André Krauß
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Trying to get Virtual Garage Spawner to work
André Krauß replied to André Krauß's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, that helped somewhat. I got it to atleast make the vehicle damagable with the following script, partially from your link. _pos = player getPos [30,getDir player]; _spawner = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE" ]; ["Open",[ true, _spawner ]] call BIS_fnc_garage; {_x allowDamage true;} forEach nearestObjects [_pos, [], 5]; Here the problem is that, if you change the vehicle you want to spawn in the garage, it doesn't work anymore so i would need to initialize {_x allowDamage true;} forEach nearestObjects [_pos, [], 5]; after the garage is closed. So i tried it with this eventhandler: [ missionNamespace, "garageClosed", { {_x allowDamage true;} forEach nearestObjects [_pos, [], 5]; }]; call BIS_fnc_addScriptedEventHandler; Which unfortunately produces an error. -
Trying to get Virtual Garage Spawner to work
André Krauß posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, with the introduction of Tanks DLC i tried to make a Virtual Garage Vehicle spawner that lets me configure addons and camo. This post was very helpful and custom spawning worked great. But i got one remaining problem: Spawned vehicles are invincible. I cannot for the live of me find a way in the wiki as to how to reference to the just spawned vehicle and set allowdamage to true. Any help would be appreciated. -
UPSMON - Urban Patrol Script Mon
André Krauß replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just got the hang on UPSMON and i really adore it. However i got some issues i don't know how to deal with: 1) Larger Vehicles such as Tanks often get stationary for no reason and stop moving. 2) I cannot put additional soldiers in a vehicle's cargo without breaking the script. As soon as i do so every soldier is dismounting, even the crew. This happens no matter if i group the additional units to the vehicle's crew or not. I would greatly appreciate any help with that. -
Hey guys, i am trying apply selected post processing effects only to the player that called the script. So far I found this function BIS_fnc_setPPeffectTemplate which allows me to execute a post processing effect from the CfgPostprocessTemplates. The problem with that is that it only lets me execute the arma3 vanilla ppeffects. My question is if there's a way to define a custom template or any other way i am missing to execute the effect locally. Thanks in advance!
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Hey guys, i just made a simple mission and used animations as usual using the following code in the init window my unit. "Arrow1" is a pointer which snaps Bob1 to a chair. [Bob1,"SIT_AT_TABLE","ASIS",arrow1] call BIS_fnc_ambientAnim; As you can see in the spoiler above this works perfectly well. However if i spawn a secend unit with whichever animation, e.g. [Bob2,"WATCH1"] call BIS_fnc_ambientAnim; both of them fail. I double-checked that both have a unique ID. Am i missing out on something?