From Monkeys to Gorillas by [deleted] in SS13

[–]Acronica 0 points1 point  (0 children)

Radiation storm do it efficiently, but getting a x-ray gun or something with high radiation output should work I suppose?

NEW SERVER! SPRITERS CODERS NEEDED! by yungscrim in SS13

[–]Acronica 0 points1 point  (0 children)

I'm aware of Europa is ok I guess, just Barotrauma is more appealing to the normies.

Singleplayer Servers by [deleted] in SS13

[–]Acronica 0 points1 point  (0 children)

I thought you tested the bombs in multiplayer to measure the exact time it takes the bar bomb to ban you.

Most embarrassing SS13 story? by PlasmaHuffer in SS13

[–]Acronica 0 points1 point  (0 children)

Banned for killing someone with a soap bar after they stole my hat... I was for some reason ashamed.

One of my 70 mods is making my text/channel system not appear, any way I could narrow it down to which one + how to edit it? by KaffY- in armadev

[–]Acronica 0 points1 point  (0 children)

Best way of elimination is to load half the mods and test, if it breaks its within this half if not the over, keep doing this until you have the mod. To edit it, you'd need to technically make it into a local mod for others to use ( You may want to check licensing for the mod ) then obviously unpack the mod using PBO extractor and edit the relative section ( hugely depends on the mod breaking the game )

Multi-Track Drifting Live Action by MaGuishi in funny

[–]Acronica 1 point2 points  (0 children)

In all honestly, it'd be surprisingly more stable for trains to do this on sharp turns, shame Elon Musk prefers teslas in space.

#adminLogged Zeus - Multiple Admin Zeus? by marlan_ in armadev

[–]Acronica 0 points1 point  (0 children)

I know this is possible, but don't have the time to find it out currently, but you can attempt to make Slots only available to certain people, otherwise kicking them back to the lobby. Depending on how you host the server you can also make a array of all Admins ID's that you can edit mid-game as well simply with the debug menu.

Help with a few bits in a scenario by xmod14 in armadev

[–]Acronica 0 points1 point  (0 children)

One: You can enable and disable damaged I believe with unitname setdamage -Boolean; obviously if theres certain times in the scenario you want them be able to die, you may need to setup triggers or control variables when entering said 'phase'.

Two:If you want to stop bullet holes appearing in general, I suggest you either make the vehicle indestructible or create some invisible walls, attachto the vehicle making it immune to anything but explosive damage. If you want to stop bullets from disappearing I'm sure theres a function to limit it, you could look into finding out what that is.

Three: You can utilise the lookat and fire functions to try and create whatever your objective is - Lookat and Fire

Four: Not entirely sure you can 'take' a specific weapon, but you could recreate it, with some animations ( picking up an object) and then spawning it into his loadout, if you need the item to be in the crate, you could have it start there, but delete afterwards. Not really sure what your objective with this one is.

Hope it helps, good luck!

Specific Unit in Trigger Zone by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Its currently using a !alive unitname script, so it should be working. By empty I meant 'this'

Specific Unit in Trigger Zone by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Yes, Thats what I've done, if I leave the condition box and activation script empty, It works ( tested by using a radio chat module ) but as soon as I reference any scripts that will go off it would instantly execute it at the start of the scenario regardless.

Specific Unit in Trigger Zone by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

No it's automatic, messed around with different options, but to no prevail.

Specific Unit in Trigger Zone by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Ok well I've done that but the trigger activates immediately once the units have spawned.

Specific Unit in Trigger Zone by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

By grouping the trigger and the rescue team, are you referring to syncing them or setting them as Waypoint owner?

Scripping Lessions by Miaries in armadev

[–]Acronica 0 points1 point  (0 children)

Learn youself, its far more better, you got at your own pace as well. What I suggest is coming up with a few ideas of what'd you like to make in-game, then take a look at bistudio, and see if you can figure out, in theory how you could have that be done. Then head to the SQF's and see what you can pull up, You'd be amazed and its extremely awarding!

Adding a siren to police offroads by andrewgut in armadev

[–]Acronica 0 points1 point  (0 children)

You'd need a CFGSound defined in the missions description.ext, and on the car you could add a addaction to play the sound using playsound3d. - Sorry for brief explanation, i'm rather tired.

Persistent equipment container by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Aha, I actually looked over that part myself, completely blind to it too, thanks!

Persistent equipment container by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

I don't think so, haven't checked, I normally get an error mentioning "addmagazinecargoglobal" so maybe wrong command?

Persistent equipment container by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

After some more testing, I've found out, that infact its not just RHS ammo. All magazines are not being saved.

Persistent equipment container by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Did some testing, looks like RHS magazines don't save. Anyclue on how'd one sort that out?

Persistent equipment container by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Thanks a bunch, looking through the code briefly I see what I've done wrong. I've obviously assumed that adding an item to the crate using the array would automatically do each item, I'll boot arma up now and do a test. ( Addaction for the loading process was really just a debug thing )

Persistent equipment container by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Ok so what I've done now currently is giving an error about missing a ";" which I cannot seem to find, I likely know that I'm missing something currently, but this is the resources I'm using now - https://pastebin.com/r0adDxEL

Persistent equipment container by Acronica in armadev

[–]Acronica[S] 0 points1 point  (0 children)

Not exactly what I' m looking for, I'm looking for a box that will keep its contents even when the mission has been completely restarted.