stburr91
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Everything posted by stburr91
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Yes, as I said in my post up above, the name of your mission in the "Title" section is for the Steam Workshop. Whatever you put in the "Title" section, is what you will see as the name of your mission when you publish your mission on the Steam Workshop.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
stburr91 replied to Placebo's topic in ARMA 3 - GENERAL
Altis Xirolimni Dam No mods- 6859 replies
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In Attributives > General , at the top where is says "Presentation" , where is says "Title", that is where you put your mission name. Just put " Red Widget 7 " and that will be the name of the mission on the Steam Workshop.
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At the very top of the editor select, Attributives, then General. Attributives > General Binerize the scenario is the default setting, so unless you deselected it, that isn't your problem.
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If you kil one AI terrorist, the other shoots the hostage. How to?
stburr91 replied to quickdagger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you are over complicating it. The dotarget/forcefire doesn't work reliably once the unit goes into combat mode, as it tends to ignore the hostage, and looks for who just shot at it. In my testing disabling combat mode was the key to getting the terrorist to reliably kill the hostage. I also found the EventHandler worked better with out the "shooter" parameter. A couple of other things I learned during testing. It was better to command the terrorist to dotarget H1 first, then disable move, and having the EventHandler only switching the H1 to the West yielded the best results. Have you tried what I posted earlier, it was working 100% of the time for me ( I wasn't using the mod list you mentioned). Try this if you haven't already. This was working for me 100% of the time. -
If you kil one AI terrorist, the other shoots the hostage. How to?
stburr91 replied to quickdagger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is working perfectly every time for me in my testing. It works if either of the terrorists are wounded, or killed, they immediately kill the hostage. Put this in the init fields of the two terrorists. If you want a slight delay before the terrorists kill the hostage after taking damage, use this. Adjust the sleep command from 3, to whatever you want. -
If you kil one AI terrorist, the other shoots the hostage. How to?
stburr91 replied to quickdagger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It can be a bit tricky to get them to shoot the hostage, it really depends on your setup. I would recommend that you place both of the terrorists facing the hostage, and disable movement of both the terrorists, and hostage. I would also setunitpos up for all three so they don't all just go prone when the shooting starts. In the condition field of your trigger put In the on activation field put Try this, and see if it works. -
Guys check out this cool little mission, it has great atmosphere, some nice cut scenes, and well done voice acting.
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Teleport into vehicle
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, make sure the trigger big enough to be sure that truckone drives into it. -
Teleport into vehicle
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think your problem is the trigger is firing at the mission start because the player is not in truckone at mission start. You're going to have to add another condition to your trigger. Put your trigger where truckone stops, and you want the player to get out. In the trigger select any player present. The put this in the trigger condition field. this && !(player in truckone) -
Teleport into vehicle
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What is the name of your vehicle? If it is, truckone, use this !(player in truckone) Make sure you put this in the condition field of the trigger. -
Teleport into vehicle
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put this in the condition field of your trigger that will complete the task. !(player in truckone) -
Teleport into vehicle
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You faded out using, [0, "BLACK", 5, 0] spawn BIS_fnc_fadeEffect; which also fades the sound out. You faded back in with, titleCut ["", "BLACK IN", 5]; which does not fade the sound back in. Replace the red highlighted part of your script with this. [1, "BLACK", 5, 0] spawn BIS_fnc_fadeEffect; Note the first number. 0 fades out (including the sound) and 1 fades back in. [0, "BLACK", 5, 0] spawn BIS_fnc_fadeEffect; [1, "BLACK", 5, 0] spawn BIS_fnc_fadeEffect; Does this make sense to you? -
Teleport into vehicle
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Post exactly what commands you are using in your video, and how you are executing them (are you using an init.sqf, or a trigger). A simple fade should look like this. [0,"BLACK",3,1] call BIS_fnc_fadeEffect; sleep 5; [1,"BLACK",3,1] call BIS_fnc_fadeEffect; ^^^this will give you a slow fade to black for 3 seconds., then a black screen for 5 seconds, then a slow fade from black for 3 seconds. -
Fade to black then teleport?
