Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

191 Excellent

1 Follower

About Alert23

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. just tried this: put a man down and named him dude1 in his init: [] spawn { while {alive dude1} do { dude1 setObjectScale 0.3; }; }; and it seems like its working , atleast he is running and chasing me XD so funny he is ant man https://i.imgur.com/4qLoZCK.gifv so funny XD
  2. i finally figured it out 🤣 cam1 switchCamera "internal"; onEachFrame { cam1 setVectorDirAndUp [ (eyepos cam1) vectorFromTo (aimpos player), [0,0,1] ]; };
  3. hey, i want to create a mission with a unique camera view, so i have multiple objects (Sign_Sphere10cm_F) named and placed in editor for every area acting as a camera, what i do is switch the camera to that object and use an onEachFrame command to focus on the player, now i got this code which will focus on the player but not in 3D i really need help with this, cant solve it since days.. cam1 switchCamera "Internal"; onEachFrame { cam1 setdir (cam1 getdir player); }; example video
  4. Alert23

    HELP With direction of object

    this part: should be i think: _dir = getDir _caller; _bomberplane setDir _dir; could also try this? _bomberplane setDir (getdir _caller);
  5. Alert23

    Attachto player weapon

    this works very good thank you! with this you can also create a gun-cam
  6. Alert23

    Attachto player weapon

    Actually you can.. Just test it _object attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\pistol.001"]; but my question is how to make the attached object face the weapondirection. Simulating a flashlight. ps. They added allot of "new" selectionPositions
  7. Hi all, i want to attach a lightpoint the weapon of the player and make it move with the gun movement but unfortunatly it dosent move the with gun movement. _flashlight = "Reflector_Cone_01_Long_white_F" createVehicle [0,0,0]; _flashlight attachTo [player, [0.1,0,0], "proxy:\a3\characters_f\proxies\pistol.001"]; addMissionEventHandler ["EachFrame", { _flashlight setVectorDirAndUp [ (player selectionPosition "nabojnicestart") vectorFromTo (player selectionPosition "zamerny"), [0,0,1] ]; }]; can someone please help 😃 i have the code from here
  8. Found this https://community.bistudio.com/wiki/allowCrewInImmobile
  9. Alert23

    Arma 3 Karts

    Yes, why not =)
  10. thank you very much for all of your help on the forum! this is the outcome
  11. is there also a way to ignore "Interface size"? because i noticed if some people changed their "Interface Size" then the text also will be offscreen or not were its supposed to be.
  12. Thank you it finally solved my problem after years =)
  13. cant get this to work, i still need some help. where would i put this part: // Pixel grid #define SCALEFACTOR getNumber( configFile >> "uiScaleFactor" ) #define GRID_X( gridType, gridScale, num ) ( pixelW * gridType * ((( num ) * ( gridScale )) / SCALEFACTOR )) #define GRID_Y( gridType, gridScale, num ) ( pixelH * gridType * ((( num ) * ( gridScale )) / SCALEFACTOR )) //Size of a grid cell #define GRID_SCALE 8 and can i call this part then from sqf/trigger etc..? Task1 = [ "<t size='1.2' align='left' underline='1'>TEST</t><t size='.7' align='left'><br />Testing<br />Tested</t>", safeZoneXAbs + GRID_X( pixelGrid, GRID_SCALE, 2 ), safeZoneY + GRID_Y( pixelGrid, GRID_SCALE, 5 ), 50, 1, 0, 222 ] spawn BIS_fnc_dynamicText;
  14. thank you this works