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NullaDIes

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About NullaDIes

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  1. NullaDIes

    CH Mobile Headquarters

    I dont have my laptop on a.t.m. But first thing I would say is check the syntax, since you open up with 3 ['s and close with 1 ]'s at the end. So might be simple fix. When i have my system on i will look which code i used for vas and arsenal. And post it for you if i cant find the difference. Try this line for composition: _composition = [["Box_NATO_Support_F",[-2.99756,2.07959,0.0971174],180.556,{_this allowDamage false; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; clearItemCargoGlobal _this; _this addAction["<t color='#ff22ff'>Gear Select</t>", "ASORGS\open.sqf"]; null = [_this] execVM "scripts\medbox.sqf";}]]; Had to use blank scripts to see if they get called otherwhise I would need your scipts, but I got the "hint" messages I put in them so I should work. Kind Regards, NullaDies ---------- Post added at 23:10 ---------- Previous post was at 23:09 ---------- Sorry to completely neglect your actual question, what you did wrong on the code: _composition = [["Box_NATO_Support_F",[-2.99756,2.07959,0.0971174],180.556, {this allowDamage false; clearWeaponCargoGlobal this; clearMagazineCargoGlobal this; clearItemCargoGlobal this;<added a _ here> this addAction["<t color=#ff22ff'>Gear Select</t>", "execvm 'ASORGS\open.sqf']; <changed nul into null> nul =[this] execVM "scripts\medbox.sqf";}],<changed end from ;}], to ;}]];> So the things that did not work: - The addAction needed a local _this variable (just did not work without it) - You missed an L in null - The end of your composition was not correct, look at the brackets etc... easy to remember: if you open something with a [ you need to close it with a ] You can spot that by putting enters everything on a new line and tabbing it a bit. Example: This is my [something with {something in it}]; Break it down: This is my [ something with { something in it } ]; Doing that always makes me see if I made a mistake in the opening and closing of this. Kind Regards, NullaDies ---------- Post added at 23:30 ---------- Previous post was at 23:10 ---------- Hi Champ-1. Here is a test mission with a object in front of my vehicle. You will need this mod for the vehicle: http://www.armaholic.com/page.php?id=27583 I place the object in front of the chopper and loaded your function, afterwards when loading the same I picked up the radio (because of item check) and deployed. The radio appeared at the back of the chopper. Mission with objects: version=12; class Mission { addOns[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "JNS_Skycranes_BLU_Green", "map_vr", "A3_Modules_F_Curator_Curator", "A3_Weapons_F_ItemHolders", "a3_weapons_f" }; addOnsAuto[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "A3_Modules_F_Curator_Curator", "JNS_Skycranes_BLU_Green", "A3_Weapons_F_ItemHolders", "a3_weapons_f", "map_vr" }; randomSeed=1078871; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3849.2266,5,4581.4985}; azimut=246.14995; id=0; side="WEST"; vehicle="B_Soldier_F"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3822.0454,5,4593.686}; class args { items=4; class Item0 { value=""; parentCls="ModuleCurator_F"; typeName="Owner"; }; class Item1 { value=""; parentCls="ModuleCurator_F"; typeName="Name"; }; class Item2 { value="3"; parentCls="ModuleCurator_F"; typeName="Addons"; }; class Item3 { value="0"; parentCls="ModuleCurator_F"; typeName="Forced"; }; }; id=1; side="LOGIC"; vehicle="ModuleCurator_F"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Vehicles { items=2; class Item0 { position[]={3837.3103,5,4577.9556}; azimut=0.14091747; id=2; side="EMPTY"; vehicle="JNS_Skycrane_BLU_Green"; skill=0.60000002; init="null = [this, west] execVM ""CHHQ.sqf"""; }; class Item1 { position[]={3837.1147,5,4587.2813}; id=3; side="EMPTY"; vehicle="Item_ItemRadio"; skill=0.60000002; }; }; }; class Intro { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=3343716; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroWin { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=8556611; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroLoose { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=10514754; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; Kind Regards, NullaDies
  2. NullaDIes

    CH Mobile Headquarters

    Ok, not a problem. Might turn into a sneaky solution and turn the vehicle 180 degrees on setup. Will figur it out somehow. Thanks anyway. Kind Regards, NullaDies
  3. NullaDIes

