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    • Next Nick tomado77/luki1887/peek DIZZY/murdertankx/lurk 803/grumpyOlfart#518/datex#2274/womblezzzzzz/hingelotte91/vartolu89#5839/gwenchlan/ghilou83/kalki 108/patres91/trashhi#7652/chrisghost/evl reaprr/llerraf 68/charlyn#3245 And friends account that stupid cheaters use party fór synchro start And navigation bann all primary account that cheaters 
    • A play with Nick melie meloe many game in row with identic scenair 16 March after midnait.that people use synchronization start  with frinends,in evry game have identic scenair after star ONLY 1 time shoting some time kill solist,some time i see team killer what ONLY Wait in buildins And after Dash game,nothing next figt ONLY one shoot,and after team killer what is dead navigation friends,that peoples know where go,where Is any in bush,and have change loot complete map,i many times play game with identic scenair i dont have change survive in scenair 2x 6 COOP enemy.That peoples use synchro start in party with navigation for kill and loot.Please stop this!!!!!!we can doit,any die and automatic Finish in encounters?Nick what play that strategy in last week.MELIE MELOE,GODS JACKPOT,TBG B3RTX,KRTECEK DOT And others.this Is not normal,please control thats Nick a gift him perma ban for this game,PLESE DOIT MAX 5 PEOPLES IN PARTY And YOU ARE DEAD automatic go to loby,that people use that style in 80% game control party and And see WHO have true thanx 
    • Figured it out by trial and error: // Data Model { "ace_medical_openwounds": { "leftleg": [ ["_xClassID", "_xAmountOf", "_xBleeding", "_xDamage"] ] }, "ace_medical_bloodpressure": [79, 119], "ace_medical_ivbags": null, "ace_medical_inpain": false, "ace_medical_medications": [], "ace_medical_tourniquets": [0, 0, 0, 0, 0, 0], "ace_medical_heartrate": 79.4762, "ace_medical_pain": 0.568085, "ace_medical_bloodvolume": 6, "ace_medical_stitchedwounds": {}, "ace_medical_fractures": [0, 0, leftArm, 0, 0, rightLeg], "ace_medical_triagelevel": 0, "ace_medical_bodypartdamage": [ head, body, leftArm, rightArm, leftLeg, rightLeg ], "ace_medical_hemorrhage": 0, "ace_medical_occludedmedications": null, "ace_medical_triagecard": [], "ace_medical_bandagedwounds": {}, "ace_medical_peripheralresistance": 100, "ace_medical_painsuppress": 0, "ace_medical_statemachinestate": "Injured" } Injury types 11 - Mediom Avultion
      12 - Large Avultion
      61 - Medium Velocity Wound
      62 - (large?) Velocity Wound  
    • The trigger activates when an indep unit enters its area or spawns in. This trigger must be deactivated before it runs again (rearmed). So, your first unit/group  must leave the area or must be treated for exiting thisList (need a variable for example).   What I suggest:   1. If you know how to apply a code on spawned unit/group by your spawned module, add your waypoint this way (no trigger). I don't know if these units/groups are identified somewhere.   2. Far simpler : use MGI advanced modules, especially spawn Groups attack which allows you any group(s), of any side, of any mod, and any behavior (not only attack)... and code straight in module (here just write : (_this #0) addWaypoint [getMarkerPos "TaskAssault_Mark",0];  in code for group(s) field.) Simple as that.     3. Try to hack your spawned group. Name your trigger (the area one, say:  spawningZone)
        addMissionEventHandler ["GroupCreated", { params ["_grp"]; _grp spawn { params ["_grp"]; sleep 0.5; if (side _grp == INDEPENDENT && units _grp inAreaArray spawningZone isNotEqualTo []) then { _grp addWaypoint [getMarkerPos "TaskAssault_Mark",0] }; }; }];      
    • TheLastDay 🔸 Nome: TheLastDay | EU | PvE/PvP | NAMALSK-2150 🔸 Indirizzo IP: 185.229.237.68 🔸 Porta: 2302 🔸 Piattaforma: PC 🔸 Mappa: Namalsk2150 🔸 Tipologia: PvE & PvP 🔸 Sito Web & Social:           Discord: https://discord.gg/thelastday 🔸 Caratteristiche principali: MOD:  KOTH, AIRDROP, BUNKER, DNA KEYCARD, CHEST, BBP, AREE CUSTOM, EXPANSION MARKET&P2P MARKET, BLACK MARKET, VEICOLI, WEEKEND FULL PVP & RAID.
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