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Posts posted by warbirdguy1
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I am working on challenging myself to learn more about using the SQF side of editing over relying on the clean UI of the EDEN editor. Here is what I got so far in my init.sqf.
Player spawns on VR terrain. Is asked to run to a VR arrow. Once the player arrives there at arrow_1/trigger_1 I would like a new trigger to be created.
disableUserInput true;
player enableSimulation false;
arrow_1 hideObject true;
arrow_2 hideObject true;hint "You do not have control at this time.";
sleep 5;
systemChat "Hello and welcome to Sean Cole's mission creation demonstration.";
sleep 3;
systemChat "Lets get started, walk over to the blue arrow.";
hint "You have control.";
player enableSimulation true;
disableUserInput false;
arrow_1 hideObject false;trigger_1 = createTrigger ["EmptyDetector", getPos arrow_1];
trigger_1 setTriggerArea [5, 5, 0, false];
trigger_1 setTriggerActivation ["WEST", "PRESENT", true];
trigger_1 setTriggerStatements ["this", "hint 'Good, now lets move to the Red Arrow.'", ""];Here is the where my problems start.
if (triggerActivated trigger_1) then {
arrow_2 hideObject false;
trigger_2 = createTrigger ["EmptyDetector", getPos arrow_2];
trigger_2 setTriggerArea [5, 5, 0, false];
trigger_2 setTriggerActivation ["WEST", "PRESENT", true];
trigger_2 setTriggerStatements ["this", "hint 'Great, move to the smoke and await the Hummingbird.'", ""];
};I assumed this was the correct next set of statements but it does not seem to be working. Do you have any good references or can explain to me what I am doing wrong and how to correct it?
Thanks in advanced. Being relatively new to this I sometimes and not sure what the right questions are to ask and have difficulty finding the answers.
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I am so glad you are continuing to support this mod. It is easily my favorite mod this game has to offer. Once I finish a converting this USAF surplus F-16 Familiarization Trainer into a simpit for a local friend I will have certainly run your F-16 out of it!
In the future as funding becomes available would you consider a commission? I used your trim scheme templates and modified them into several MacDill F-16s. I just need them exported into a mod.
Thanks again!
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Is there a way I can get your AGM-88 to target POOKs Fire Control Radars and Search Radars?
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On 7/2/2017 at 9:20 AM, czechu777 said:I made a HUD for this beautiful jet, post your opinions please :) :
I NEED THIS
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On 7/13/2017 at 4:40 PM, phantomphan said:Hey Pook, I was just wondering if your SAMs are compatible with Firewill's HARM. I was trying to lock a HARM onto the radar, but I couldn't get a solid lock. Thanks for your help.
~Phantom
I use Firewills F-16 a bit too and wondered myself.
1. I get no RWR warning or Launch warning 90% of the time when any of your guided missiles or system is tracking me.
2. While using Firewills HARM with HTS I can not target your Fire Control Radars or Search Radars. When I have a site or stand along radar it does not work. I am able to fire on vanilla AA assets though.
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Outstanding mod. I just wanted to make sure this was not just me. On the Normandy 1944 map almost every structure is sunk into the ground.
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Does anyone know how to unfold the rotors on the UH-1Y before flight? I would love to be able to do this!
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Any updates? The tutorial does not make too much sense to me. I kinda need this broken down into lamens terms.
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First off awesome mod, I absolutely love it! Have it be a special operations objective or my fixed wing aviation missions this is awesome.
I read through you manual almost cover to cover but an having difficulty using ARMs. I am unable to get them to target at all. Specifically I am operating Firewills F-16C and F-16D models and using the HTS pod for the AGM-88s for SEAD/DEAD missions. Is there an updated version of the manual to 4.3 or am I doing something wrong? They keybinds I am seeing dictated in the manual do not seem to work.
Anything helps, thanks!
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I have given up and need help. I have tried to get this working on one of my PCs for a while now with no luck. I got it TFAR working fine on my other two PCs.
1. Team Speak says Connected Y Play N
2. I have always had this issue on the specific machine it is installed on. Even after updates nothing changed.
3. I have deleted the TFAR @ folder inside of ArmA 3 in Programs 86x and re installed them.
4. I have tried both plugins for TS.
Any ideas?
