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chondo999

Arma3 video maker refuses to share script used in his video. Need help manifesting it

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Try reading the comments. He doesn't refuse nothing, he explains it in the comments to this video.

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It appears all your answers are in the video description, the guys seems to be helping people out with it.

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I have tried following his comments. I am 90% there, but i have a problem in which i am in the falling animation while in the plane. If you watch all his videos you notice that he is hard pressed to post any of the scripts he uses. In the description of the video above he doesn't explain the whole thing-and that was him being nice on this particular day. I take that back. He is, at least, better than this guy

who demands "likes" in order to post his codes. I did bribe him by subscribing to his channel but have yet to receive a response.

Jshock, that does not reflect what I truly want. I want to start from the plane itself. So, could someone please try this out and tell me what I am doing wrong.

Here is my code: I already have the plane stationary and set to an altitude of 1000.

I placed a bunker on the ground, adding to its init:

this setVectorUp [0,0,1]

I attached the plane to the bunker, adding to its init:

plane attachTo [bunker,[0,0,1000]]

Here is what I placed in the init of my player:

this allowdamage false; [this,"STAND","FULL",{(player distance  _this) < 5}] call BIS_fnc_ambientAnimCombat; player attachTo [plane,  [0,0,-5]]

I have adjusted the "-5" to other integers but still begin the mission, albeit inside the plane, as desired, but in a perpetual halo falling animation.

Edited by chondo999

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I have tried following his comments. I am 90% there, but i have a problem in which i am in the falling animation while in the plane.
IndoorBradster Jun 5, 2014

To start, the c-130 isn't actually moving, as walking on moving planes is currently impossible. So the c-130 is attached to a invisible bunker on the ground, then the players are attached to the c-130, so when the players are detached they are standing on the bay of the c-130. The "[this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat;" is added to the unit init so it doesn't immediately enter the never-ending free fall animation.

If you watch all his videos you notice that he is hard pressed to post any of the scripts he uses.

IndoorBradster Jul 28, 2014

I would have posted the mission somewhere, but my folder was erased due to an update

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I did not see that last comment he made. It sure changes my perspectives of him; indeed, I thought him to be like that guy who demanded YT "likes" in order to post his codes. I am glad you posted that Champ-1.

To start, the c-130 isn't actually moving, as walking on moving planes is currently impossible. So the c-130 is attached to a invisible bunker on the ground, then the players are attached to the c-130, so when the players are detached they are standing on the bay of the c-130. The "[this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat;" is added to the unit init so it doesn't immediately enter the never-ending free fall animation.

That quote I did see. I can get my unit to be in the standing animation on mission start, but as soon as I detach it from the plane, you must detach or else the unit does not move at all, it enters the perpetual falling animation. That is the problem I am having.

.

Edited by chondo999

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I think you need to change it to soemthing like this:

[this,"STAND","FULL",{(player distance THEPLANE) > 5}] call BIS_fnc_ambientAnimCombat

where THEPLANE is the name of your plane. That's my guess, don't actually know how this function works. Maybe he gave wrong function, it doesn't seems like it has to do anything with player animations.

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[this,"STAND","FULL",{(player distance THEPLANE) > 5}] call BIS_fnc_ambientAnimCombat

Did not work

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I tested and this works.

[player,"STAND","FULL",{(player distance heli) < 5}] call BIS_fnc_ambientAnimCombat

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Sorry you're having an issue with this, for starts:

http://i.imgur.com/VxP3idK.jpg

"Pilot" the dude jumping.

http://i.imgur.com/mnEYLub.jpg

[this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat;

"Bunker"

http://i.imgur.com/XDmIq0w.jpg

hideObject this;

You may need to use the setvectorup command (this setVectorUp [0,0,1];) if the bunker is on rough ground.

"Plane" (I used a block for this)

http://i.imgur.com/D2tCT2P.jpg

this attachto [bunker,[0,0,200]]; pilot attachto [plane,[0,0,0]]; detach pilot;

Some of the pilot Init is in the plane so it will occur in proper sequence.

When initialized, the unit MUST be touching the roadway lod, otherwise the game will lock it in freefall animation. This only occurs beyond 100m elevation. Depending on the plane, you need to adjust the attachto command for the pilot.

http://i.imgur.com/itERmdu.jpg

You can now jump from the platform. and you'll lock into freefall.

http://i.imgur.com/XUQWukJ.jpg

You can download this here:

http://steamcommunity.com/sharedfiles/filedetails/?id=340087785

Wanted to keep it simple, I didn't bother to place it into an .sqf

I'm sure there is a better way to do it, this was just a simple way to place a loadout area before jumping.

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Thx bro. Also, using pilot switchMove "" at the end is a much better way b/c it negates you having to be precise with the attachTo command for the pilot. Secondly, the code works better with the C17 than the C130.

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