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WarhammerActual

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Everything posted by WarhammerActual

  1. That worked perfectly, Thank You so VERY much !!!!!! I truly appreciate it This truly is one of the best communities out there ..
  2. Anyone have a way to attach an IR strobe to a supply drop from the supports modules. So the supports module has a place for the drop box init and I have this ["AmmoboxInit",[_this,true]] call BIS_fnc_arsenal; Anyone know how I can incorporate the two and get the air drop to have the IR strobe attached ? ("O_IRStrobe" createVehicle position this) attachTo [this,[0,0,.44]]; Thank you in advance for any assistance
  3. This looks interesting . Is there any way you guys can add this type of skin/cosmetic to the dogs controlled by the player ? Good work and thank you in advance ..
  4. WarhammerActual

    Remove Weapon from Vehicle

    @sarogahtyp Thank you for the response and the information
  5. WarhammerActual

    Pete's Texture Templates

    OUTSTANDING work. You sir have saved me countless hours ... Thank you !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  6. WarhammerActual

    Remove Weapon from Vehicle

    This does not work for the miniguns on the ghosthawk. It removes the ammo but not the actual interior miniguns, I'm assuming you can not remove the model, Anyone know a work around ?
  7. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    I got it working now.. Thank you so much deadpirate ......
  8. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    I did and same effect. When I activate the radio, they spawn in, but do not move ... Ill drop a quick video
  9. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    OK, Here's what I did , placed a fireteam, gave them 2 "MOVE" waypoints, in the init of the team leader I put the JEBUS code 0 = [this] spawn jebus_fnc_main; Placed a trigger radio alpha, repeatable, sync'd that to the first waypoint activation, and sync'd it to the team leader. Upon activation of the radio trigger the units spawn, but then do not begin to move towards their waypoints. Did I do something incorrectly.. And a huge thank you to everyone assisting me .
  10. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    Thank you for your response. I have done exactly that in the editor and the radio trigger activations do not work for me when I place the code in the leaders init. As soon as I drop the JEBUS code in they immediately begin to move out. I will try to reread this entire thread and see if someone has ran into this before.. Thanks again
  11. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    this addaction ["moveWP",{Trigger1_Con = true; publicVariable "Trigger_Con";}]; worked , they stay still , then move but I do not want text constantly showing on my screen and I really would like to be able to call for it via the radio when I choose. Any thoughts on how to get it to work with the radio .
  12. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    They now do not start moving automatically, but when I call for the trigger to fire via radio alpha , nothing is happening , same as in the video
  13. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    Sorry if I am taking up your time, thank you for being so patient . I have linked a video showing what I am doing. Maybe this will help debug what I am doing wrong
  14. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    Can you provide more detail than a condition in a condition and Trigger1_Con.
  15. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    You lost me ..
  16. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    Actually when i put this 0 = [this] spawn jebus_fnc_main; into the init of the leader and tried to retest the trigger, now its ignoring the trigger , lol ... Back to square 1 . Oh and I think i forgot to mention these are mechanized in vehicles ... not foot mobiles . Just tested with infantry too, same thing, they move and ignore the trigger activation. They do not wait for the waypoint activation from the trigger. I will make a youtube video and post later tonight ... Ty
  17. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    Ugggh why didn't I think of that .. Too late to be testing ..lol This was it. THANK YOU so very much
  18. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    Set it up so the script is NOT being called to ensure the trigger by radio alpha is working as it should without the script. So I know my trigger is set up correctly. It makes no sense to me that when the script is called the units would ignore the trigger .
  19. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    I did EXACTLY that, but the unit ignored the trigger and began moving ... Which made me believe some code in the script is making them ignore the trigger. Because when I disable the script, the trigger works perfectly. Reengage the script and poof they move ..
  20. WarhammerActual

    Jebus - Just Editor Based Unit Spawning

    Hi, I just had one question, I am trying to utilize your script so I can have AI controlled armored vehicles in a live fire/training environment with my unit. However, I do NOT want the AI to move until I , call for them to move with a trigger (radio Alpha) but when I place them down in the editor while using your script , they ignore the trigger and begin automatically moving along their predefined waypoints. Before you ask yes I have the trigger set up to work correctly. I disable your script and the AI will NOT move until I call for the Radio Alpha trigger. When I reactivate your script they ignore the trigger. Any thoughts or help as to how to get this to work using your script? I need the AI to spawn back in after death so the training can continue and I do not have to constantly Zeus in more targets . Thank you in advance
  21. WarhammerActual

    Briefing Room Desk & Screen Picture Size

    scopeName "main6"; while{true}do{ tv setobjecttexture [0,"videos\BreakContact.ogv"]; ["videos\BreakContact.ogv",[10,10]] spawn bis_fnc_playvideo; sleep 480; if (!alive TV)then { breakTo "main6"; }; }; Is the script I am calling but the command to play it would be spawn bis_fnc_playvideo;
  22. WarhammerActual

    Compilation List of my GF Scripts - Mods

    Any chance your works will be hosted on another service now that armaholic is no longer?
  23. WarhammerActual

    Briefing Room Desk & Screen Picture Size

    Anyone know how to get videos to properly display on these? I have videos I play perfectly on Large Rugged Screens, but on the Briefing room screen the bottom half of the screen is cutoff
  24. WarhammerActual

    [WIP] Video Streaming Mod

    What is the status of this project? Did it ever make it to release for public consumption/usage? I do not see a download anywhere or instructions on how we can replicate this. Thank You in advance
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