Recently added stuff:
- racetrack in the main town
- trailer camps (new caravans Euro style)
- shiny monument to those who sacrificed their time to bring Yulakia to life
- tourist sightseeing place Victorin Caves near Bobrowka
- bunkers & missile silos
etc.
Release: April 2024.
this is CSAT for Tanoa! this is made with stuff inside the vanilla game ( a part the camoface, for strange reason BI has excluded asian characters) I had wanted something closer to the Indonesian kopassus (not to mention the Berets that don't fit for asian heads there is a texture glicth easily solvable )
_newUnits is just allUnits - _checkedUnits ... but _checkedUnits is also allUnits ... further more, your variable _units seems to be useless.
If I'm right you want to treat edited units and the spawned ones.
An event handler is usually better than a loop. Here, the easy way is to treat in two parts, in init.sqf:
{ _x spawn ...} forEach allUnits; // or add a filter: ... forEach (allUnits select {!isplayer _x}) (alive _x is useless with allUnits)
addMissionEventHandler ["EntityCreated", {
params ["_entity"];
if (_entity isKindOf "CAManBase") then { do something on _entity};
}];
Hi
I use customized keys, the cursor keys to move and Sup and Pg Down instead of "q" & "e" for example. For this reason, I would also like to customize the keys that the menu has, they are apparently not customizable.
Does anyone know how to do that?
Strange, I have just tested it on my dedicated with no issues.
Are you seeing any errors in the server or clients RPT? Is it maybe a copy and paste issue from the forum inserting hidden characters?