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Everything posted by donelsarjo
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ALiVE noob: how to I set up an Insurgency?
donelsarjo replied to Aniallator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a very good tutorial. It should exlain most of your questions. You can also download the example missions from alive. They have two different insurgency modes already set up. If your objective count it "too high" you have to adjust the option "Objective Filters" in the military/civilian objectives module. All ist explained here. -
I really like the Units project. But I would like to suggest an addition. It would be nice if you could add the option of the prefered/played side : Blufor, Opfor, Independent, Civilian, All.
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Running a set of commands based on the presence of an inventory item
donelsarjo replied to pd3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could use the event handler "inventoryopened" ,"containeropened" or "take",if the equipment you want is picked up and not present at missionstart. -
this happens when you fire a weapon in water : As you can see the bullet doesn't go very far and looses all it's energy in 1/2 a meter. So for me it seems to be "realistic", although the simulation of the bullet stops as soon as it hits the water.(exept for the sdar)
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can't play saved game, access zeus
donelsarjo replied to YanYatCheng's topic in ARMA 3 - TROUBLESHOOTING
Seems like your mission depends on the map "Namalsk". Just activte the mod. -
But you can tweat it a little bit using the launcher. Change the startup parameters to fit your specs.
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BIS_fnc_effectFiredArtillery
donelsarjo replied to hussar32's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is what the function viewer says: It seems that this function creates the shooting effect of an artillery. Flash, light, smoke, dust. Hope this helped. -
Expanding build-in action in vehicle
donelsarjo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, I was wondering if it would be possible to expand an already existing action in an object. That's my case: I wanted the GAZ-66 R142 from RHS to be a mobile spawnpoint when the mast is deployed. This means adding a spawnpoint via BIS_fnc_addRespawnPosition when the mast is deployed and removing it when the mast it retracted (every time you use it). I want to achieve this by expanding the "deploy Mast" action with a small script. I would be glad if somebody could come up with a solution or a workaround. Cheers Don -
Expanding build-in action in vehicle
donelsarjo replied to donelsarjo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok thanks for the clearing up. But strangly it only worked for me, when i replaced the vfncs with my vehicle name. Anyway o.O Thank you very much for your great help. There should be more "Larrows" around :P -
Expanding build-in action in vehicle
donelsarjo replied to donelsarjo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow thanks for the helpful reply.appreciate it:) // for idiots like me: vfncs ist the name of the GAZ ^^, -
https://community.bistudio.com/wiki/removeAction the index will be 0, if it is the first addaction.
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Best Script for loading custom loadouts on server that is JIP compatible?
donelsarjo replied to phant's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if I got you right, then you can just set the respawn to group, make place your units in the editor, give them a virtual arsenal export and you are good to go.if somebody joins in progress he can get in a slot thats left and spawn at the position the unit was places in the editor. -
Best Script for loading custom loadouts on server that is JIP compatible?
donelsarjo replied to phant's topic in ARMA 3 - MISSION EDITING & SCRIPTING
description.ext: respawnTemplatesWest[] = {"MenuPosition","RespawnInventory}; You can define your custom loudout by respawninventory. just read the wiki. You will get a spawnselection and on the next page a loudout you have defined in a class in the description.ext. this is 100% jip compatible. ---------- Post added at 11:01 ---------- Previous post was at 10:55 ---------- https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates_2 -
If you make a heli insertion, you can define the helicopter as a respawnpoint by using this command in the init.sqf: then just sync your other respawnpoint to a trigger with the condiction "anybody", "present". This will let you spawn in the helicopter on mission start and create a new respawnpoint when the helicopter reaches its destination. You can also give the helicopter another waypoint and on its activation it deletes the vehicle and its crew. on actication of waypoint: Now you are left with the respawnpoint at the base and the respawnpoint you carry in your backpack //edit: you won't need the ace respawn module anymore, using this method. You only need the regular one from bis
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AAF Hellcat unarmed "Indep" camo
donelsarjo replied to steelgrave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is what the VR says when you export a config: Just change it to : And voilà your camo heli //I think it's clear that you have to put this in the init-line -
Respawn with Custom loadout
donelsarjo replied to slrruthless's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
put this in your description.ext loudout.sqf: Unit init: or this: Now you have the Endgame respawn with with JIP-compatible loadouts also see this: https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates_2 //edit: had agm activated. Changed the medic stuff -
Zeus Multiplayer Addons not working
donelsarjo replied to laverniusregalis's topic in ARMA 3 - ZEUS EDITING
try this: Modules -> Zeus -> Game Master -> Default addons -> All addons (including unofficial ones)