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aushilfsalien

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About aushilfsalien

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  1. aushilfsalien

    MK18 Mod 1

    Are ardvarkdbs mk18 models not included in RHS escalation? At least I thought that I've seen them there :)
  2. aushilfsalien

    Vcom AI V2.0 - AI Overhaul

    HoseKacken.bikey? :D As a German I do find this extraordinarily amusing ;)
  3. aushilfsalien

    Vcom AI V2.0 - AI Overhaul

    Hey genesis! Thanks for your work :) It's good to see that you are still working on your mod! Btw. has anyone gathered some experience with Alive and vcom Ai? Would you recommend using both mods together?
  4. Hey guys! I hope someone can shed some light on the use of the "init" eventhandler I use in my addon. My goal is to add a container with unique ACE3 actions (player can choose their loadout via ACE3 interaction menu), so I don't have to include the scripts in every mission (changing the loadouts can be very painfull, when you have to do that for a bunch of missions). Since I want to create my addon for use on a dedicated server I'm not shure, when the init eventhandler is executed. I know, that the code is globally executed when the object is created. But what happens, when players jip? Does the eventhandler show the same behaviour as the object initialisation field in the editor? Since the effects of ace_interact_menu_fnc_addActionToObject are local I'm guessing that I should make shure, that the function only fires once for each object and player locally. Thanks in advance! Edit: Forgot to add my scripts Further edit: The code works in SP but won't execute properly on a dedicated server. E.g. I can spawn an armory box as Zeus but neither will the ACE actions be nor the logo will be attached. The logo will only spawn shortly after I delete the box. Here is the CfgVehicles class for the container, class usArmoryContainer: Land_Cargo20_sand_F { displayName = "RHS US Armory"; scope = 2; scopeCurator = 2; class EventHandlers { init = "_null = [(_this select 0)] call AH_fnc_initUsArmoryContainer"; }; }; and my function AH_fnc_initUsArmoryContainer // Variables private ["_usArmoryBox","_usArmoryLogo"]; _usArmoryBox = _this select 0; // Only execute on server if (!isServer) exitWith {}; // Let every client call armory function on _usArmoryBox [_usArmoryBox] remoteExec ["AH_fnc_createUsArmory", -2, true]; // check if allready executed if (!isNil{_usArmoryBox getVariable "logoAdded"}) exitWith {}; _usArmoryLogo = createVehicle ['UserTexture1m_F', position _usArmoryBox, [], 0, '']; _usArmoryLogo setObjectTextureGlobal [0,'\rhs_armory\images\usArmory\logo.paa']; _usArmoryLogo attachto [_usArmoryBox,[0,-1.25,0]]; _usArmoryBox setVariable ["logoAdded",true]; and the AH_fnc_createUsArmory function
  5. Could someone make a recommendation for an ai mod in combination with ALiVE? We're currently using ASR AI (plus RHS + RHS config for ASR AI) and I've got the feeling that this combination doesn't really work well.
  6. Hey ruPal! That is indeed a gread modding idead! Is there any way we could get this as a scripted version? My players sadly do not want to install any more new mods :/
  7. Great work! Can't wait for the new update :) Thank you for that!
  8. aushilfsalien

    ASR AI 3

    Is there any way to tell the ai to defend an area? Or at least to stay where they are? ATM my players can stay put in a compound and wait for all the ai units to come to their position. I want to change that. Reducing asr_ai3_main_radiorange to 150 didn't help much. All ai groups still moving towards the players. I forgot to mention, that we use a template mission and spawn ai via Zeus. I would be nice to have a simple way to just tell the ai to defend an area.
  9. aushilfsalien

    ASR AI 3

    A mission module would be great! Makes configuring your mission settings much more comfortable.
  10. Hey armitxes! I want to try out your plugin but i seems I can't get intellisense/autocompletion working. Do I need to make any other adjustments than creating the folder and unzipping, that I'm unaware of? Code highlighting seems to work. Edit: Looks like I just didn't get the UI of VSCode :unsure:
  11. aushilfsalien

    Mk 1 eyeballs

    It seems I can't figure out how to configure my VD and oVD right. If I'm using your values (or VD = 6500 and oVD = 2000), my oVD drops to 500 - 800 when not zoomed in :huh:
  12. Okay, I figured it out: { _ammoBox = _x; _ammoBoxCode = "[[" + (str _x) + "],'fn_addCargoToArsenal',false,false] call BIS_fnc_MP;"; // create a string composed of what stays the same and the changing array item _addedAction = ['addToArsenal','Add cargo to arsenal','', compile _ammoBoxCode ,{true}] call ace_interact_menu_fnc_createAction; // create the action and compile the previously composed string [_ammoBox, 0, ["ACE_MainActions"], _addedAction] call ace_interact_menu_fnc_addActionToObject; } foreach _allAmmoBoxes;
  13. Hey guys! I'm playing around with ACE3's fnc_createAction and fnc_addActionToObject functions. What I basically want to do is to add an action to each ammo box in my array (_ammoBoxes). The action should then spawn a script, that only the server should execute (adding all box items to the virtual cargo of the missions arsenal). _ammoBoxes = [box_1,box2]; { _addedAction = ['addToArsenal','Add cargo to arsenal','',{ [[_x],"fn_addCargoToArsenal",false,false] call BIS_fnc_MP; },{true}] call ace_interact_menu_fnc_createAction; [_x, 0, ["ACE_MainActions"], _addedAction] call ace_interact_menu_fnc_addActionToObject; } foreach _allAmmoBoxes; But I'm stuck atm because the first "magic variable" won't change and stay "_x" throughout each itteration. I would really appreciate some help :) Hopefully one of you guys has a solution ;)
  14. That's good to hear! I really like your mod because of it's small size.
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