-
Content Count
567 -
Joined
-
Last visited
-
Medals
Posts posted by Bnae
-
-
player switchMove "acts_briefing_sb_in"; sleep 10; player switchMove "";
Or
[player, "acts_briefing_sb_in"] remoteExec ["switchMove", 0]; sleep 10; [player, ""] remoteExec ["switchMove", 0];
-
1
-
-
Remove the bracket from line 371
-
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference
https://community.bistudio.com/wiki/CfgMoves_Config_Reference
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference
There is few of many
First unpack the A3 Pbo's with Arma 3 Tools
> Take a look of the Arma 3 config.cpp files
> Take a look of Arma 3 Samples
Both are available in Steam
There is so much you can do so i suggest to start from something specific.
-
1
-
-
Line 33, 43, 62, 92, 102 and 112 are missing semicolons.
-
Line 291 bracket should be { instead of };
-
What i ment is, please could you post the code here so i can tell are you calling it in the right way > global or local > on every machine or only server
-
In a similiar situation i used a missionNamespace variable to exit while loop. Not the best way but it works.
missionNamespace setVariable ["ESCape", 0,false]; while (true) do { _escape = missionNamespace getVariable "ESCape"; sleep 1; if (_escape == 1) exitWith {["Terminate"] call BIS_fnc_EGSpectator}; };And in the ESC keybind i had
missionNamespace setVariable ["ESCape", 1,false];
-
Depends how you're calling the code
-
Hello!
I'm maybe trying to do something that is kinda useless and possible pain in the ass but i'll give it a shot.
I have created an animation that goes from erect>kneel while running full speed.
Now i'm wondering if it's possible to make this animation override the a3 animation. So it should be; Full speed run > press crouch/kneel (X) > do custom animation with move forward > stop as kneel > continue normally as crouched.
First i though maybe i'll do this with Shift+X but then i realized how many things will go wrong. Like it'll work in situations that i shoudn't; kneel>erect or by just standing still.
I have only experience on animations used via keybinds or reloadGestures so this is kinda out of my comfort zone.
If you have anything on your mind, please feel free to share it.
-
Splendid. That is one high quality shark, KUTGW
-
_ground = "GroundWeaponHolder" createVehicle (getPos player); sleep 1; player action ["dropWeapon", _ground, primaryWeapon player];
Corret me if i'm wrong but it didn't create a WeaponHolder as it should, but this should work for.
Use handgunWeapon for pistols, secondaryWeapon for launcher and so on.
I'd recommend to remove the weapons after awhile.
-
1
-
-
Instead of removing the weapon use DropWeapon action > https://community.bistudio.com/wiki/ArmA:_Actions#DropWeapon
-
1
-
-
Looks great, would be great to see some video or gif
-
- Objects -> objNull
- Controls -> controlNull
- Displays -> displayNull
- Groups -> grpNull
- Locations -> locationNull (since ARMA 2)
- Tasks -> taskNull (since ARMA 2)
- Scripts -> scriptNull (since Arma 3 1.29.127075)
- Configs -> configNull (since Arma 3 1.53.133130)
Note: A test via == does not work, because, for example, objNull is not equal to anything, not even to itself. Use isEqualTo.
I would advise to do whatever you're doing differently if you cannot find a correct solution from what you have. Good luck
-
This might be just me not realizing what you're after, but i can detect "Nothing" without errors
_target = cursorTarget ; if (isNull _target ) exitWith {hint "Nothing"}; -
Is it part of the encrypted Apex campaign content, and therefore not available to us?
\Arma 3\Expansion\Addons\anims_f
I guess thats the case
-
Check this video.....
script link
I'll be happy if from the surrender position I could zip tie the HVT and move him on my back and load it on a vehicle/unload him :P :P :P
Well seems like you have everything you need on that pastebin. Unfortunately i do not have enough time to make a completely new hostage funtion atm.
-
1
-
-
That wouldn't be a problem..since the campaign is SP...
making the animations..that goes beyond my capabilities :( :( :(
I can help at some point, maybe today if i have enough time. No need to create new ones, just little config editing.
-
1
-
-
On a serious note, kinda off topic, but SuicideCommando made me me think of it....
ASDJ_JR was folded into CBA, but I was told there were some functions in ASDJ_JR didn't make the crossover. Can someone explain this to me, if it's not too much trouble?
~S
Doesn't really matter since ASDG Joint Rails is not going to continue as a standalone anymore
For players
If you have CBA 2.0, you don't need ASDG JR anymore, it becomes redundant.
All your various ASDG compatibility addons are still valid to use.
For modders
All asdg_* classes remain unchanged. You don't need to update your configs.
Function asdg_fnc_compatibleItems became CBA_fnc_compatibleItems.
Optional but recommended: change asdg_jointrails in requiredaddons to cba_jr
List CBA v2.0+ as a requirement instead of ASDG JR.
Future plans for ASDG JR
Developed as part of CBA.
No longer maintained as a standalone release.
And for now this is going to be a standalone addon > reason = Colors and locations from other weapons/ addons won't match.
-
Would be easy to do with addons > Hands behind back animation with upperTorso mask. Problem is now that you have to download something if you want to join the server.
Go through all the animations > check if you can move along the animation and i bet you find a solution that suits you.
\a3\anims_f\config\sdr\config.cpp > mask="upperTorso";
Edit: Do not use addActions on interacting functions. Why not? Misclicks will be fatal
-
1
-
-
-
-
Hello,
How do i define custom animation example "AmovPercMstpSrasWrflDnon_AadjPpneMstpSrasWrflDright" (original a3 animation) so i can run the animation via switchMove.
I have experience of making reload animations and handposition animations, but these animations are used and defined in the config files, not used with commands ingame.
UPDATE
Nevermind i can do everything i wanted with playAction
Thanks.
-
Headshot Detection
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
[] spawn { while {true} do { sleep 0.1; _damagehead= player getHit "head"; if (_damagehead > 0.9) then {_headshot = 1}; }; };I used similiar for fullbody damage map layer.