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Owenxpl

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Everything posted by Owenxpl

  1. Ok it happend second time it spawn 4 jets every time after server restart. I skipped some mission by deleting the units and killing sub-objective and that whats happend. I have to check how it will looks like if we play the mission without deleting units and killing subobjective.
  2. It have AAA But now i guess that something was bugged becouse it spawn 5 planes... and after this mission it's look like everything is back to normal.
  3. Hmm Why when i have 3 players, mission spawns planes? //Determine how many units to spawn: private _amountOfPlayers = count allPlayers; private ["_MBTs","_AAVics","_IFVs","_Cars","_mainInf","_AAinf","_ATinf","_recon","_helis","_jet"]; switch true do { case (_amountOfPlayers <= 3):{ _MBTs = 0; _AAVics = 0; _IFVs = 0; _Cars = 2; _mainInf = 5; _AAinf = 1; _ATinf = 1; _recon = 1; _helis = 0; _jet = false; }; case (_amountOfPlayers > 3 &&_amountOfPlayers <= 6):{ _MBTs = 1; _AAVics = 0; _IFVs = 1; _Cars = 1; _mainInf = 5; _AAinf = 1; _ATinf = 1; _recon = 1; _helis = 0; _jet = false; }; case (_amountOfPlayers > 6 && _amountOfPlayers <= 15):{ _MBTs = 1; _AAVics = (0 + round (random 1)); _IFVs = (1 + round (random 1)); _Cars = (1 + round (random 1)); _mainInf = 6; _AAinf = 1; _ATinf = 1; _recon = 2; _helis = 0; _jet = false; }; case (_amountOfPlayers > 15 && _amountOfPlayers <= 30):{ _MBTs = 1; _AAVics = (1 + round (random 1)); _IFVs = (0 + round (random 1)); _Cars = (1 + round (random 2)); _mainInf = 7; _AAinf = 2; _ATinf = 2; _recon = 1; _helis = 0; _jet = selectRandom[true, false, false]; }; case (_amountOfPlayers > 30 && _amountOfPlayers <= 40):{ _MBTs = 1; _AAVics = 2; _IFVs = 2; _Cars = 3; _mainInf = 8; _AAinf = 2; _ATinf = 2; _recon = 2; _helis = 0; _jet = selectRandom[true, false, false]; }; case (_amountOfPlayers > 40 && _amountOfPlayers <= 50):{ _MBTs = 1; _AAVics = (2 + round (random 1)); _IFVs = (2 + round (random 1)); _Cars = (3 + round (random 1)); _mainInf = 9; _AAinf = 2; _ATinf = 2; _recon = 3; _helis = 1; _jet = selectRandom[true, true, false]; }; case (_amountOfPlayers > 50):{ _MBTs = 2; _AAVics = (2 + round (random 2)); _IFVs = (2 + round (random 2)); _Cars = (3 + round (random 2)); _mainInf = 10; _AAinf = 3; _ATinf = 3; _recon = 4; _helis = 2; _jet = true; }; };
  4. So if this file "fn_mainAOSpawnHandler.sqf" set amount of enemies what changes are made by changing "Amount of infantry groups on the main AO" in parameters?
  5. I hope that this will not be a problem when I continue asking in this topic. How can I incrase Amount of infantry groups on the main AO over 10? Adding extra options in "Description.ext" seems doesn't work. How can I remove that info?
  6. I just do that but i heven't tested it well. I have added all keys, set Verify Signatures v2 and run mods this way -servermod=@task_force_radio;@CBA_A3 Server don't require any mods but you can join with them and you can't connect with any other. And you do it well In arma 3 it should do exacly the same as 2
  7. I wouldn't make now topic for one extra question How can i made like in your second server to arma require TFAR and only allow JSRS? Or even better it will be to make all of the mods will be suggested, but i ques that it will be impossible to make server with TFAR and make it optional...
  8. What kind of items do you mean? I checked it and it works. I think.
  9. THX If in the future someone will have same problem //Assigned items: { if ((_x != "") && ((_x find "tf_anprc152") < 0) && (!(_x in whitelistArray) || (_x in blacklistArray))) then { _removedString = _removedString + (getText (configFile >> "CfgWeapons" >> _x >> "displayName")) + "<br/>"; _removedItems pushBack _x; player unassignItem _x; player removeItem _x; }; if ((_x == "B_UavTerminal") && ((roleDescription player find "Operator") == -1)) then { player unassignItem _x; player removeItem _x; }; } forEach (assignedItems player);
  10. So i need help because idk syntax of sgf I add this if ((_x != "") && (_x != "tf_anprc152") && (!(_x in whitelistArray) || (_x in blacklistArray))) then { But i have to add there also any character after tf_anprc152
