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flymaker

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About flymaker

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  1. flymaker

    Tanks DLC Feedback

    I know that. I press T to lock. Lock happen as well Shoot. Missile hit the ground. This happen in a flat terrain, can you imagine what happen in a little elevated terrain? It is less than 50% the chance of success
  2. flymaker

    Tanks DLC Feedback

    I'm doing something wrong or AWC 303 AT missiles really have this annoying issue? When i shoot in a tank, even in the VR, missile cant reach the target. The missile path is too low and aways hit the ground. Anyone have an workaround?
  3. I'm doing something wrong or AWC 303 AT missiles really have this annoying issue? When i shoot in a tank, even in the VR, missile cant reach the target. The missile path is too low and aways hit the ground. Anyone have an workaround?
  4. That is exactly what i need. Look at this: https://github.com/FlyMakerBR/FM-UserWeaponReplace I made this code a long ago. I tryed everything to apply this to all units The script should take user config entries to replace default weapons into new ones It worked on BIS default campaing but only for pre-placed units A think my config.cpp is my mistake
  5. Thx for the info. I will dig looking for a solution. I dont have much ability to code but with some effort i will do it. Examples should be good. Thanks again
  6. If i dosen't have acces to these files there is a way? For example change all default weapons on vanilla missions to modded weapons. I can use this event handler to all units? I guess this have to be a mod to work, right?
  7. How to load a script to all units on my mission? There is a way to run this to prelaced and script spawnable units? I'm trying to use CBA preload eventhandler without sucess. For example, if i want to replace the main weapon or add satchel to every unit, is that possible? Maybe running this script to all man classes works. The problem is i'm so dumb to make this work ¬¬' (If this works for defaut missions will be great)
  8. End Game is one of game modes i most like. But saddly no ones plays it anymore. Anyone have server running End Game or a Clan with player to revive EndGame?
  9. flymaker

    Infantry vs Vehicles - What do you prefer?

    ArmA needs better AI to handle against wheeled vehicles. They don't shoot on wheels and aways die - Roadkill the most powerfull feature on Arma
  10. You can send to me. I will give to you all the credits for the functions. :) You can put some comment lines on file to have your credits too. Thx for the help
  11. I can use this too. But the main reason to use GitHub is to have community contribution.
  12. Hello everyone. I've been notice many people (including me) with same questions on forum. To help these peoples and provide to community a better way to share scripts i create a github project. https://github.com/FlyMakerBR/FM-A3ScriptsLibrary Feel free to upgrade this functions and post new functions. :D For now we have on database 3 functions. I hope one of these functions can help someone: fn_changeweapon - Change weapon and mantain compatible attachments Usage: [<object>, <string> current weapon classname, <string> new weapon classname] execVM fn_changeweapon.sqf fn_removeFirstWeaponMagazines - Remove all firstWeaponsMagazines from unit. This not will unload current weapon Usage: [<object> unit to remove magazines] execVM fn_removeFirstWeaponMagazines fn_returnmagazines - Return array with all first weapon magazines on unit Usage: First run returnmagazines to compile the function - [] execVM fn_returnMagazines.sqf _magazinesArray = [<object> unit to get magazines] call fn_FirstWeaponMagazines
  13. Edit 1 - Sorry, i post another problem but is solved fast
  14. Hello everyone. Sorry for revive this topic. I'm making use of Larrow code and need some adjustments. I cant know how do that What i need for now is count every ammo amount. Something like that: Ammo_MxGL = 5 Magazines Ammo_MxGL Tracer Red = 2 Magazines Ammo_MxGL Launcher = 3 Magazines I'm trying to replace the weapon with the exactly counter part ammo.
  15. Grumpy Old Man what i'm trying to do is a bit different. But i think i can adapt this default function to my use. I'm trying to replace one specific weapon for specific another Something like that: MXM -> M14SopMod Katiba -> AK12 MK20 -> Aug This is why i need 2 weapon parameters. I will run this function in every unit on map.
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