    CH Mobile Headquarters

    I can only post the mission without objects since I placed them using zeus, saved the composition and now looking at a reversed composition. I am using a mod for the vehicle: http://www.armaholic.com/page.php?id=27583 (They should add a chat option to these forums where you can chat to each other when both agree to do it, makes conversations quicker) version=12; class Mission { addOns[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "JNS_Skycranes_BLU_Green", "map_vr", "A3_Modules_F_Curator_Curator" }; addOnsAuto[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "A3_Modules_F_Curator_Curator", "JNS_Skycranes_BLU_Green", "map_vr" }; randomSeed=1078871; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3849.2266,5,4581.4985}; azimut=246.14995; id=0; side="WEST"; vehicle="B_Soldier_F"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3822.0454,5,4593.686}; class args { items=4; class Item0 { value=""; parentCls="ModuleCurator_F"; typeName="Owner"; }; class Item1 { value=""; parentCls="ModuleCurator_F"; typeName="Name"; }; class Item2 { value="3"; parentCls="ModuleCurator_F"; typeName="Addons"; }; class Item3 { value="0"; parentCls="ModuleCurator_F"; typeName="Forced"; }; }; id=1; side="LOGIC"; vehicle="ModuleCurator_F"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Vehicles { items=1; class Item0 { position[]={3837.3103,5,4577.9556}; azimut=0.14091747; id=2; side="EMPTY"; vehicle="JNS_Skycrane_BLU_Green"; skill=0.60000002; init="null = [this, west] execVM ""CHHQ.sqf"""; }; }; }; class Intro { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=3343716; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroWin { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=8556611; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroLoose { addOns[]= { "map_vr" }; addOnsAuto[]= { "map_vr" }; randomSeed=10514754; class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; This was the composition that I got from the script and input based on the basic vehicle script, had to adjust positions of cargo to be in the right position but I did not change any composition values: case (toLower "JNS_Skycrane_BLU_Green"): { _composition = [["CamoNet_BLUFOR_big_Curator_F",[0.758057,0.0668945,-0.00827074],-2.85328, {_this addEventHandler ["HandleDamage", {false}]}],["Vest_V_TacVestCamo_khk",[-0.718506,1.43506,-0.00827074],-2.85328],["Land_Camping_Light_off_F",[-0.717041,-1.45264,-0.00858927],-2.81456],["Land_TinContainer_F",[-1.40723,-0.880371,-0.00615215],356.905],["Land_SatellitePhone_F",[-1.08911,-1.2583,-0.00827122],49.7775],["Land_Camping_Light_off_F",[1.47607,-1.17334,-0.00858259],-2.66412],["MapBoard_altis_F",[0.135254,-1.92871,-0.0104737],-2.72469],["Land_PaperBox_open_full_F",[-1.73315,1.12988,-0.00827074],-2.85328],["Weapon_arifle_MXM_F",[-0.353271,2.12646,-0.00827074],242.38],["Land_ExtensionCord_F",[2.03516,-1.06104,-0.00826979],357.119],["Land_Magazine_rifle_F",[-1.22607,2.05371,-0.00827074],197.471],["Weapon_arifle_MX_GL_F",[2.42969,-0.105469,-0.00827074],-2.85328],["Land_Magazine_rifle_F",[-0.941162,2.31445,-0.00827122],197.531],["Land_Magazine_rifle_F",[-1.24194,2.26367,-0.00827074],-2.75243],["Land_Magazine_rifle_F",[-1.61182,2.10645,-0.00827074],197.51],["Land_Magazine_rifle_F",[-1.38477,2.2749,-0.00827074],-2.83056],["Land_Magazine_rifle_F",[-1.55249,2.26172,-0.00827074],-2.74671],["Land_Magazine_rifle_F",[-1.22852,2.49316,-0.00827074],197.51],["Vest_V_Rangemaster_belt",[2.53711,1.19873,-0.00827074],-2.85328],["Land_Magazine_rifle_F",[-1.85986,2.11865,-0.00827074],197.523],["Land_Magazine_rifle_F",[-1.0376,2.63379,-0.00827074],197.52],["Land_Magazine_rifle_F",[-1.36548,2.4834,-0.00827074],-2.74761],["Land_Magazine_rifle_F",[-1.36548,2.4834,-0.00827074],197.505],["Land_Magazine_rifle_F",[-1.69531,2.27295,-0.00827074],-2.73593