Jump to content
  • Topics

  • Posts

    • @pierremgi after test playing with your MGI modules especially AI can spawn. First love your scripts and I appreciate all your hard work you put forth for this community. I know you said you're not really scripting that much for arma3 but if you ever have the time or the desire to relook at this mod in particular here are some suggestions on my wishlist ☺️    1. I know we talk about this but having the voice carryover like you did with the face models would be big increase in game immersion for sure. I am using your module for multiple alien factions that I'm working on and after respawn hear my Borg units call out in a regular English voice is a bit of a let down as well some reptilian alien factions.    2. The inability to have the group leader unit init box not carryover after respawn break so mission design for example. If I have a patrol script like UPmons UPS Gaia ect or a dostop or disablepath commands it will only work with the initial group and not after respawn.   3. It's awesome how you can use the modules with your setup parameters independently for blufor opfor ind and civilians but the inability to set individual groups respawn time limits mission design. All opfor group will respawn at the same intervals setup in the module.    4. The is no setup to hold the respawn based on distance. It would be nice to have a way to setup a distance radius that if a player is within the respawn holds until the player or enemy side is not inside the radius.      By no way is this criticism of your awesome mod  but just some suggestions if you ever had the desire to work on this mod again. Avibird   
    • Update on the UH-60 doors. It seems that 2.16 borked the doors to what they do, open halfway. It could very well be an animation issue, and I tried to solve the issue, with little result. So it's a known issue for now, and hopefully BIS would fix it.
    • Where are you placing the script? It should be in initPlayerLocal.sqf.   "Player" is a command.
    • https://community.bistudio.com/wiki/setOwner      
    • Super newbie here, sorry. I've been searching but no luck. I tried this script where I see how to randomly spawn the player https://forums.bohemia.net/forums/topic/188007-random-player-spawn/   _spawn_pos = ["marker1", "marker2", "marker3", "marker4", "marker5", "marker6", "marker7", "marker8", "marker9", "marker10"] call BIS_fnc_selectRandom; waitUntil {!isnull player}; player setPos (getMarkerPos _spawn_pos);   But the same script doesn't work with other playable units because instead 'player' might be another name, I guess, but I don't know what. Those playable units remain where I placed them in the editor. Any idea? Thanks
×