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MrCrazyDude115

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About MrCrazyDude115

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    Santa's secret bunker

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  • Biography
    I'm a 19 year old guy from Egypt who loves and has a passion for game development and modding. I've been modding in Arma since 2011. (Yes.. believe it or not...) started with simple scenarios then moved on to do what I do today :)

    Yes, I also go by the names Genesis and TacoApex
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    crusher4536
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  1. OFFICIAL SERVER: Game Server IP: 54.36.126.232 Port: 2302
  2. MrCrazyDude115

    [Help] HoldAction to Classname

    Still no luck with any of the codes. I tried executing it with a mod, in the init.sqf, and using a debug tool. All throw zero errors with zero results. I even tried using various different objects to see if maybe the tree classname is bugged. Same issue. No idea what to do at this point tbh.
  3. MrCrazyDude115

    [Help] HoldAction to Classname

    Okay let's give it a go.
  4. MrCrazyDude115

    [Help] HoldAction to Classname

    ["CUP_t_malus1s", "init", { params ["_entity"]; _entity addAction ["Pick Apple", { params ["_target","_caller","_id"]; hint "Picking apple..."; _caller playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon"; _caller addItem "gen_apple"; hint "Gathered One Apple"; } ] call CBA_fnc_addClassEventHandler; I even tried a normal addAction. No results...
  5. MrCrazyDude115

    [Help] HoldAction to Classname

    No luck. I tried raising that number all the way up to 20. No luck. What am I doing wrong??
  6. MrCrazyDude115

    [Help] HoldAction to Classname

    Hmm, lets try that!
  7. MrCrazyDude115

    [Help] HoldAction to Classname

    Still, no luck.
  8. MrCrazyDude115

    [Help] HoldAction to Classname

    No this object was placed in the editor
  9. MrCrazyDude115

    [Help] HoldAction to Classname

    I tried it with this code and it didn't work. No errors either. What am I doing wrong? Yes I have CBA. //Pick Apples ["CUP_t_malus1s", "init", { [ this, // Object the action is attached to "Pick Apples", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_this distance _target < 3", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick { _caller playMoveNow "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon"; _caller addItem "gen_apple"; hint "Gathered One Apple"; }, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 2, // Action duration [s] 0, // Priority false, // Remove on completion false // Show in unconscious state ] call BIS_fnc_holdActionAdd; } ] call CBA_fnc_addClassEventHandler;
  10. MrCrazyDude115

    Ravage

    OMG THANK YOU! @haleks I just want to say, that my mod would not have been possible without Ravage! Thank you for your amazing work! 😄
  11. Hey guys! So what I want to achieve is adding a specified HoldActionAdd to all object of a specific classname. Example: Lets say I go into the editor and put down a tree with classname "EXAMPLE", it will auto add the holdaction to it without the need to put anything in its init field because its already executed through code. Help? EDIT: There will be dynamically spawning objects mid-game that I'd like to have the action added to.
  12. "When civilization ends, it ends fast" - Tobias Greetings everyone! Today I'm here to share with you my biggest project yet. Operation Cobalt. What is Operation Cobalt? I'm sure we can all agree there is a lack of "good" FPS/TPS games based in The Walking Dead universe, with very few that even give a glimpse of the Army/Gov in action. Operation Cobalt is an apocalyptic total conversion mod based in The Walking Dead universe, using Ravage and ACE3 as a base, and attempts to portray the efforts of the Military in Roleplay, Milsim, SP, Co-op, and even PVP environments with its included missions and content. In The Walking Dead, Operation Cobalt is the name given to the plan devised by the U.S. Military in order to contain the spread of the infection. The initial stage of Operation Cobalt was initiated three days after the initial outbreak began in the U.S.A., with the deployment of military units into major urban areas (such as Los Angeles, California or Atlanta, Georgia) after the outbreak overwhelmed local law enforcement. Once deployed, the units would set up easily defensible 'Safe Zones' in urban areas such as Safe Zone India in Los Angeles or around the CDC in Atlanta. Medical facilities and refugee centers, such as those in the Los Angeles Arena and Raynard Community College, would also be set up to secure those believed to be infected, provide screenings for the injured and sick, and to act as bases of operations. Once these areas were set up, the safe zones would be used as a spring board to try to take back major metropolitan areas. Included Missions/Scenarios (W.I.P) Operation Cobalt comes with missions, scenarios, and campaigns that all take place in The Walking Dead universe and portray the events of Operation Cobalt, mostly during the first 30 days of the outbreak. Operation Cobalt RPG (MMORPG) (Released, Alpha) Trapped (SP Mission) (TBA) First Contact (SP Mission) (TBA) Resurgence (Co-Op Mission) (TBA) Escape (Co-Op Mission) (TBA) First Responders (SP Campaign) (TBA) COBALT (SP Campaign) (TBA) N.O.A.H. (SP Campaign) (TBA) Main Mod Features Highly modified Ravage zombies with custom sounds and new animations. (Configured as a replacement mod for Ravage) Custom units for various factions in the editor for mission creation. (Constantly adding more) New weapons and items such as an AR-15, Thermometer gun, fishing pole, pickaxe, hammer, and dozens of food and drink items. (Constantly adding more) Hunger and thirst. Arma 2 animations and terrain walking sounds. Mining, picking apples from trees and mushrooms, fishing, hunting, and cooking using ACE interact. (Constantly adding more) Customized ACE system. ACE can be fully customized to suit your liking under Options --> Addon Options --> Server --> ACE Stuff. Extensive lore based in The Walking Dead universe, with nods to the show and eastereggs. (Constantly adding more) All existing Ravage modules and features will work EXCEPT for the survival system. Use the new KSS Hunger and Thirst module instead! And over a dozen more features currently planned and in development! Documentation on how to implement each feature into your custom missions will be available soon. For now, join the Discord for help. Join our Discord for access to our official Cobalt game servers, help, tips, announcements, and so on. There is a channel in the Discord called "editors-corner", all help regarding how to use the new assets can be requested there. Screenshots, videos, downloads, and the required mods are available on the Steam Workshop. CREDITS:
  13. MrCrazyDude115

    [Help] Task Locality

    Hmmm... I'm looking at it but I don't see anything I can tell is missing. Any ideas?
  14. MrCrazyDude115

    [Help] Task Locality

    Aha! Okay everything works except for the reward function in initPlayerLocal.
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