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wiredtiger

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About wiredtiger

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  1. To let everyone else know, I figured out what the problem was with using this mod on a linux server. With windows capitilization isn't an issue, but with linux it is a big deal. So, to make it work, the mod call for the server needs to be all lower case, i.e. "mod=/@js_jc_f18;" I also changed @JS_JC_F18 to @js_jc_f18, as well as the files inside the mod. Finally, I changed the header of the mission.sqm file, where it lists the required addons, to be lowercase as well. I don't know if ALL of these changes need to be made, I wanted to be thorough, but for me and my group it is working now.
  2. Is there any issue with using this on a linux server that anyone knows of? My group wants to use it, but I'm being told that there is issues when the mission is loading up with the jet placed. I'm not fully informed on what exactly is happening and just wanted to find some info on what could be the issue as I start to look into this.
  3. Can anybody tell me how to add the ieds in the editor? I just want to mess around with the cellphone trigger, and can't add it to a crate or my person... I can create an ied with ""ACE_Explosives_Place_IEDUrbanBig" createVehicle (position player)", but it only gives me an option to pick it up. When I do that it just disappears without it getting added to my person.
  4. Thanks for the reply! I thought ACE is completely open source. Why is this not open to the public?
  5. I do appreciate all the hard work you guys have done, and will be doing, and I really hope I don't come off as rude with this post this, however, has been very frustrating for me because there is very little information that I've been able to find. I've learned how to add an action to both Interaction and Self-Interaction menus, but I'm trying to get a better understanding on the optional parameters. This is the exact header in the github for "fnc_createAction.sqf" that I copied and pasted here. #5 From my testing seems to run as soon as the interaction menu is opened with the option available. #6 I'm not really sure what these are used by or how to call them. #7 Position of the object? Or where you have to be to have the action added to the menu? Or what? #8 I thought it would change the distance allowed from the object to see the interaction, but in testing nothing changes. #9 More parameters I'm not sure what to do with. #10 Modifies what? If anyone could help explain these that would be much appreciated! And maybe it is just me, but I find the headers for the create action function minimal, and not really informative. For example, #5 should read as: ---------- Post added at 14:13 ---------- Previous post was at 14:08 ---------- If I get a proper understanding of all the parameters to this function I'll fix it and submit it myself.
  6. I've been working on some custom interactions as well. I've been working on a custom Insurgency mission for my group, and when it comes to questioning civilians it has been difficult getting it to work properly. I got it up and running pretty fast with AGM, but it has been a nightmare with ACE. Here is my script for spawning civilians: if (!isDedicated) exitWith {}; _group = createGroup civilian; _civilian = "C_man_1"; _markerPlcacement = _this select 0; _placementRadius = _this select 1; for "_i" from 1 to 4 do { _individualCiv = _group createUnit [_civilian, (getMarkerPos _markerPlcacement), [], _placementRadius, "NONE"]; _civHeading = (random 360); _individualCiv setFormDir _civHeading; _individualCiv setDir _civHeading; questionCivGlobal = [_individualCiv, 0, ["ACE_Torso"], QuestionPersonAction] call ace_interact_menu_fnc_addActionToObject; publicVariable "questionCivGlobal"; _individualCiv disableAI "MOVE"; }; I don't see the option at all to question when I test it in mp, and get weird results in the editor. I'll be able to see the interaction just fine for one or two civs, while the others do what you described. It'll show up for a split second, and then disappear. On top of that in the questioning script I remove the option to question after that, and you can still question the same civ over and over until the whole group has been questioned at least once. And then none of them can be questioned. Edit: Also, if somebody could tell me parent tree that would be much appreciated. I haven't been able to find it. Edit2: Never mind, I literally just found it. For anyone else that needs to know here: ACE_Head-----------ACE_MainActions ACE_ArmLeft---------ACE_Torso ACE_ArmRight---------ACE_LegLeft ACE_TapShoulderLeft---ACE_LegRight ACE_TapShoulderRight They are listed in the config viewer subclass of different units under ACE_Actions and ACE_SelfActions.
  7. I'm trying to learn how to add a custom interaction to the menu and I'm kinda stuck. I have this in the init.sqf: civy is the name I gave to the civilian I placed in the editor. When I go into the game and try to interact with the civilian the game freezes. I found this gets added to the rpt when I load up the mission. Is this something I'm doing or should I report this as a bug?
  8. wiredtiger

    Advanced Ballistics (WIP)

    I'm not sure if anybody has already mention this, but with the 1.34v the original way of adjusting the zero is reactivated so you can use both your mod's way (with the arrow keys) or use page up and down. I noticed that when I was first testing it out just now. On a separate note, in your video you use a bipod. Which mod is that? I've only just now am getting into arma 3, and don't know which mods are the must have. Arma 2 had those key few that were the go to ones. Does arma 3 have any yet?
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