiple doors however. Then you can use animateSource to open / close the door, but I might be jumping ahead. Look at the vehicle and use the following in the debug console: animationNames cursorObject; That will return an array of strings with the names of model animations for what object. I hope I've understood your question. Respond with how you get on.
  16. Hey @sizraide, give this a try; { _smoke = "SmokeShellArty" createVehicle (getPos _x); _smoke hideObjectGlobal true; // Hide the smoke shell - Optional. } forEach [red, red_1, red_2, red_3, red_4, red_5, red_6];
  17. Maff

    neon Clothes ?

    Have you tried setObjectMaterial / setObjectMaterialGlobal?
  18. I'm not sure if I need to get out more but this is the best news I have seen in a good long while... From create3DENEntity Example 5; Create shape marker (since Arma 3 v2.05.147769) m = create3DENEntity ["Marker", "", position player]; // default rectangular marker m set3DENAttribute ["markerType", 1]; // 0 - rectangle; 1 - ellipse m set3DENAttribute ["brush", "DiagGrid"]; SOOOOOOON!
  19. 1. As @HereIsJones has pointed out; setCustomAimCoef is the key. 2. I have no idea. I didn't buy the DLC. There are ways to alter weapon sway on the fly. I have no time to lay it out, the BIKI is laid out very nicely. addAction setCustomAimCoef Any issues with putting it together, then post what you have and ask. Good luck.
  20. Nice. I was suggesting the same thing.
  21. Maff

    RDS A2 Civilian Pack

    You need to use animateDoor. The name of the doors are; "doors_1","doors_2","doors_3".
  22. @Persian MO I pulled this from a mission template I created a year or two ago. I have not tested it since, and testing was not extensive... Use at your own risk. { /* Remove all HandleDamage Event Handlers. This should disable ACE Medical on the players group - INCLUDING the player. It is possible to have player use ACE Medical. */ _x removeAllEventHandlers "HandleDamage"; _x addEventHandler [ "HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; _isFriendlyFire = side group _instigator isEqualTo side group _unit; if (_isFriendlyFire) then { _damage = 0; }; // IGNORE BELOW LINE! //if (_isFriendlyFire) then { _damage = 0; } else { _damage = _damage * 2; }; _damage } ]; } forEach units group player; A friend recently created something similar. I'm not 100% sure of his method but I'll ask him if he can respond here also.
  23. This should get you started. Not tested! player addAction [ "GTFO!", { { moveOut _x; unassignVehicle _x; } forEach (fullCrew [vehicle player, "cargo"]); } ];
  24. Just change _huntGroup to XYZ_huntGroup. It's good practice to give global variables a tag, such as ABC_, XYZ_, or BIS_.