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Tobur

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About Tobur

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    Lance Corporal
  1. Many thanks, that worked ;) Here is my script setup in case anybody wants to do something similar //Create parent action _ClassesParentAction = ["ClassesParentAction","ZS Klassen","",{true;},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _ClassesParentAction] call ace_interact_menu_fnc_addActionToClass; //Create dress up actions /////Squad Leader///// _SL = ["SL","Klasse Squad Leader ausrüsten","",{execVM "Scripts\ZS_UK_Multi_SL.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _SL] call ace_interact_menu_fnc_addActionToClass; /////Fire Team Leader///// _FTL = ["FTL","Klasse Fire Team Leader ausrüsten","",{execVM "Scripts\ZS_UK_Multi_FTL.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _FTL] call ace_interact_menu_fnc_addActionToClass; /////Combat Medic///// _CMedic = ["CMedic","Klasse Combat Medic ausrüsten","",{execVM "Scripts\ZS_UK_Multi_CombatMedic.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _CMedic] call ace_interact_menu_fnc_addActionToClass; /////Rifleman///// _Rifle = ["Rifle","Klasse Rifleman ausrüsten","",{execVM "Scripts\ZS_UK_Multi_Rifle.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _Rifle] call ace_interact_menu_fnc_addActionToClass; /////Grenadier///// _Gren = ["Gren","Klasse Grenadier ausrüsten","",{execVM "Scripts\ZS_UK_Multi_Gren.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _Gren] call ace_interact_menu_fnc_addActionToClass; /////Rifleman AT SMAW///// _SMAW = ["SMAW","Klasse Rifleman AT (SMAW) ausrüsten","",{execVM "Scripts\ZS_UK_Multi_SMAW.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions","ClassesParentAction"], _SMAW] call ace_interact_menu_fnc_addActionToClass;
  2. Thanks, tried something similar before, but does not work... Is this confirmed to be working?
  3. I am trying to edit the ACE interaction menus, basically running scripts with ACE interaction. I don't come far with the provided examples on GitHub, maybe you can push me into the right direction. One thing I'd like to add is the possibility to equip yourself at supply boxes with pre-defined loadouts (sqf files): //JTAC _JTAC = ["JTAC","Pick class JTAC","",{execVM "Scripts\ZS_UK_Multi_JTAC.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _JTAC] call ace_interact_menu_fnc_addActionToClass; //Combat Medic _CMedic = ["JTAC","Pick class Combat Medic","",{execVM "Scripts\ZS_UK_Multi_CombatMedic.sqf"},{true}] call ace_interact_menu_fnc_createAction; ["B_supplyCrate_F", 0, ["ACE_MainActions"], _CMedic] call ace_interact_menu_fnc_addActionToClass; There might be a more sophisticated approach to this, but this is what I can manage... Point is I'd like to add subactions / subcategories. Right now these actions appear in the main ACE interaction menu but I'd rather want them to be in a separate category like "Pick classes".
  4. Hoi, I am creating my own faction with the ORBAT tool. Works fine. I copied and edited existing factions, created the autogen.hpp and configpatches.hpp respectively and finally created an own pbo to load as a mod. But how can I continue previous work since I cannot finish everything in one session. The ORBAT FAQ tells me "The ORBAT Creator cannot save data to disk, it can only export to clipboard. Be sure to export your work and save it as a text file before closing the mission or you will lose your changes. You can import factions into the Orbat Tool to carry on working on them later." But I cannot find out how exactly I can import factions I already created earlier. Any hints?
  5. Right, but this is about martial conflicts or assymetric warfare and has to be discussed somewhere else. We are discussing the recreation (and obsession) about mass murdering everyday-people
  6. ah, thanks, I came here to report this, too. Just to let you guys know. Disgusting, out of place and not even farest related to the spritit of Arma. Please, for the sake of the Arma and the general gaming community somebody do something against these kind of "missions", this is a no go. And don't come me with censorship.... At least Armaholic should check this
  7. To port DRO missions to other maps you just have to rename a given mission and use Eden editor to correct the starting positions. The real magic of these missions happens via scripts: 1. download any DRO mission (e.g. Altis) 2. change mission map by changing the folder name it (e.g. DRO.Altis -> DRO.Malden) 3. adjust position and height of the civilian camp / add own stuff in the editor
  8. If you are up to dynamic missions with no mod restrictions but working with any mod on your side, go with Dynamic Recon Ops or for combined arms Dynamic Combat Ops. Best dynamic mission with lots of customization possible. The author does an awesome job there. Available for a number of popular maps but can be easily ported to any other map and edited for your own needs. Look it up in the Steam workshop
  9. Horrible performance with AMD CPU

    Tried tons of tweaks / overclocking for my AMD CPU. The only thing that helped was buying an i5. Do yourself a favour and take an i7 if you intent to invest...
  10. Flickering / moving textures

    Hey, I tried a lot of reshaders a while ago but with not much luck. Colors become weird... Did you change any settings or run the RL7 as it is?
  11. Arma 3 websites

    By now a good source of info and guides is the Steam workshop... What exactly are you looking for? Dslyecxi's community guides are still highly recommended. Tactical guide: http://ttp3.dslyecxi.com/
  12. You can also change the alpha value of the markers to make them invisible edit: ah sorry, has been already mentioned above..
  13. ACE3 Interaction Menus

    That's correct, once any unit is dead, there is no option of dragging anymore. If you want you can define the time of death behaviour in the ACE medical modules (prevent instant death and time until bleedout might be the settings you need).
  14. ACE3 Interaction Menus

    Hey Scott, did you check the ACE settings in the upper left corner of the Arma settings screen (Esc) ? Here you can adjust everything regarding ACE interactions, the behavior of the menus etc. Concerning the static medical interaction screen you can select this via the 3d interaction menu ("medical menu") or check the aforementioned ACE settings to set a hot key (either there of in the normal keyboard addon config settings). Finally the options to drag/carry a unit can be found in the interaction menu under "interactions" Watch this video about the settings in more detail. Check also other youtube videos, they are really useful
  15. Did you consult the PDF manual from the link on the first page? It is well explained there. You need to mark the spawn areas with map markers, name them and refer these names in the openme.sqf (like null = [["EOSinf_1","EOSinf_2","EOSinf_9"],[4,1,60],[2,2,75],[4,1],[0],[0],[0,0],[5,1,350,EAST,FALSE]] call EOS_Spawn;)
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