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André Krauß

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Posts posted by André Krauß


  1. 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.

     

     

     

     


  2. 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.


  3. 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.


  4. 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!


  5. 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;

     

     

     

    Spoiler

    Bob1

     

    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;

     

    Spoiler

    Still Bob1

     

    both of them fail. I double-checked that both have a unique ID. Am i missing out on something?

     

     

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