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12 minutes ago, Alex150201 said:Maybe they already got someone :)
Unfortunately whoever they got clearly has never become intimately familiar with these firearms, it seems to be based off google searching. Coming from the collector world I can tell you virtually anything you need to build correct M1 Rifles, M1 Carbines, all Arisaka Rifles, and M1918 BARs. Other than the M1918 I have owned numerous examples of those arms, most notably five M1 rifles and fourteen Arisaka variants (bought and sold, not all at once) and have a database of parts and lot number references for those weapons. The M1918 although I have not personally owned I have quite a bit of hands on experience with with both the Ohio Ordinance SLR and an actual wartime automatic example through a historical reenactor unit.
I will post some photos of a correct grade M1 rifle for you in the future. I the team ever decides to ever redo some weapons you will have them.
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On 4/4/2017 at 7:46 AM, Alex150201 said:Totally agree with you but for most of us we care about the overall look not specific little details. It differs from person to person. Hey maybe you should talk with them about being a historian in their team or something :D
I already did and they wont accept the help. Can't fix everything I guess :D
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16 hours ago, claws01 said:Just set verysignature to 2 inside your server.cfg
Sent from my SM-G925T using Tapatalk
How do I access that? I have no idea what those are.
Thanks man!
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Hello all,
How do I go about blocking Personal Arsenal from being used in my servers? Most players use the Steam version. I still need them to access virtual arsenal from crates.
https://steamcommunity.com/sharedfiles/filedetails/?id=457905859
http://www.armaholic.com/page.php?id=27021
Please break this down to absolute dummies terms. I am very new to this. -
Does anyone have a tutorial how to do this? I need to know myself...
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18 minutes ago, firewill said:afterburner action will appear when throttle percentage is 100%. and also if throttle percent is below 100%(like 99%), afterburner is will be off automatically.
That was it, awesome job!
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I am thrilled with these updates you have been working on. This is still my top favorite mod!
For some reason no matter what key bind I set User Action 1 to the afterburner wont activate for some reason. Anyone else encountering this?
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10 hours ago, Alex150201 said:Mr Gun Expert here :)
Anyway, as cool as it is that you know this much about these rifles, I doubt that the modders will change/remodel/fix their weapon models since modelling is pretty tough in my opinion and I also think that the models for this mod are fabulous!
Absolutely agree, it takes substantial time and effort to do rework. Despite being incorrect for World War II, actually incorrect most of its military life, the parts are accurately modeled from those post war examples. A big improvement over previous Garand models we have seen. I just hope in the future if there is ever a rifle built from scratch they take into consideration to make a World War II Garand and not a CMP rack grade special.
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Hello, thank your for creating a great mod.
I just wanted to bring to your attention that there are multiple problems with the M1 Rifle.
1. I have noticed the rear sights are the T-105 pattern with are long post World War II, the same sights used on the M14.
2. Also, the Gas Cylinder Lock is the squared type that is post World War II.
3. The Clip Latch is non existent.4. Trivial, but the Serial number places you mid war eliminating the possibility to use this rifle before May of 1943.
If you need additional weapons input I am extremely familiar with the M1 Rifle, M1 Carbine, and Arisaka family of rifles.
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Placed this in the units init
player setAmmo [currentWeapon player, 0]; player addMagazine "rhs_magazine_rhs_mag_556x45_30Rnd_M200_Stanag";
So far my attempt to remove the magazine from the primary weapon and add a magazine to the vest of the player that I want instead. I can drain the players ammo via the player setAmmo [currentWeapon player, 0]; in the unit init but can not load a magazine into their vest or weapon. Any ideas how to do so? I am at a bit of a loss. -
Hello all! I am having a bit of difficulty unloading a patient from an RHS UH-60. It says "no room to unload" even when I have landed in an open field with no objects (including helipad). Any ideas?
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On 1/28/2017 at 9:46 AM, RoF said:Strange... the only thing I can find is this post
Maybe you config.cpp is wrong? Could you post a pastebin link to it?
Also try asking on discord https://discord.gg/0aWSevYPq5TDcIVl There is more people on there
I figured out that problem at least. My config was recognized as a text document but I fixed that issue. Now I am on to this and still puzzled...
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Hello all! I am building an OH-6 cockpit simulator and currently have an F-16 simulator mostly complete. Of course with a real interior I have no need to see the in game interior. Is there a way to hide interiors and cockpits? I tried "this hideObject true" but it only effects the exterior. Any help is greatly appriciated!!!
My F-16 panel in action
Work in progress OH-6
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Fortunately this mod is still functional. I will be using it when I complete my OH-6 simulator!
Live feed control (LFC)
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Has anyone tried this in recent times? I believe I have followed all the steps correctly but do not see an Action item appear on Monitor1. Is this just me or are others having issues with this? Thanks.