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T_STRONG_SHARK

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About T_STRONG_SHARK

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  1. Just wondering if this is under development? maybe I missed a post but I sure hope it is cuz it looks awesome so far!
  2. T_STRONG_SHARK

    F-15 Eagle Series Standalone

    Hey there Firewill love all of your mods to death best planes in arma! But I currently can't rearm the F-15 with the AMS system since the last update. Every time I rearm the F-15 the rack get emptied and the new weapons load but then as soon as loading is complete they all disappear and I can only use the Vulcan and the laser designator as seen in the video Hopefully, this can be fixed soon. Keep up the good work and can't wait whats coming up :D
  3. T_STRONG_SHARK

    Making a Limited Arsenal

    So due to me running a dedicated server, I need to add the script above. But where do I put this script? @Wyqer
  4. T_STRONG_SHARK

    Making a Limited Arsenal

    Ok so now I am able to scroll on to arsenal but then I get an error message stating. [BIS_fnc_aresenal] Error: type ARRAY expected OBJECT on index 0 in [[21b2e753580/ 159357: supplydrop.p3d,Zeus,0,<null>], false,(true)] here is a screen shot as well https://gyazo.com/7ecc26516a5132da08e20060245cb4a0 But thanks for helping me so far :D
  5. T_STRONG_SHARK

    Making a Limited Arsenal

    Ok so that partially helps me but I still need it to work in first place. What do I put in the init part of the ammo box so that it limits the arsenal to what I have limited it to
  6. I am currently making a mission file for my Arma 3 Mil-Sim and I want to limit the options the players have. I have gone to https://community.bistudio.com/wiki/Arsenal#Access but this didn't really help me any further. I have also searched the BI forums but still didn't find what I was looking for. My current state is that I have an arsenal with the following in it '_crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal;'. and a .sqf file in the mission folder named 'virtual_arsenal_init.sqf'. In it, I have the following code. //Init stuff _crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; //Lists of items to include _nvgoggles = [ "rhsusf_ANPVS_14", "rhsusf_ANPVS_15" _availableHeadgear = [ "rhsusf_lwh_helmet_marpatd", "rhsusf_lwh_helmet_marpatd_ess", "rhsusf_lwh_helmet_marpatd_headset", "rhs_8point_marpatd" ]; _availableGoggles = [ "rhsusf_googles_black", "rhsusf_googles_yellow", "rhsusf_googles_orange", "rhsusf_googles_clear", "rhsusf_shemagh_tan", "rhsusf_shemagh2_tan", "rhsusf_shemagh_gogg_tan", "rhsusf_shemagh2_gogg_tan", "G_Aviator" ]; _availableUniforms = [ "rhs_uniform_FROG01_d1" ]; _availableVests = [ "rhsusf_spc", "rhsusf_spc_corpsman", "rhsusf_spc"_crewman, "rhsusf_spc_iar", "rhsusf_spc_light", "rhsusf_spc_mg", "rhsusf_spc_marksman", "rhsusf_spc_patchless", "rhsusf_spc_patchless_radio", "rhsusf_spc_rifleman", "rhsusf_spc_squadleader", "rhsusf_spc_teamleader" ]; _availableBackpacks = [ "B_Kitbag_cbr", "B_Parachute", "rhsusf_assault_eagleaiii_coy" ]; //Populate with predefined items and whatever is already in the crate [_crate,((backpackCargo _crate) + _availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo; [_crate,((itemCargo _crate) + _availableHeadgear + _availableGoggles + _availableUniforms + _availableVests)] call BIS_fnc_addVirtualItemCargo; [_crate,(magazineCargo _crate)] call BIS_fnc_addVirtualMagazineCargo; [_crate,(weaponCargo _crate)] call BIS_fnc_addVirtualWeaponCargo; First, I want the following stuff to work and then another question I have is for the weapons do I make another '_availableweapons = [];' or do I name it whatever I want. I am a pretty new scripter/mission maker and am looking to learn something. Any help is appreciated.
  7. T_STRONG_SHARK

    Limit 3rd Person View

    where do I put this script? I am kind of new to scripting so I am quite confused. Or if you could tell me what ACE module it is that would work for me as well
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