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Love how you made it simple by using the right mouse zoom /focus.
I think I have scrapped most of the stuff I had before and am using nearly every module.
Love how aggressive the spawn attacks group are. Even synced with a boat and it was cool.
Wish I would have recorded my first test of it.
I had 5 Jeeps racing to me so I went on 2nd floor of a building. They were all so insane after me that they crashed into each other. And then 1 vehicle flew a 100 feet and landed on me.
I was grinning ear to ear.... And LMFAO!
Now I'm ready to get this on a server.
Keep them coming.
If you are spawning group(s) by Zeus, I suggest you the second example with event handler "groupCreated" but that needs some basic knowledge for scripting (condition you want). Have fun.
After that I tried the example variable featured in the guide - _grp setVariable ["specGrpForResp","death" ]; and while there was no 'Init: Missing ;' message this time around, I performed a quick test in Zeus in which I killed the unit I wanted to respawn. After waiting for the Respawn Delay timer to finish, the unit did not appear.
I freely admit I'm clueless as to how Scripting works in Arma. A quick summary of what script to copy, and into what text box is really all I'm after. In any case, thank you for replying.
MGI_BLACKLISTVEHRESPAWN pushBack MGI22 ;
where you want.
NOTE: the init field of vehicle will never be reproduced in this module. Too tricky for multiple reasons, especially in MP. It's my choice and the reason why I chose to keep appearance, loadouts, crew, waypoints, even action added (addAction) or Arsenal, by added options.
Thank you!!!
If you read the documentation, there is a limited items supporting intel for nuke code, and laptop is not allowed.
On the other hand, I missed the fact some items are not vehicles... So I will fix this point.
At this time, you need to use a "Intel_File1_F","Intel_File2_F","Land_Document_01_F","Land_File1_F","Land_FilePhotos_F","Land_File2_F","Land_File_research_F"...
You should have a "take intel" working for nuke on these objects.
Laptops will be added next update (probably)
Check you don't have extra same module(s) also. I hope this help.
(The deescription for this is worded such that my assumption is if it is unchecked, the vehicles on that side should NOT spawn unless they are explicitly synced to the module).
Furthermore, I have set all of the respawn position fields under those to "starting position", yet sometimes the vehicles are spawning at their death positions.
Please correct me if I am wrong but I would assume the functionality of this module (based on the documentation) should only respawn the vehicles that are synced to it and it should ignore all other vehicles...but this doesn't seem to be the case.
Any help would be appreciated. I realize this is probably just user error. Thank you!
I think it would be nice to have a percentage setting to adjust the transition to unconsciousness.
And also that the units are always vulnerable to damage.
Your opinion ?
Prioritizing get out is not so easy.
Noticed with the healing module. It'll call AI out of gunner slots in vehicles. Would it be possible to have this changed to prioritise Disembarked units first rather than any unit ?
ou
_vehs = _this select {getText (configFile / "CfgVehicles" / _x / 'faction') == 'Marcus_OPFOR_enhanced' }; _vehs;
devrait fonctionner. If faut utiliser des guillemets simples (apostrophe) car ce code est intégré dans une chaîne texte elle-même compilée.
>> ou / cela n'a pas d'importance.
Enfin, il faut être sûr que le mod est pris en compte, c'est-à-dire décocher tout sauf "autres mods" en bas de liste. Et attendre le spawn... ou le message comme quoi rien ne spawn (rare).
_vehs = _this select {getText (configFile / 'cfgVehicles' / _x / 'author') == Grave}; _vehs;
_vehs = _this select {getText (configFile >> "CfgVehicles" >> "_x" >> "author") == "Grave"}; _vehs;
_vehs = _this select {getText (configFile >> "CfgVehicles" >> "_x" >> "faction") == "Marcus_OPFOR_enhanced"}; _vehs;
j'ai tenter de changer un peu tout par la suite pour tester , mais sans succès
help
As soon as you move the mouse, you’re pointing the turret while driving. In 3rd person, if you release
the mouse for 10 sec., the view comes back to driver (as you are). Stay on gunner in 1st person.
So, if I understand your question, just wait 10 seconds without moving the mouse.