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Everything posted by MrCrazyDude115
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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 🙂
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Turning all map objects into super simple objects in EDEN.
MrCrazyDude115 replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes but I noticed that some stuff don't allow that.- 20 replies
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- objects
- simple objects
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Turning all map objects into super simple objects in EDEN.
MrCrazyDude115 replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any way we could alter this code to not include AIs and player units?- 20 replies
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- objects
- simple objects
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(and 2 more)
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[Question] AddAction to Terrain Object?
MrCrazyDude115 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
[Question] AddAction to Terrain Object?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
[Question] AddAction to Terrain Object?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gonna try this now! EDIT: NO luck. 😞 -
[Question] AddAction to Terrain Object?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahh! Lemme give it a try! -
[Question] AddAction to Terrain Object?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I do that? -
[MP][RAVAGE][RP/COOP/PVP-120] OPERATION COBALT
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - USER MISSIONS
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!- 4 replies
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- the walking dead
- roleplay
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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?
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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?
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Converting .pac or .paa to png
MrCrazyDude115 replied to prototype1479's topic in ARMA 3 - MODELLING - (O2)
Just open the .paa in TexView 2, and Save As PNG. -
[Help] AddAction to Every Type of Object?
MrCrazyDude115 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
[Help] AddAction to Every Type of Object?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I added you on Discord 🙂 -
[Help] AddAction to Every Type of Object?
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, they're terrain objects. Should I use cursorObject instead? -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
MrCrazyDude115 replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wonderful work! Do you have plans for a US based map? We desperately need a good one! -
Hunter'z Persistency Module
MrCrazyDude115 replied to K.Hunter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would love that too lol- 19 replies
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- persistency
- database
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Hunter'z Persistency Module
MrCrazyDude115 replied to K.Hunter's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 replies
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- persistency
- database
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[MP][RAVAGE][RP/COOP/PVP-120] OPERATION COBALT
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - USER MISSIONS
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!- 4 replies
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- the walking dead
- roleplay
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[MP][RAVAGE][RP/COOP/PVP-120] OPERATION COBALT
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - USER MISSIONS
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:- 4 replies
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- 1
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- the walking dead
- roleplay
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(and 3 more)
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[Question] AddAction when inside boat
MrCrazyDude115 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
[Question] AddAction when inside boat
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works perfectly! Thank you so much! -
[Question] AddAction when inside boat
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
[Question] AddAction when inside boat
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you so much! I'll experiment with this now. -
[Question] AddAction when inside boat
MrCrazyDude115 replied to MrCrazyDude115's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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?