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MrCrazyDude115

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Everything posted by MrCrazyDude115

  1. MrCrazyDude115

    Ravage

    Hey @haleks I'd love if you could come into my Discord and have a chat. PM me and I'll send you the Discord 🙂
  2. Yes but I noticed that some stuff don't allow that.
  3. Any way we could alter this code to not include AIs and player units?
  4. Hey guys! I know I post a lot of questions here, hope I'm not bothering anyone! Basically, I'm using this script to add an ACE action to a specific classname. ["CUP_clutter_mochomurka", 0, ["ACE_MainActions"], _gatherMushrooms] call ace_interact_menu_fnc_addActionToClass; This works fine, but only if I manually place down or spawn the classname as an object. How can I create a loop which checks terrain objects for this classname, and adds the action to all of them? Any help will be greatly appreciated, thank you!
  5. MrCrazyDude115

    [Question] AddAction to Terrain Object?

    No errors, just doesn't work. I tried also using getModelInfo and used the .p3d instead of the class but it didn't work either.
  6. MrCrazyDude115

    [Question] AddAction to Terrain Object?

    Gonna try this now! EDIT: NO luck. 😞
  7. MrCrazyDude115

    [Question] AddAction to Terrain Object?

    Ahh! Lemme give it a try!
  8. MrCrazyDude115

    [Question] AddAction to Terrain Object?

    How can I do that?
  9. MrCrazyDude115

    [MP][RAVAGE][RP/COOP/PVP-120] OPERATION COBALT

    Hey guys! So due to the frequency of updates and other things, I'm finding it difficult to update all my Discord, Steam page, AND BI Forums page. Therefore I'm going to be shifting it all to my Steam page. All updates will be posted on the steam workshop page changelogs, with a custom website soon to come 🙂 https://steamcommunity.com/sharedfiles/filedetails/?id=1980557441 I will also post a changelog here of everything that was added/changed in the order it was done from the day this mod launched, to today!
  10. MrCrazyDude115

    Ravage

    Hey guys, So I'm putting down the Safe Zone module to prevent bandits from entering the SZ. They're supposed to get deleted but they just walk right in. I have the radius set to 500 yet they literally walk up to where the module was placed! Any ideas?
  11. MrCrazyDude115

    Ravage

    Hey guys! Not sure if it's okay for me to put this here... but I recently released my latest project using Ravage as a base. Enjoy 🙂 https://steamcommunity.com/sharedfiles/filedetails/?id=1980557441 I also have a question however. If I want to edit some of the functions in the mod, such as the VehInit (I want to stop vehicles from having the Addactions and rusted textures), how would I go about doing so without actually opening up the mod and changing it?
  12. MrCrazyDude115

    Converting .pac or .paa to png

    Just open the .paa in TexView 2, and Save As PNG.
  13. Hey guys! So I'm trying to make it so that everything with a specific classname will have an AddAction added onto it. This is the code I have so far, but it isn't working. What am I doing wrong? //Gather Mushrooms act_gatherMushrooms = player addAction[ "Gather Mushrooms", ' private["_trg"]; _trg = cursorTarget; player playMoveNow "UnconsciousMedicFromUnarmed"; player playMove "UnconsciousMedicOut"; sleep 4; player addItem "kss_mushrooms"; hint "Gathered Mushrooms"; ', "", 10, true, true, "", ' _show = false; _trg = cursorTarget; if ( (typeOf _trg) in ["fern_boletus_group", "fern_amanita_single", "CUP_clutter_mochomurka"] ) then { _show = true; }; _show ' ]; I also have another question, what if instead of making it an addAction, I want to make it that thing that pops up and asks you to hold down space. Example is the "Search" feature in Ravage. What If I want to implement that instead of the addAction? Any help will be appreciated!
  14. MrCrazyDude115

    [Help] AddAction to Every Type of Object?

    I added you on Discord 🙂
  15. MrCrazyDude115

    [Help] AddAction to Every Type of Object?

    Yes, they're terrain objects. Should I use cursorObject instead?
  16. Wonderful work! Do you have plans for a US based map? We desperately need a good one!
  17. MrCrazyDude115

    Hunter'z Persistency Module

    Would love that too lol
  18. MrCrazyDude115

    Hunter'z Persistency Module

    Hey! I'm having a little bit of difficulty getting it to work properly. It works, but not quite. Can we talk on Discord or something? Would really appreciate the help!
  19. MrCrazyDude115

    [MP][RAVAGE][RP/COOP/PVP-120] OPERATION COBALT

    BETA UPDATE 2 Changelog: Operation Cobalt has received its second update since entering Beta! Here are all the additions and changes which have been brought in with this update. Extra Screenshots: A quick reminder that if you'd like to play, all you have to do is join the Discord!
  20. MrCrazyDude115

    [MP][RAVAGE][RP/COOP/PVP-120] OPERATION COBALT

    BETA 1.0 Changelog: Operation Cobalt is now in its Beta stage! Here are all the additions and changes which have been brought in with this update. Extra Screenshots:
  21. Hey everyone! I'm trying to make it so that whenever a player is garrisoned in a boat, they'll get an addAction to "Go Fishing", which will then spawn a fish item in their inventory, which I already have added to the game with the classname "gen_fish". Any ideas? Thanks!
  22. MrCrazyDude115

    [Question] AddAction when inside boat

    Works perfectly! Thank you so much!
  23. MrCrazyDude115

    [Question] AddAction when inside boat

    Okay so here's how this is set up: initPlayerLocal.sqf player addEventHandler ["GetInMan", { params ["_unit", "_role", "_vehicle", "_turret"]; if (_vehicle isKindOf "ship") then { _vehicle addAction ["Start Fishing", {"scripts\actions\fishing.sqf"}] }; }]; fishing.sqf hint "Fishing..."; sleep 10; player addItem "gen_fish"; hint "You caught a fish."; waitUntil {sleep 0.5; isNull objectParent _caller}; _target removeAction _id; It added the addAction after entering the boat, but fishing.sqf did not execute when I click the action, and if I leave the boat and get back into it, there are two actions. It appears the removeAction isn't working. Any help?
  24. MrCrazyDude115

    [Question] AddAction when inside boat

    Thank you so much! I'll experiment with this now.
  25. MrCrazyDude115

    [Question] AddAction when inside boat

    Okay so I see how to do it, but the situation here is as follows: The vehicles (boats) are spawned mid-game through a shop system. Therefore, the vehicles don't have a name. Is it possible to replace the "_vehicle" shown here: this addEventHandler ["GetIn", { params ["_vehicle", "_role", "_unit", "_turret"]; }]; Replace _vehicle with a variable that basically looks at a specified array of classnames for boats, and if a player is in one of those vehicles, execute the addAction?
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