],["Land_Magazine_rifle_F",[-1.60864,2.36279,-0.00827074],197.514],["Land_Magazine_rifle_F",[-1.5083,2.49463,-0.00827074],197.501],["Land_Magazine_rifle_F",[-1.5083,2.49463,-0.00827074],-2.73662],["Land_Magazine_rifle_F",[-1.91138,2.25488,-0.00827074],-2.75194],["Land_Magazine_rifle_F",[-1.63428,2.49316,-0.00827074],-2.82702],["Land_Magazine_rifle_F",[-1.27295,2.7417,-0.00827074],197.531],["Land_Magazine_rifle_F",[-2.0542,2.26611,-0.00827074],-2.74125],["Land_Magazine_rifle_F",[-1.7771,2.50439,-0.00827074],-2.73604],["Land_Magazine_rifle_F",[-1.83154,2.50732,-0.00827074],-2.74934],["Land_Magazine_rifle_F",[-1.55396,2.71729,-0.00827074],197.513],["Land_Magazine_rifle_F",[-1.97437,2.51855,-0.00827074],-2.73875],["Land_MetalWire_F",[2.42798,2.13477,-0.00827074],-2.85328],["Land_Magazine_rifle_F",[-1.73511,2.74414,-0.00827074],197.525],["Land_Portable_generator_F",[2.79883,-1.85889,-0.00905848],353.735],["Land_Map_altis_F",[-0.0473633,4.68457,-0.00827074],283.197],["Land_Camping_Light_off_F",[3.49146,3.38086,-0.00856209],357.119],["Land_Ammobox_rounds_F",[0.892578,5.18799,-0.0084343],356.95],["Land_SurvivalRadio_F",[-0.926025,5.26758,-0.00827026],357.138],["Land_Tableware_01_stackOfNapkins_F",[1.49731,5.2832,-0.00827074],357.117],["Item_ItemGPS",[0.343018,5.64258,-0.00827074],-2.85328],["JNS_Skycrane_Pod_Cargo_BLU_Green",[5.57153,1.28271,0.013649],356.838],["Land_Antibiotic_F",[-0.909912,5.72461,-0.00827074],357.132],["Land_BloodBag_F",[-0.915771,5.99072,-0.0158381],-2.30694],["Land_DuctTape_F",[2.7561,5.56152,-0.00827074],-2.83818],["Land_Sleeping_bag_F",[-0.293213,6.37793,0.0170026],-2.85328],["Land_Sleeping_bag_F",[0.914795,6.32129,0.0170026],-2.85328],["Land_Sleeping_bag_F",[-1.53198,6.51367,0.0170026],-2.85328],["Land_Sleeping_bag_F",[2.03198,6.39014,0.0170026],-2.85328],["Land_RiceBox_F",[1.46631,6.86182,-0.00821495],-1.17154],["Item_ItemRadio",[0.378662,7.2583,-0.00827074],-2.85328],["Land_Bandage_F",[-0.306152,7.48779,-0.00827074],-2.79547],["Item_ItemWatch",[2.53418,7.05566,-0.00827074],-2.85328],["Item_U_I_CombatUniform_shortsleeve",[2.49292,7.4043,0.0186591],-2.85328],["Land_Can_V3_F",[0.289795,9.00977,-0.00822926],-1.5344],["Land_Can_Dented_F",[0.497803,9.00293,-0.00846577],-2.77521],["Land_Camping_Light_off_F",[-0.461426,9.01318,-0.00858259],-2.51262],["Land_Tableware_01_spoon_F",[0.801758,9.01123,-0.00827074],107.224],["Land_GasCooker_F",[0.0913086,9.08057,-0.00826645],356.957],["Land_CanOpener_F",[0.4021,9.11279,-0.00827074],-2.58605],["Land_Matches_F",[0.556885,9.13867,-0.00827026],356.949],["Land_Tableware_01_knife_F",[0.790039,9.13232,-0.00827026],-2.82393],["Land_BakedBeans_F",[0.217041,9.21631,-0.00825024],348.443],["Land_Tableware_01_fork_F",[0.869141,9.21094,-0.00827122],47.3606],["Land_ButaneTorch_F",[0.0065918,9.38379,-0.00822496],351.373],["Land_BakedBeans_F",[0.786865,9.44336,-0.00825024],348.443],["Land_CampingChair_V1_F",[-0.982422,9.49707,-0.0051465],71.0311],["Land_CampingChair_V1_F",[1.91772,9.41602,-0.00514555],279.743],["Land_CanisterFuel_F",[3.28149,9.09424,-0.00821733],355.138],["Land_FirePlace_F",[0.400146,9.79395,-0.00827074],-2.85328],["Land_WoodPile_F",[-2.45361,10.2778,-0.00827074],170.496],["Land_WoodPile_F",[3.17114,10.333,-0.00827074],170.496],["Land_CampingChair_V1_folded_F",[1.64648,10.8096,-0.00827074],160.911],["Land_CampingChair_V1_F",[-0.659424,11.1011,-0.00514698],121.544],["Land_Axe_F",[2.97681,11.4663,-0.0116315],357.146]]; _cargoInfo = ["JNS_Skycrane_Pod_Cargo_BLU_Green",[0.045,-1,-1],0]; [_obj, _side, _cargoInfo, _composition] call CHHQ_fnc_startingSetup; }; Don't know if any other "armaholic" (Or "Arma Addict" if it is not recognized here) recognizes the same behaviour but I am putting more time in modding/scripting/testing features than I am actually playing the game. (Not a issue at all, I like it)
  4. NullaDIes