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're not breaking any rules. It's clear from the questions you're asking that you don't even have an understanding of the basics. You are going to have to spend a lot of time learning some simple scripting. So to answer your questing, yes, what you are asking about is possible, and is quite easy. Start by looking up how you fade to black. A search will turn up a wiki page, or a youtube video. You will need to learn how to read, and understand the Wiki pages, here's the one on the fade effects. https://community.bistudio.com/wiki/BIS_fnc_fadeEffect There are also good youtube video on how to teleport, search for them, and play around with it until you understand it. The biggest part of mission making is your ability to learn how to find the resources that will allow you to achieve what you want to do in your mission. There are no shortcuts, it takes time, that's why I encourage you to start smaller, and slowly work your way up to doing a campaign. Good luck. -
Fade to black then teleport?
stburr91 replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First of all, it's always nice to see new mission makers, and I encourage you to stick with it, while it can be a tremendous amount of work, it can be satisfying. Now, don't take this the wrong way, but if you can't do the very basic things that you have been asking about, you aren't ready to do a campaign. I would recommend that you start much smaller, learn some of the basics before trying to do a campaign. Lastly, while there are people here that are willing to help, it's generally not ok to come in and ask people to write your scripts for you. There are tutorials for everything you asked about in this thread, and you should be spending your time learning these basics. There are many youtube tutorial videos covering basic scripting, so I would recommend searching there. Don't be discouraged, stick with it, it takes time, but it can be wroth it. -
Yeah, it seems that I had the same issue with placing the charge in the proper orientation on the door when I was trying it for a mission I was doing. The take eventhandler I posted above should detect the player placing the claymore mine. Let us know when you get your script up, and running.
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See if this does what you want. I don't know how to get the direction of the door. This wouldn't be perfect, but assuming that the player is facing the door he wants to place the charge on, have you tried, getDir player, then rotate 180?
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This requires downloading a massive sound file mod. Is there any chance that you would do a rescue mission that doesn't require downloading the sound file mod?
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- helicopter
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This could be interesting for singleplayer, but your script doesn't delete the tracer effect, so you see the tracer effect stopped wherever it hits. It also attaches the tracer effect to anything fired by the player, secondary weapon, launcher, and grenades thrown by the player.
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[Any help appreciated] Making AI follow player without joining group
stburr91 replied to Rapacez's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not great with scripting, but something like this could work. You would have to figure out exactly how you would want to do it, but here are some of the basics. This would get the enemy officer to follow the player. enemy officer follow player = [] spawn { while {true} do { enemy_officer move position player; sleep 1; }; }; This would get the enemy officer to get into the vehicle the player gets into. I'm not sure how you would want to do this part, maybe a addaction applied to the player. enemy_officer assignAsCargo vehicle player; [enemy_officer] orderGetIn true; This would get the enemy officer out of the vehicle. [enemy_officer] orderGetIn false; To get the enemy officer to stop following the player. terminate enemy officer follow player; This is very crude, but it will do what you want.- 2 replies
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- scripting
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While I agree that Livonia isn't small, Altis set a new standard/expectation. I fully expect the Arma 4 terrain will be at a bare minimum be as big as Altis, if not bigger. I'm also hopeful that like Altis, most, if not nearly all buildings will be fully enterable, and not like the only partly enterable buildings that Tanoa, and Livonia have.
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Spawning in FOB after trigger.
stburr91 replied to Mordred C's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can delete everything within a radius of a given object. Place an object in the middle of the area you want to delete, name the object, "object1". Then use this to delete every object within a 100 meter radius. You can make the radius as big as you want, just change the 100, to whatever you need. {deleteVehicle _x} forEach nearestObjects [object1, ["all"], 100]; You can do the same thing with show, and hide objects, for your FOB. This will hide every object within 100 meter of object2. {hideobject _x} forEach nearestObjects [object2, ["all"], 100]; To show the objects. {_x hideobject false} forEach nearestObjects [object2, ["all"], 100]; Place your FOB in the editor, and at the start of the mission hide, and disable the simulation. Put this into your mission init.sqf file. {hideobject _x} forEach nearestObjects [object2, ["all"], 100]; {_x enableSimulation false} forEach nearestObjects [object2, ["all"], 100]; Then when you want to delete the all objects, and show the FOB. {deleteVehicle _x} forEach nearestObjects [object1, ["all"], 100]; {_x hideobject false} forEach nearestObjects [object2, ["all"], 100]; {_x enableSimulation true} forEach nearestObjects [object2, ["all"], 100]; -
I'm curious, how would I execute getModelInfo on cursorObject to get the model info?
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There are at least 5-6 different bushes in that picture, which one are you talking about? Are you by chance talking about the green hedges? If so, the classname for the 4 meter long one is, "Land_Hedge_01_s_4m_F", and the one that is 2 meters long is, "Land_Hedge_01_s_2m_F". The hedges can be found in the editor, Props>Walls>City>Small Hedge. I believe Dedmen is correct, the bushes are terrain objects, and don't have classsnames.