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Messages - AgentRev

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1
Editing & Coding / Re: Overall Scoreboard Variables
« on: Feb 14, 2019, 08:09 PM »
Yes, I believe that would be the easiest solution.

2
Editing & Coding / Re: AH-9 Pawnee AA Beep Warning
« on: Feb 14, 2019, 03:51 AM »

3
Editing & Coding / Re: Overall Scoreboard Variables
« on: Feb 13, 2019, 11:35 PM »
You must enable A3W_playerStatsGlobal = 1;

However if you do that, it will show the global scores on the leaderboard. If you want to keep it showing current round scores only, go in server\functions\fn_getScore.sqf and make this edit:

_global = param [2, false, [false]];

then you will be able to retrieve global scores in custom scripts like this:

Code: [Select]
_pKills = [_player, "playerKills", true] call fn_getScore;
_aiKills = [_player, "aiKills", true] call fn_getScore;
_deaths = [_player, "deathCount", true] call fn_getScore;

4
Editing & Coding / Re: Problem mission creation
« on: Feb 13, 2019, 11:29 PM »
Can you please upload/attach the whole mission file? It will be easier to help you.

5
Editing & Coding / Re: Warchest
« on: Feb 06, 2019, 07:45 PM »
The warchest is an ancestor to the ATM system, and is no longer supported, hence why it was removed from the store. I'm not sure why would you want to use it at all.

6
General Discussion / Re: Tanks DLC
« on: Feb 02, 2019, 10:06 PM »
Is there any word on another DLC in the same vein as Tanks sometime in the future?

No, I think Bohemia is done with Arma 3 DLCs, they're working on Arma 4.

7
Technical Support / Re: Vehicle saves broken in "profile" save.
« on: Jan 23, 2019, 06:07 AM »
"profile" and "iniDB" saving methods are no longer maintained since v1.4c and should not be used on a public server.

8
You have to wait a few minutes after spawn before using the menu due to lag

9
Are the Auto-turrets now a purchasable item in later editions?

They are disabled in the store config, but you should be able to purchase them without any issues if enabled. The UAV AI setup was quite improved in 2017, so if your mission is older than that then you might see a difference with the latest version.

10
Yeah it's a little bit complicated, I would say you'd need to put the code in a separate file, assign it as a function in globalCompile.sqf, call the function in vehicleSetup.sqf, and remoteExec it in objectLockStateMachine.sqf, that way you wouldn't need the waitUntil.

11
I have trouble understanding what you want to do, but I know AI drones and turrets can be prevented from shooting on their own by calling
Code: [Select]
_vehicle setAutonomous false

12
Editing & Coding / Re: Gear Loadouts
« on: Jan 10, 2019, 07:03 PM »
Oh yeah also I think anything related to BackpackOnChest is not saved/restored. That would require quite a few code edits.

13
-They show up as a active team member (not a major issue).
Yes, as is intended, since they are treated as UAVs.

-They cannot be moved without causing an animation error that cannot be escaped.
I cannot replicate this problem. I did not need to edit any config, everything works fine on my end.

-They cannot be disassembled. "Cannot disassemble weapon. Use Move item option instead.
Yes, as is intended, because hackers and BattlEye.

Also note that autonomous turrets bought by indies will not attack other indie groups, like UGVs, due to engine limitations.

14
I guess it could be possible with some extra code, but more importantly, why? It would really suck to be stuck on a team forever...

15
Editing & Coding / Re: Using gunstore warning for territory
« on: Jan 10, 2019, 06:35 PM »
I purposefully did not want to add text notifications because it would lead to a lot of spam and to maintain a bit of element of surprise.

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