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WPK-ArmedVeteran

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About WPK-ArmedVeteran

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  1. WPK-ArmedVeteran

    Make mod items available as editor assets

    thx ❤️
  2. WPK-ArmedVeteran

    Make mod items available as editor assets

    Alright, thanks ❤️ One more thing I'd like to ask, if you're able to help me with that. Any idea why my uniforms T-pose when on the ground? Should I add a model for the folded uniform or did I mess something up with inheritance?
  3. WPK-ArmedVeteran

    Make mod items available as editor assets

    Do I need dlc, vehicleClass, editorCategory, editorSubcategory fields or is the subclass enough?
  4. Hi! I've searched for it for quite a while now and wasn't able to find a solution. How do I make items defined in CfgWeapons visible in the Assets section in 3den Editor? CfgVehicles stuff is obviously available by default, because I can see units and backpacks, but other stuff doesn't appear there. Thanks in advance.
  5. WPK-ArmedVeteran

    United States Air Force( 2015)

    So, how is it going? No trailer just yet? I'm so hyped :D
  6. WPK-ArmedVeteran

    Advanced Urban Rappelling

    Any chance for the Grappling branch to be released? I've seen your progress on that one and I hope you'll get back to it :/
  7. Awesome job! What you could think about implementing is carrying a dog with you.
  8. Hi, I'd like to know if I'm able to export all the placed objects, while keeping all of their properties, position, init box content etc. and import them into a new mission file. I need this, because Dynamic Simulation isn't working for me and I believe that if I create a new mission with imported objects and copy my external scripts it will work. Any clues on how to do it?
  9. WPK-ArmedVeteran

    Dynamic Simulation not working

    Aw shit. I just checked it on a new empty scenario and everything works like a charm. No one will be able to help me remotely in this case I guess :/
  10. Hi! I tried using Dynamic Simulation to increase framerate in my mission, but surprisingly it doesn't work. The units which have DS enabled don't "wake up" at all. The simulation does not start, therefore I have quite a big problem. If I disable DS for a unit, the simulation goes normally, same for global disabling of DS - all units behave as they should. I'm using 3den Enhanced, but don't think that's what's causing this situation, since I've read that it works normally with 3E. Any ideas where the issue lies?
  11. Hi! As the title says, I can't figure out how to use Murklor's AI Spawn Script. I'm a total noob in scripting, therefore I can't really understand what should I do. I'd gladly use some detailed instructions on how to use this script or a description of another way to despawn editor-placed units and spawn them later using trigger, while maintaining all the setup like waypoints etc. Murklor's script on Armaholic: http://www.armaholic.com/page.php?id=26909
  12. Although, there is a new problem. After destroying the MHQ while my friend tries to teleport he teleports into wreckage of the previous MHQ, instead of new one, because the script is only executed for me. @Update Nevermind lol. I managed to fix this using publicVariable in this script and getVariable before moveInCargo in teleporting script.
  13. Can you guys explain how does it work? I understand that I need it to force the execution of the code for machines other than server, but why?
  14. Well, if you place a flying jet with a pilot in the editor and give it "Move" waypoint the pilot will fly there. Here you've got wiki description: https://community.bistudio.com/wiki/Waypoint_types#Move
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