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    • Kinda hard stuck atm. The next steps are:   Store the type of the wreck in the container, see setVariable At your recovery point add a trigger to continuously check for containers which contain a vehicle, trigger should detect Anything Present and it's condition need to filter for only wreck containers, see triggers and getVariable, thisList When the trigger activates get the type of the first container, see getVariable, thisList Delete the container and replace it with a new copy of the wreck, see deleteVehicle and createVehicle Reapply the event handler from step 1 of the packing process to the newly created vehicle   For Step 1 added the setVar into addAction: (not sure if this where is goes or if does not matter)   _cargo setVariable ["bh1Wreck", "blackHawk1"];      Step 2:  is where I am struggling. I  have it to check if x object is in trigger but not sure how to make it detect a container with a wreck in it.  
          Step 3: Not sure what he means here? like its class type? Or info from setVariable?   Step 5: Instead of reapplying the EH, can we just change its Variable with missionNamespace setVariable ["VarName", _var]; back to blackHawk1 and essentially do the same thing?
    • Thanks for that. Sounds like a lot of work.
    • You only need a model.cfg for disappearing bullets. But I would need the actual .p3d of the magazine so I could align them to the wells. Back in the day with JAM and all that it was pretty easy because all you needed was the config entries and add them to the weapon, nothing fancy. But yeah, you would need a lot of models to integrate them with the weapon.
    • G'day @EricJ,   Thanks for the reply about the MagWells. It would be good if you did do the upgrade, but I understand there would probably be a lot of work involved. Would you need to alter your model configs to acieve MagWell compatibility or is it only done through the main mod config? I'm not a modeller, so I don't know.   Keep up the good work.
    • Dang, we had a 35 player op here at this location and we all missed it... will be fixed for final v1.0 release. Thanks!

      1.0beta is out, Changelog:
      - resolved popup errors, we had to recompile main file with Addon Builder (tnx EO)
      - massive improvement of valley between Devina and Nuclear Plant
      - Barmanovo town update
      - exit tunnel from the Victorin cave, they usually use BTR to transport tourists back to the parking lot
      - removed bunch of trees on roads and bunkers, SW island near Marlov (tnx Scruffy & -FM-)
      - fixed MYR7_GL Gunname & Igla ammo in the Yulakian Weapon/Ammo crate
      - improvements of satellite and mask
      - fixed heights near the Komunovo Tunnel farm
      - improved some of beach & island areas
      - aligned one nuclear concrete block(tnx Scruffy)
      - aligned river pieces near Marlov (tnx Scruffy)
      - removed large shallow water block (tnx Scruffy & Andersen)
      - factory fixes in Mazemovo (tnx DMZ)
      - fixed floating sandbags in Buty (tnx DMZ)
      - fixed floating objects in central base and fairview pasture (tnx From_the_eye)
      - replaced nuclear reactor texture
      - new concrete pier for water activities (tnx Andersen for the tip)
      - fixed floating trees near Victorin cave (tnx Kerry)
      - bunch of displaced objects fixed in Martopol (tnx Kerry)
      - monument sunflower statue turned to gold
      - dual bench removed at Posh Pines resort (tnx Saghen)
      - numerous placement, clipping fixes (tnx Saghen)
      - brightness of the rusty bunkers increased
      - correct 10beta key added for dedicated servers   Download:
      https://steamcommunity.com/sharedfiles/filedetails/?id=2950257727
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