    CH Mobile Headquarters

    I am using this code: CHHQ_fnc_getComposition = { _radius = _this select 0; _veh = if (vehicle player isEqualTo player) then {objNull} else {vehicle player}; if (isNull _veh) exitWith {systemChat "You need to be inside the vehicle to grab object composition around it."}; _objArray = []; _vehPos = getPosASL _veh; _vehDir = getDir _veh; { if (_x != _veh && !(_x isKindOf "Man")) then { _pos = getPosASL _x; _dir = getDir _x; _type = typeOf _x; _offset = [ (_vehPos select 0) - (_pos select 0), (_vehPos select 1) - (_pos select 1), (_pos select 2) - (_vehPos select 2) ]; _diroffset = _dir - _vehDir; _objArray pushBack [_type,_offset,_diroffset]; }; } forEach nearestObjects [_veh, ["all"], _radius]; copyToClipboard str _objArray; }; [15] call CHHQ_fnc_getComposition; But it gets all of my objects in the wrong direction. I am however using a skycrane and I am not sure if they did anything weird to its dynamics.
  5. NullaDIes

    CH Mobile Headquarters

    I did not meant the seats when deploying an HQ, I was talking about a Panther actually driving with the infantry whilst advancing to a direction full of enemies. (Would be nice to open up the gunner position for vehicles with guns to defend FOB) After playing around with the function in think I get the same result as noted before. All my objects are spawned in a mirrored position, I did not see any difference between codes however so wondering what to do. I can change the coordinates myself until found correct ones but not the easiest method :) Or I did not read a crucial part in these posts. Kind regards, NullaDies
  6. NullaDIes

    CH Mobile Headquarters

    Noted! Several ideas came to mind when seeing this script. - Fly a helicopter and land just out of range of a far objective, put up camouflage en setup basic FOB stuff. Afterwards start the actual operation and on death respawn and jump to chopper. (To keep it fun instead of fly 20 minutes again) - Get in a Panther with your team, drive to location of objective, put up camouflage en setup basic FOB stuff. Then start scouting the area, setup small FOP's only risking loss of person instead of vehicle. Plan ahead and start the actual operation and on death respawn and jump to Panther. (To keep it fun instead of driving 40 minutes again) This also incorporates some realism since you are not charging into a village or armed force with your unit packed inside the back of your panther, worst case you are going all on 1 line and vehicle only have driver commander and gunner and the rest out of harms way on your flanks. Hopefully I can create some nice things with Zeus and build some nice FOB's :-) Thanks again, NullaDies
  7. NullaDIes

    CH Mobile Headquarters

    Hi Champ-1, Thank you for prompt reaction. I already did that but it did not work, however I just looked at the code you note before and it ends with: [15] call CHHQ_fnc_getComposition; // radius in meters from vehicle to grab objects That does not work, I needed to remove the comment: [15] call CHHQ_fnc_getComposition; Strange but true :-) Thanks, NullaDies
  8. NullaDIes

    CH Mobile Headquarters

    Hi Champ-1, Like the script you made since it creates a way to get into range of the action quicker. I make my own missions to be map wide and this is something that can get you back in action quickly or add another dynamic. (Prepare before actually engaging) However, I am new to the whole functions thing and I have yet to find the way to use your function for getting my own compositions from a vehicle. Does anyone have a small and simple step to execute the composition function? Till then, I will keep reading on how to make/use it. Thank you in advance, NullaDies
  9. NullaDIes