  11. Yeah but if i understand this code, if i add radio to whitelistArray it should work.
  12. Hi, I'm trying to add Task Force Radios to the mission but i have problem with this model "tf_prc152". Wherever i add, this script remove it from inventory (it's visible in arsenal). i'm using TFAR 0.9.12 whitelistArray = ["tf_anprc152"]; generalItems = [ //Optics: "optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_Arco", "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_ERCO_blk_F", "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_Hamr", "optic_Hamr_khk_F", "optic_Holosight", "optic_Holosight_blk_F", "optic_Holosight_khk_F", "optic_Holosight_smg", "optic_Holosight_smg_blk_F", "optic_Holosight_smg_khk_F", "optic_MRCO", "optic_NVS", "optic_Arco_arid_F", "optic_Arco_lush_F", "optic_Arco_AK_arid_F", "optic_Arco_AK_blk_F", "optic_Arco_AK_lush_F", "optic_Holosight_arid_F", "optic_Holosight_lush_F", "optic_MRD_black", "optic_ico_01_f", "optic_ico_01_black_f", "optic_ico_01_camo_f", "optic_ico_01_sand_f", //Accessories: "acc_flashlight", "acc_flashlight_smg_01", "acc_pointer_IR", //Suppressors: "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_58_blk_F", "muzzle_snds_58_ghex_F", "muzzle_snds_58_hex_F", "muzzle_snds_65_TI_blk_F", "muzzle_snds_65_TI_ghex_F", "muzzle_snds_65_TI_hex_F", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_acp", "muzzle_snds_B", "muzzle_snds_B_khk_F", "muzzle_snds_B_snd_F", "muzzle_snds_H", "muzzle_snds_H_khk_F", "muzzle_snds_H_snd_F", "muzzle_snds_H_MG", "muzzle_snds_H_MG_blk_F", "muzzle_snds_H_MG_khk_F", "muzzle_snds_L", "muzzle_snds_M", "muzzle_snds_m_khk_F", "muzzle_snds_m_snd_F", "muzzle_snds_570", //Bipods: "bipod_01_F_blk", "bipod_01_F_khk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli", //Handgun Optics: "optic_MRD", "optic_Yorris", //Handgun Accessories: "acc_flashlight_pistol", //Night Vision Goggles: "NVGoggles", "NVGoggles_INDEP", "NVGoggles_OPFOR", "NVGoggles_tna_F", //Binoculars: "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_01_khk_F", "Laserdesignator_03", //Map, GPS, Radio, Compass, Watch: "ItemMap", "ItemGPS", "ItemRadio", "ItemCompass", "ItemWatch", //Other: "FirstAidKit", "Medikit", "ToolKit", "MineDetector", //TFAR: "tf_anprc152" ]; Backpacks work well... except "tf_mr_3000_multicam"... //Backpacks all slots have access to. generalBackpacks = [ "B_AssaultPack_blk", "B_AssaultPack_cbr", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_AssaultPack_tna_F", "B_Bergen_mcamo_F", "B_Bergen_tna_F", "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_mcamo", "B_Carryall_oli", "B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_oli", "B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_rgr", "B_Kitbag_sgg", "B_LegStrapBag_black_F", "B_LegStrapBag_coyote_F", "B_LegStrapBag_olive_F", "B_Messenger_Black_F", "B_Messenger_Coyote_F", "B_Messenger_Gray_F", "B_Messenger_Olive_F", "B_Parachute", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_oli", "B_TacticalPack_rgr", "B_ViperHarness_blk_F", "B_ViperHarness_khk_F", "B_ViperHarness_oli_F", "B_ViperLightHarness_blk_F", "B_ViperLightHarness_khk_F", "B_ViperLightHarness_oli_F", "B_AssaultPack_wdl_F", "B_Carryall_green_F", "B_Carryall_wdl_F", "B_FieldPack_green_F", "B_AssaultPack_eaf_F", "B_Carryall_eaf_F", "B_Carryall_taiga_F", "B_FieldPack_taiga_F", "B_RadioBag_01_black_F", "B_RadioBag_01_mtp_F", "B_RadioBag_01_tropic_F", "B_RadioBag_01_wdl_F", "B_RadioBag_01_eaf_F", "B_SCBA_01_F", "B_CombinationUnitRespirator_01_F", //TFAR: "tf_rt1523g_big_rhs", "tf_rt1523g", "tf_mr_3000_multicam" ]; And one more. How can i add Gbu12 to Black wasp? I know that i have edit fn_vsetup02.sqf but idk what i have to change.
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