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147 ExcellentAbout Play3r
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Play3r started following Spawn an air vehicle with a group of units inside, RYD_Projectile_Spectator Script, Forum has died and and 7 others
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RYD_Projectile_Spectator Script
Play3r replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great script G & R. Can any of you help me set it up so if a player has a Special rifle the script will work for that player. like if he uses the M320, can't remember the classname. -
No just off for the weekend, just like me away from work..
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HVT capture and Hostage rescue scripts
Play3r replied to nomadd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi @pierre MGI Yes did a check before posting, when i go inside the Trigger it do fire. This is from the HVT_SetUp,sqf //make trigger for capture trg_capture = createTrigger ["EmptyDetector", getPosatl _this,false]; trg_capture setTriggerArea [2.0, 2.0, 0, false,1]; trg_capture setTriggerActivation ["anyplayer", "PRESENT", false]; trg_capture setTriggerStatements ["this", "[format ['%1 Captured the HVT', name (thislist select 0)]] remoteExec ['hintsilent',[0,-2] select isDedicated];", ""];//_this execVM 'hvtcaptured.sqf'; from my trigger i now have this Detach HVT; [HVT] join grpNull; deleteVehicle trg_capture; 0 Spawn { [format ["%1", format ["%1",name player]], "We Found him!!"] remoteExec ["BIS_fnc_showSubtitle",[0,-2] select isDedicated]; Sleep 5; private _handle = ["Smith", "Thanks, We will take it from here.!!!!"] remoteExec ["BIS_fnc_showSubtitle",[0,-2] select isDedicated]; }; I found out that the Trigger that is created on the HVT if i delete that one, it works fine when it is deleted. -
HVT capture and Hostage rescue scripts
Play3r replied to nomadd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
HI sorry to bump up a old tread. I want to use this HVT_SetUp.sqf so that i can drop of the HVT when i get inside at trigger. I have tried with a Detach HVT and [HVT] Join GrpNull, but he is still in my group and he is still attached to the player. So i want to know what i have to type inside the On Activation field in the trigger to let him leave my player and he is no longer my prisoner // Play3r what is inside the trigger -
Mission Intro text and audio
Play3r replied to icecreamshampoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe you can use one of them for your briefing. -
How to use BIS_fnc_setUnitInsignia i MP ?
Play3r replied to Play3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Pierre. That did it, but when my friends and i are inside Arsenal it disappears from our uniforms, when we close the Arsenal. and it never comes back, not even on respawn. Any idea @pierre MGI I have this in my initPlayerLocal.sqf // Insignia [missionNamespace, "arsenalClosed", { _insignia = [player] call BIS_fnc_getUnitInsignia; player setVariable ['sign', _insignia]; }] call BIS_fnc_addScriptedEventHandler; -
How to use BIS_fnc_setUnitInsignia i MP ?
Play3r posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
class CfgUnitInsignia // [this,"WolfPack"] call BIS_fnc_setUnitInsignia; <-- this is inside the Init of the Unit { class WolfPack { displayName = "WolfPack 11"; // Name displayed in Arsenal author = "Play3r"; // Author displayed in Arsenal texture = "pictures\ulven.paa"; // Image path material = ""; // .rvmat path textureVehicle = ""; // Does nothing, reserved for future use }; }; I have this in my description.ext and this in the unit init [this,"WolfPack"] call BIS_fnc_setUnitInsignia; But is does not show up on my units. i'm using the SOG:PF Cdlc and it is for a MP game. i did read about the config.cpp, but i do understand that it is not a good idea to use. in my InitLocalPlayer.sqf i have this. So i get it back on ReSpawn. params ["_player"]; _player addMPEventHandler ["MPRespawn", { params ["_unit", "_corpse"]; private _insignia = [_corpse] call BIS_fnc_getUnitInsignia; [_unit, _insignia] spawn { params ["_unit", "_insignia"]; sleep 1; isNil { _unit setVariable ["BIS_fnc_setUnitInsignia_class", nil]; // you can also do [_unit, ""] call BIS_fnc_setUnitInsignia, but this way is faster (plus no network traffic) [_unit, _insignia] call BIS_fnc_setUnitInsignia; }; }; }]; Does anyone know why they don't show up on my units? Cheers Play3r -
L_ambiCivs - Civil population, performant and MP-Compatible
Play3r replied to laxemann's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does anyone have problems when you have setup the game so you lose when you kill a civilian, i can play for like 3 min and then i have the Mission Fail, but all i have done is fly from base to my first task. it has all started when i started to use this script, if i remove the #include "L_ambiCivs\init.sqf" from my InitServer.sqf i don't fail. does anyone know a work around? // Play3r -
praetorian 1c [SOLVED] B_AAA_System_01_F
Play3r replied to Play3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks @pierremgi. -
praetorian 1c [SOLVED] B_AAA_System_01_F
Play3r posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
if i use the Praetorian 1C in a Hosted game and i want it to be on the Opfor side, how can that be done? all units are placed in editor. -
(Solved) BIS_fnc_showSubtitle show to other player on a Hosted Server
Play3r replied to Play3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This work great thanks for the help. -
Civilian Occupation System (COS)
Play3r replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just change this line player groupChat (format ["Town:%4 .Civilians:%1 .Vehicles:%2 .Parked:%3",_GHint,_ghint1,_ghint2, _ghint3]); To this player groupChat (format ["Town:%4]); I think that will do it unless you found another way to do it. -
Spawn an air vehicle with a group of units inside
Play3r replied to vissarion1917's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what does not work don't the group spawn, don't the heli spawn, don't you not get a player in the group? -
How to remove accomplished mission from Strategic Map
Play3r replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried to give the missionmarker a name and then delete it when mission is done?