    Altis Total War Coop @ALiVE @ ASR_AI3

    Yeah, i've been using Alive since it came available to save load. All the things you just mentioned I allready did for the mission, just finding the sweet spot for cqb settings and ambient vehicles and such. But great base for a world to play in.
  10. NullaDIes

    Altis Total War Coop @ALiVE @ ASR_AI3

    Lot of effort put into the mission, good job zyg0tic! I myself am daily on armaholic looking for new mods, scripts and gadgets to make a mission I enjoy alone and with friends. The world in this mission is nicely put together and is a great setup as a base for modification to personal liking. I just had to add some scripts for vehicle spawning, arsenal and some AI spawning and I can enjoy it solo as well. At first glance it's a bit heavy on my "old" laptop but I will tweak it a bit to make it playable on the same machine I host it on. Again good job, I hardly see a fully loaded world like this. (Might be because of performance) NullaDies
  11. Hi TeTeT, Solved it! In fn_planeStart.sqf I changed the for each statement a little bit. From: // resurrect crew { deleteVehicle _x } forEach crew _plane; createVehicleCrew _plane; Into: // resurrect {_plane deleteVehicleCrew _x} forEach crew _plane; createVehicleCrew _plane;
  12. Hi TeTet, (If this issue is already explained I did not find it in this entire post, looked everywhere.) I am not sure if this is because of the update today (03-03-2015) but I am encountering a issue with your traffic mission. To be sure there are no mods conflicting I removed all but required mods. When the planes are launched in your example mission they are making a left turn towards the sea and they crash after a couple of hundred meters. Not sure what to do to fix this, looks like he AI is not or not correctly using the waypoint and just crashed into the water. Things I tried: - Increase plane speed - Increase altitude of markers in editor - Increase altitude in script when calling marker Nothing solves the issue. Hopefully you or someone else encountered this and has a solution. Kind Regards, NullaDies
  13. Hi Goblin, A m8 of mine mentioned something that made me think of another "case" to be added to your MOD. - The submarine can be targeted/attacked by enemies which results in a emergency situation. When people are on board they need to change gear and get to the surface quickly but safe. You can watch search google for the following movie: Submariner Safety Suit and Escape Training - Jandie Walden - Add a emergency safety suit to the inventory - Make a timer that display the amount of damage and water getting in etc.. - Go to emergency exit and hope for the best.. Kind regards, NullaDies
  14. Hi Goblin, This is the first time that I give feedback on these forums to a developer. I am using your other mods for some time as a added immersion for my missions and this one looks promising as well. A slight issue I am noticing in usage can be re-created as follows: - Go to the laptop - Set destination (Somewhere -50 or lower) - Get on board submarine - Loadup gear - Get into air chamber - Flood it - Open hatch - Get out - Play around/go on mission/etc... - Dye and respawn or get back to laptop in one piece - Set destination again (not needed) - Get on board submarine again A this point, the entire submarine is still flooded including the other chambers. There is a small glitch point to be found at the stairs where you can reach the chamber controls to get the water out but I would suggest the following things, some easier than others I guess: - Only fill the air chamber with water. - Put chamber controls outside of the air chamber. This prevents others to board a flooded sub leaving them to search for the "glitch" at the stairs. If filling the air chamber is not possible: - Make sure that the sub is only filled with water when all people are inside the air chamber and the door is closed. - Prevent the boarding option. - Automatically release the water when everyone is outside, making the boarding option available again. - Put a option on the outside to fill it up again so people can get into the air chamber. This is the thing that prevents me to put it into a multiplayer mission since I cannot respawn like I can with the HELO mod. Other than this I am waiting to see what you got in store next. Keep up the good work! :ok: ps. Currently fixed for myself by putting the following code onto the same laptop I use to call the submarine: addAction["LOC System Valves: Drain Chamber", "vqi_diver\VQI-DevilDiver\vqi_lockoutchamber_drain.sqf", nil, 6, True, True, "", "(_target distance _this) < 4"] This enables me as "admin" of the game to empty the chamber after respawn, just had to fix it for myself but looking at the pbo it would be easy to implement it to the laptop inside the submarine or when leaving the submarine. Did not want to change the mod so just added the action to a object. pps. Not using this function or mod on anything public, just working on missions for myself and a buddy for lan games so hopefully not violating your mentioned "copyright".
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