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Serpico

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Everything posted by Serpico

  1. Are you still ok with this if you get kicked (battleye/ping/mem leak/etc). Also, you wouldn't be able to softlog to fix any issues.
  2. I'm honestly not entirely sure why that happens. But I can look into it. I sent you a message on discord about this and why it happens. Also with details on a fix.
  3. How do you plan to initiate hostile RP with all these people? KOTH and Wasteland are great to do what you want. SWAT Officers get a Rangefinder (increased zoom). If recon is in the pick, they get a drone. Sgt+ also have drones (which have thermals).
  4. Sorry forgot to include this Honestly this really is a non issue. Have extra items you can't carry, pass it to your BB. Need more meds, go to town where civs (and criminal scum are). Also, what you described is a 1 time thing that you have to do when switching precincts slots. Not something you have to do every time you die.
  5. So what I mean is that when you're in the switch/case you would set a private variable like "_isAggressive" (which is declared at the top and initalized to false. And when you loop and find that one of the passengers is aggressive set _isAggressive to true. So when it comes to color, you can just check if _isAggressive is true. You can even improve from there so that is you did find one of passengers is aggressive you can stop checking the rest of the passengers and not do more checks that are not needed. In the end I don't think you need to change what you did since the performance difference would be negligible IMO.
  6. This is follows along one of the solutions I saw. But why loop through the vehicle crew again (in the new code) instead of just doing the gang/aggression check when looping through the vehicle crew on lines 82-90 (relevant code below) and if one of the occupants should be red, set a flag and you can use it in the if block on line 100. This removes the need to loop again. case !(_x isKindOf "Man"): { _name = ""; { _extra = if (_forEachIndex > 0) then {", "} else {""}; _name = _name + _extra + (_x getVariable['life_name', name _x]); } forEach (crew _x); _name; };
  7. If your solution does not work, feel free to ping me. I took a look at the relevant code section and feel I understand the issue and have come up with two possible solution.
  8. You putting flaps down? I just tried it with flaps down and put the plane so I had only 4/5 of the runway and took off fine (close to trees). Had I moved my plane back it would have been better.
  9. Well that's just not true. NVG are not first to go on and that's the problem.
  10. That would help solve issues, but too easy a solution so won't happen.
  11. Out of curiosity why is there a 3 second sleep before disabling simulation on the object? Since the object created is allowed to collide, 3 seconds is a lot of time for something to happen, and if a vehicle is moving and something spawns inside of it, well BOOM. _obj spawn { sleep 3; [[_this],"life_fnc_simDisable",false,false] call life_fnc_MP; _this enableSimulation false; };
  12. Why no switch to unconscious state (like downed).
  13. Not sure if BI improved squad URL, but if you are able to join the server but not get to the lobby, remove your squad URL if you have one.
  14. I set the Arma 3 launcher malloc value to "system" (no quotes). You can alternatively delete the dll's. Even BI recomemends using the system malloc instead of what they provide (dll's). I also run the performance binary and have not had any memory errors or leaks. I used to get them all the time joining S2.
  15. Not sure if this is the reason it's not in, but might be because the press vest offers the same protection as the Police Tac vest. The Difference between the two (other than looks) is the inventory size. Press Vest Armor = 12, PassThrought = 0.4 Police Tac Vest Armor = 12, PassThrought = 0.4 Since someone made a comment about The BH vest, it's the same as the other tac vest (except the police one) BH vest (Tac Black) Armor = 8, PassThrought = 0.5
  16. Live with it or they replace any words with a logo/emblem that looks good mirrored.
  17. No proper templates have been released yet for Apexvehicles. I started making my own from the current skins for prowlers and just haven't been happy with the result. BI says they will release templates #Soon in there samples.
  18. Lol I wasn't really thinking they would be used on ifrits, and it has to be the owner that does the report. You can't just buy one and put it on someone else's vehicle to then get the cops to seize it
  19. So I was thinking what could be cool for civs and cops. You can buy tracker and alarms for your vehicle, and depending on the talents a cop has they can see where an alarm goes off. But what about having an improved alarm system. A civilian would purchase the improved vehicle alarm system and install it on their vehicle. Once installed they will have a special option on their key chain to report the vehicle as stolen. The police would be notified via dispatch. The alarm would have a built in gps giving its location. The alarm would also sound for some time and flashing lights. Also, civilians could talent into skill allowing them to tamper with the gps causing it to temporarily give false or delayed reading. Or disable the lights and alarm. And as a bonus if you do manage to chop a vehicle with a improved alarm system activated you get a little bonus cash. (not more than the cost of the device). ---------------------------------------------------- If the idea of the improved alarm system is not liked then there is a simpler system. Civs can always go to their keychain, select the car and report it as stolen. This would give cops the location of the report, the type and color. If a cop pulls the car over, when they check registration it would report as stolen. This would require the civ to report it as stolen. The police would still have to ensure it was him that actually stole it and not just found on the side of the road. Lastly, a police charge for false reports.
  20. You need a little corruption here and there
  21. Currently when a cop gives a ticket to a player on parole but has not yet violated parole, their parole gets removed. Players know this and abuse it. My suggestions is to modify fn_ticket.sqf to have a check on the parole violation. If parole is not violated, don't remove parole. Current: player setVariable ["parole",nil,true]; player setVariable ["paroleViolated", nil, true]; Change to: if (player getVariable ["paroleViolated",false]) then { player setVariable ["parole",nil,true]; player setVariable ["paroleViolated", nil, true]; };
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