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Everything posted by ArmaFiend
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New-nearestTerrainObjects get a list of.....
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! Yup that with a large radius will remove all map objects... though I did still have power lines. Its weird to see Altis without any map objects. -
New-nearestTerrainObjects get a list of.....
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Before applied to town center x1000 and After http://imgur.com/a/cICvy Well there has to be a map type for objects and there are also wall gates left over. Any ideas on map types other than "wall","house","bunker","bush","busstop","chapel","church","command","cross","fortress","fuelstation","hospital","lighthouse","power","powerwave","powerwind","rock","ruin","shipwreck","smalltree","stack","tourism","transmitter","tree","viewtower" not sure on any of these... they work. -
I would love to look at that CRAM code and see if I can't expand it.
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I am waiting too.. :D don't get jumpy guys. The guide is a great read.
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"incoming = this addEventHandler ["incomingMissile", {_this execVM "\pook_SAM\scripts\incomingGroup.sqf"}];" My god! Working C-RAM? I have a list of USAF mod missiles and ordinance if you would like? Aircraft now have fear. "Engagement Distances: The SAM site crew will engage targets beyond visual range (BVR) out to 20-30km in the game... YES, 20-30km!" "NASAMS utilizes the AN/MPQ-64 radar system. 64 Engagement Radar - pook_ANMPQ64" (AN-MPQ-64-A1 is the new version//Doesn't look much different) I worked with Avengers and C-RAM also. Cup has a nice Avenger model.
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Trigger help needed for view distance+
ArmaFiend posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
_smoke = createTrigger ["None",{getPos Oil_Rig}]; _smoke setTriggerArea [400,400,0,true]; _smoke setTriggerActivation ["NONE","PRESENT",false]; _smoke setTriggerStatements ["this","setViewDistance 500;","setViewDistance 4000;"]; hint "donetest"; From everything I know, this should work. I just want to change view distance on players when they get to oilrig. I have gotten this to work from the 2d Editor with a fog trigger also for some lightweight ambient smoke but scripting doesn't seem to work. I am adding this to a script which starts fire and smoke pillar and I would like it to spawn triggers for the "fog 1" and view distance. I have tried many iterations without success and creating trigger by script is something I want to get down. -
Trigger help needed for view distance+
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No luck on first attempt but this finally worked _smoke = createTrigger ["EmptyDetector",getPos Oil_Rig,false]; _smoke setTriggerArea [400,400,0,true]; _smoke setTriggerActivation ["WEST","PRESENT",true]; _smoke setTriggerStatements ["this","setViewDistance 500;","setViewDistance 4000;"]; hint "donetest"; Thanks-for the help all. Any thoughts on changes over time with view distance? I would like to come back to that at some point. I am just trying to avoid more feature crep with my mission at this point but I would like to revisit that, with or without suggestions. -
Is that an AN-MPQ A1 I see up front in one of the pics?
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As a former 14J its good to see Patriots as part of the ADA arsenal. Can't wait for this weekend.
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Hellenic Armed Forces MOD (HAFM) - NAVY
ArmaFiend replied to Αplion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Beautiful work. Thank-you. I cant wait to sit behind a control console. -
Destroy Trigger not working
ArmaFiend replied to tazmania720's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nearestterrainobject may only return object type or uses map type to find object. I havent found documentation -
Destroy Trigger not working
ArmaFiend replied to tazmania720's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have been trying to get an !alive check on nearobject of the class I want to trigger my lights out script. I have not yet gotten this to work yet. I also worry that this can not work until "nearterrainobject" get implemented from dev. Any ideas on using class names of map objects to add an eventhandeler or alive check. -
Is there a way these can target aircraft 4k up and 4k out if not further. I got a b2 which needs shot down as a mission idea.
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Preview release: Nimitz for Arma3 (0.103)
ArmaFiend replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is probably the most covered topic on google. Article's and video on how to and even add multiple of each spawn. "Arma nimitz spawn" dont even have to specify which arma as both work the same. -
I have been playing around with smoke module to get it to look like dust over an area the size of a city. I don't want dust over full map. I want my players to have to drive into a dust cloud to drive into a city under siege. If anyone has a cofiguration or script let me know. I will continue to work on it.
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How to make balloons floating in air (alternative config)?
ArmaFiend replied to macieksoft's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i have been modeling an arostat for FOBs. If someone figures a way to do this, I would love for it to be lower and raise-able -
Explosions dusty environment
ArmaFiend replied to giorgygr's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have tried experimenting with smoke module to attempt this but never have got the setting right for the smoke to act like dust. If anyone has any ideas I would love to see some ideas. As someone who plays zeus, I want the ability to cause awe as they roll into a town which has been bombarted. Force them to drive into a dust cloud not knowing if the enemy was killed or alive. -
Preview release: Nimitz for Arma3 (0.103)
ArmaFiend replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should be under NATO faction Autonomous type not the armed one 1.On 2d map editor place on nimitz 2.select modules(three boxes icon i think) 3.click on the map and go through options to find nimitz modules 4. place down one Nimitz deck module(this sets the height ofbojects its "linked to" to spawn at deck height 5.place down towing module from same nimitz modules location 6.link these 2 modules to the UGV you placed ( to link select the chain looking icon and drag a line from the module to the ugv 7. link your player and anything else you want place on the deck(aircraft) to that deck module(so you are on the deck and not lower floors) 8.preview game-take ugv control-drive to plane (f18, not sure about vanilla aircraft usage)-attach at front 9.tow around like a crazy person because hopefully you go it to work -
Preview release: Nimitz for Arma3 (0.103)
ArmaFiend replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup, UGV. There is a seperate airplane logistics mod with models like about but i have always had issues with it. Such as , only being able to turn left after 5 min of play also. I think the actual towing script them selfs are similar but most air assets seem to be designed to work with the nimitz towing in mind. I would love to see the airfeild logistics mod and nimitz get togeather to kick ass. But I think that mod is working on mil. forklifts next and tetet seems to have a nice game plan on his wish list. Also other than how "real" it is I like the ugv more as a tower than using it for anything else in game. I can have a ugv in the hanger to remote to and bring the plane to me. -
Preview release: Nimitz for Arma3 (0.103)
ArmaFiend replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You place a UGV and then link the towing module to it with the height module. Then it will be at the "Hanger height" or "Flight Deck Height" with the ability to tow. -
Thanks! I can wait to use the jail in some missions!