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stburr91

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Everything posted by stburr91

  1. stburr91

    Error Message Splendid Camera

    I'm curious, why are you calling it from the debug console?
  2. The new textures look good, and your promo video was very well done, nice work.
  3. I thought he said there will be no standalone version, did that change? Anyway, just a plain gray version with no markings would probably be the most versatile.
  4. stburr91

    How to call losing outro?

    You can have a "mission failed" ending by putting this into a trigger. ["epicFail",false,2] call BIS_fnc_endMission; If you want to have a custom debrief screen, here's the info on how to do it. https://community.bistudio.com/wiki/Arma_3_Debriefing
  5. Putting, this exec "camera.sqs"; into a unit's init is working for me, I just tested it.
  6. I haven't tried real recently, but putting this into a unit's init has worked for me. this exec "camera.sqs";
  7. stburr91

    Arma 3 still a popular title

    Well, Arma 3 is still declining in average player count ever after a CDLC, and an official expansion. So if putting out new content can't stabilize the player count, I'd say Arma 3 has pretty much come to the end of it's life. Of course the developers keep telling us that Arma 4 is years away.
  8. So....confirmation of Arma 4 in 2025. 😉
  9. What size are these terrains?
  10. I'm not sure what exactly you mean by have the AI chat with the player, but if you want sound, and lip syncing, then try this video.
  11. This is why I would never make a mission that is so dependent on the AI. You cannot depend on the AI to consistently carry out detailed movements, and engagements. Some great advice someone once gave on the forum here was, don't fight the game, work with it. My suggestion would be to rework your mission to be much less dependent on the AI, or commit to heavily scripting that part of the mission. I'm guessing that you probably don't know how to script this, so your best option may be to just redesign your mission to be less dependent on the AI. If you want to try heavily scripting that part of your mission, you could try this, but I caution you, this would not be easy to do if you don't already know how this function works.
  12. LoL, ok, I was wondering how in the world the mission was working when I couldn't find how you were creating the cameras. Thanks for the example mission, it's very helpful.
  13. I saw you post this in the other thread, but I'll respond here. I downloaded your example mission, and it works perfectly. However, I was extremely confused because I couldn't figure out how you were creating the cameras. I looked in the mission folder, but there is no init.sqf file showing up there, only the mission.sqm file is in there. It's really weird that I can't see an init file in the mission folder, but the mission still works.
  14. Yes, I hate it when my refugees keep falling out. 😉 I would like to see more option in the garage as well, namely, being able to have the 50. cal in the back of the Police offroad, with the light bar. While we're talking about options for the offroads, why did we never get the Gendarmerie textured offroad that had "Police" on it instead of Gendarmerie? A "Police" textured offroad would be so much more versatile than a Gendarmerie offroad.
  15. stburr91

    Runway Lighting

    To will spawn a red runway light in the editor (a red light that stays lit). In the editor, go to Tools>Debug Console, and put this into the debug console, hit Local Exec. create3DENEntity [ "Object", "Land_Flush_Light_red_F", screenToWorld [0.5,0.5] ]; You can also save it as a composite to make it easier to place in the editor later.
  16. I think this video may be helpful to you. I think you could use a similar trigger to give a hint that the door is locked, and that you need a key to open it.
  17. stburr91

    Fly Tanoa Air [FTA]

    I was the one that commented on your video. Your idea of adding off airport landings is pretty interesting, and could prove quite challenging. I've used these planes as bush planes, they also have float planes, which could add some more options for you mod. http://www.armaholic.com/page.php?id=19746 I don't know if this will interest you or not, but there was someone (feint) that was developing a proper bush plane. I don't think he ever did anything with it, you may want to check out his work, maybe even see if you could work something out to use his planes. Here's a link to a screenshot of his plane. https://steamcommunity.com/sharedfiles/filedetails/?id=1312922882
  18. stburr91

    Deselect Contact but still loads

    Deselect Contact, use the yellow/orange colored "Play" button in the lower left of the launcher.
  19. I think you forgot to add the, call compile preprocessFile, to your mission init file. You should have something like this in your mission init file. call compile preprocessFile "captureData.sqf"; You can download a working example mission at Armaholic. http://www.armaholic.com/page.php?id=27305
  20. stburr91

    Next creator DLC

    It starts at 1:14:00 of the interview. They really don't say much other than it will be very unlikely to see more official DLCs from BI, and that there are a "Few CDLCs in the pipeline".
  21. stburr91

    Next creator DLC

    BI just conformed in an interview that there are several CDLCs in development. However, I don't expect that they will announce in advance what the CDLCs will be.
  22. I'm using this function, and other than a few minor hiccups, it's working pretty well. However, there is an issue I was wondering if anyone has a solution for. I have a unit that I want to have his IR weapon laser on. I put the unit in Combat mode, and use, This enableIRlasers true;, and it works at first, but as soon as the unit fires his weapon, the laser is turned off. Does anyone know how to resolve this issue?
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