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About kingofnuthin1980

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  1. I did that, too. But I didn't like, when the units are glued to their position behind me, when turning around while looking at them in third person. If you want to solve that with an attach code, I bet you'll need more than three lines, too. 😉 Edit: Not saying my approach is perfect, because it's not. It's just a matter of taste on how it plays out in the end.
  2. [RELEASE] Script to para jump and land with your squad in formation When using steerable parachutes, my squad never followed me. They were spinning around, hanging in their parachutes, and they were landing wherever they want. I got tired to catch up with my squad after every jump, so I wrote this script. WHAT IT DOES: If you go into freefall, your squad will drop out of the aircraft. When not looking at your squad, it gets repositioned behind you. In freefall and when they are in their parachutes. Your squad opens the parachute when you do, or when they reach a height between 100 and 75 meters. Your squad should land close to you. To make the units not spin around in their parachutes, the simulation of the parachute is disabled. THE SCRIPTS: Add this eventhandler for your player unit, to check for freefall animation: AIM_fnc_paraDropInit (this adds the action to open your parachute, handles your squad exit out of the aircraft, and initializes the formation) AIM_fnc_paraDropParachute (this opens your parachute, and for squad members it waits until you have opened your parachute) AIM_fnc_paraDropFormation (keeps your squad close to you, until you landed) YOU HAVE FOUND ISSUES OR YOU HAVE OPTIMIZATION SUGGESTIONS? Don't hesitate to tell me your feedback, down in the comments below. ANYTHING ELSE? No. Just have fun! 🙂 MAKE ARMA, NOT WAR! ...and maybe check out... "OPCOM - OPERATION COMMAND"
  3. Thank you! I've stumbled over this, too. But unfortunately, that's not the solution for me.
  4. I'm trying to load a singleplayer scenario/mission from script. What I did so far... getting the mission name with missionName loading into a mission in 3DEN editor used playMission with the string from missionName to load the mission also used example from wiki with an eventhandler: //--- adding eventhandler for mission ended addMissionEventHandler ["Ended", { playMission ["","\A3\Missions_F_Bootcamp\Scenarios\Arsenal.VR"]; }]; //--- ending the mission ["end1", true, 0] call BIS_fnc_endMission; Nothing happens. So if it is possible, what is needed to load a saved singleplayer scenario from debug console or from another mission? Thank you for your help!
  5. It seems the flight height is the problem on helicopters. I did several tests now and it seems to get problematic at a height of 750 meters. Between 750 and 400 meters the helicopter was wobbling left and right a lot, though. Everything below 400 meters seem to work without a problem and the helicopter is flying straight to the waypoints.
  6. kingofnuthin1980

    Need help for a probability script

    Have a look at the Conversations in the Wiki. There's also the option to use say, say2D or say3D. The hit event handler triggers when your unit gets hit.
  7. Hey guys... can someone please tell me, why the helicopter goes into a sharp turn and mostly stays in it? Also doMove does not help. What am I missing here? Thanks in advance for your help! [] spawn { //--- get insertion position private ["_mapSize", "_mapCenter", "_insertPos"]; _mapSize = (getnumber (configfile >> "cfgworlds" >> worldname >> "mapSize") / 2); _mapCenter = [worldSize / 2, worldsize / 2, 0]; _insertPos = [_mapCenter, _mapSize, random 360] call BIS_fnc_relPos; _insertPos set [2, 1000]; //--- create vehicle private ["_veh"]; _veh = createVehicle ["B_Heli_Transport_03_F", _insertPos, [], 0, "FLY"]; _veh setPos _insertPos; _veh setDir (_insertPos getDir _mapCenter); //--- create v ehicle crew; private ["_vehGrp"]; createVehicleCrew _veh; _vehGrp = group effectiveCommander _veh; //--- flight parameters _veh flyInHeightASL [1000, 1000, 1000]; _veh setVelocityModelSpace [0, 55, 0]; //--- delete waypoints for "_i" from 0 to ((count (waypoints _vehGrp)) - 1) do { deleteWaypoint [_vehGrp, _i]; }; //--- waypoint positions private ["_wpPos1", "_wpPos2"]; _wpPos1 = _mapCenter; _wpPos2 = [_mapCenter, (1 * _mapSize), (position _veh) getDir _mapCenter] call BIS_fnc_relPos; //--- add waypoints private ["_wp1", "_wp2", "_wp3"]; _wp1 = _vehGrp addWaypoint [_wpPos1, 0]; _wp2 = _vehGrp addWaypoint [_wpPos2, 0]; //--- Set waypoint properties { _x setWaypointType "MOVE"; _x setWaypointBehaviour "SAFE"; _x setWaypointCombatMode "WHITE"; _x setWaypointSpeed "NORMAL"; } forEach [_wp1, _wp2]; }; SOLUTION: Flight heights above 400 meters seem to be problematic for helicopters. _insertPos set [2, 400]; and _veh flyInHeightASL [400, 400, 400]; solved the problem and the helicopter is flying straight to the waypoints 🙂
  8. this is awesome, because I've also searched for a way to restart. thank you!
  9. thank you @pierremgi. I've found it somewhere in a script with the closeDialog command, but your information is another piece to the puzzle, making it sure what 4 does. Are you going to update that on the wiki page for closeDialog?
  10. Sure. I need it for closing the current mission (without a mission end screen) and loading another from script, and being able to load saves from first mission. I've found the solution in the scripts for the pause menu dialog.
  11. That one does seem to do the trick: (findDisplay 46) closeDisplay 4;
  12. No, it's for singleplayer. I need the same function as the "save and exit" button in the escape-menu in singleplayer scenarios. When you want to resume the mission at a later time. I can't find the function for that button.
  13. Hi, how can I exit a mission with a script, like when hitting the "save and exit" button? I don't want the mission to end. Thank you in advance for your help 🙂 -Chris SOLUTION: (findDisplay 46) closeDisplay 4;
  14. kingofnuthin1980

    OPCOM - Operation Command (Test-Branch)

    New Update released. Now it's possible to transfer settings and faction data between OPCOM scenarios 🙂