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Okay, a amazing guy "EL_D148L0" from Arma Discord helped me with this issue and here is the solution for anyone interested: lightCone = "Reflector_Cone_01_narrow_white_F" createVehicle [0,0,0]; lightCone attachTo [player, [0,0,0], "head", false]; waitUntil {!isNull (findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["MouseMoving", { lightCone setVectorDirAndUp [ player vectorworldtomodel ((positionCameraToWorld [0,0,1]) vectordiff (positionCameraToWorld [0,0,0])), player vectorworldtomodel ((positionCameraToWorld [0,1,0]) vectordiff (positionCameraToWorld [0,0,0])) ]; }];
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Thanks for the link, but I'm very weak at math, I hope someone with better understanding than me can help
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Hi, im trying to make a reflectorCone Look at screen center but I have struggles with the "setVectorDirAndUp" command, can some please help me solve this issue? lightCone = "Reflector_Cone_01_narrow_white_F" createVehicle [0,0,0]; LightCone attachTo [player, [0,0,0],"head"];//i dont want it to follow bone rotation as it is not accurate if player is in prone or crouch waitUntil {!isNull (findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["MouseMoving", { lightcone setVectorDirAndUp [[0,0,0], [0,0,0]];//i dont know what to type here }];
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https://steamcommunity.com/sharedfiles/filedetails/?id=2664935106
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Alert23 replied to Placebo's topic in ARMA 3 - GENERAL
no mods -
CYTECH INDUSTRIES - [WIP] Underground Terrain
Alert23 replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
can't we just create a Community poll for it, and let the community decide? XD -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Alert23 replied to Placebo's topic in ARMA 3 - GENERAL
no mods -
Project: Psykers!
Alert23 replied to accuracythruvolume's topic in ARMA 3 - MISSION EDITING & SCRIPTING
blabla -
lineIntersectsSurfaces problem
Alert23 replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
im not sure if i understand your problem right but im using this to check if a unit is visible to another unit checkVisibility BIS_fnc_inAngleSector tested like this [] spawn { while {sleep 1;true} do { if ( [getposATL spectator1, getdir spectator1, 80, getposATL player] call BIS_fnc_inAngleSector && [ObjNull, "VIEW"] checkVisibility [eyepos spectator1, eyePos player] > 0) then { hintSilent "he sees you";} else { hintSilent "he can't see you";}; }; }; ps: if not helpful please ignore 😅 -
Super Mario Kart 1vs1 I made this purely for fun, as a proof of concept and released as LOL provider and it was something i always wanted to create just due to the fact that within ARMA nearly anything is possible. STEAM POWERUP'S
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ARMA 3 Addon Request Thread
Alert23 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hello, just an idea for a mod-request that would definitely make cinematic camera scenes much more easier for the arma community. Feuerex has recently uploaded a demo-video where he shows how to create "Smooth camera pans with Bézier curves" he even provides an example script, of course all credits goes to him for making the script available for the community. example video: so if anyone with scripting/modding knowledge would do this then im pretty sure the whole community would love it and appreciate it. -
trigger (Solved) vehicle respawn
Alert23 replied to maaarv's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this post is also a good solution- 8 replies
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i had the same issue, see this post
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camcreate + switchCamera and currentWeaponMode
Alert23 replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
is this even possible? or is there an command like "mouseButtonHoldDown" similar to "keyDown". how does fullauto shooting work in arma maybe that would solve my question. any help would be greatly appreciated. -
camcreate + switchCamera and currentWeaponMode
Alert23 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hello, in this example code it is possible to fire your weapon in a custom camera view although it says currentWeaponMode player it does only fire single shots regardless of the currentWeaponMode private _cam = "Land_HandyCam_F" createVehicleLocal [0,0,0]; _cam hideObject true; _cam attachTo [player, [0,0,10]]; _cam setVectorUp [0,0.99,0.01]; _cam switchCamera "Internal"; findDisplay 46 displayAddEventHandler ["MouseButtonDown", { if (_this select 1 == 0) then { player forceWeaponFire [currentMuzzle player, currentWeaponMode player]; }; false }]; findDisplay 46 displayAddEventHandler ["KeyDown", { if (_this select 1 in actionKeys "ReloadMagazine") then { reload player; }; false }]; is there a way to make it work for "burst" and "FullAuto" too?