JoMiMi
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Posts posted by JoMiMi
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It's been a while.
Any ETA for an update? -
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Hello. For the past hour or so I've tried to link an addaction to another addaction in the init field of a data terminal.
Here's my notes for that init section and the script.
//Add an action to a data terminal to open it //When that action is activated by a player, it will add another action //When that second action is activated, it will run an .sqf file that //consists of the nopop variable this addAction ["Startup Terminal", {[KillhouseControl,1] call BIS_fnc_dataTerminalAnimate; this addAction ["Start Killhouse", targetup.sqf}]]; this addAction ["Shutdown Terminal", {[KillhouseControl,0] call BIS_fnc_dataTerminalAnimate;}]; //To-do: Remove action
First of all, is there anything I'm doing wrong?
Second of all, is there a way to do this? -
Is there any way to make custom missile warheads? I'm trying to script smoke missiles into a mission I'm making.
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Is that in the .sqf file or in the unit's init field?
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Is there a way using holdAction to delete obstacles (e.g. Shoothouse Wall (long)) in the way of doors/windows? I am very inexperienced in scripting, and I couldn't figure out how to do it myself.
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Could someone find out if this is compatible with Global Mobilization? I'm in a rush in implementing this in 6 hours to a MP server...
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Found the classnames for the obsolete ELBV!
V_HarnessOSpec_brn
V_HarnessOSpec_gry
Also, an update for the Bench pod:
The Bench Pod is now only in the Virtual Garage and Zeus servers.
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On 7/24/2018 at 9:23 AM, pierremgi said:yep! my bad. I have more time to write something more convenient:
0 = this spawn { while {alive _this} do { _this setVariable ["invUnifPlyr",uniformItems _this]; sleep 2; }; }; 0 = this spawn { _unif = uniform _this; while {alive _this} do { waitUntil {sleep 0.3; !(uniform _this isEqualTo _unif)}; removeUniform _this; _inv = _this getVariable ["invUnifPlyr",uniformItems _this]; _this forceAddUniform _unif; {_this addItemToUniform _x} forEach _inv; }; };
Is there a way to do this while using custom textured uniforms using setObjectTextureGlobal?
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What do the modules do that were added in the Old Man DLC and how to use them?
How do you make malaria-infected civvies?- 1
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What about Old Man?
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Is there a way to make AI surrender and take captives with ACE3?
I've looked around the internet and I haven't found anything of the sort.
Basically, AI units will surrender instead of fleeing sometimes and so enemy AI will take them captive.
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Right now, I'm trying to make a mission where BLUFOR and OPFOR (OPFOR will be AI) are competing to conquer as much territory as possible.
There will be main bases, FOBs, checkpoints, paths, and a town.
Main Bases - the main base and main spawn, usually one team's final objective
FOBs - forward operating bases (you should know that already) with spawns, vehicles, and an arsenal; is an objective
Checkpoints - both sides have to capture checkpoints for points and a temporary spawn; is an objective and the most common one
Paths - everything above this will be connected via paths. Basically it's just a corridor that connects every objective together; not an objective
Town - a town surrounded by walls, optimized for intense CQB and will be half-way through the mission; is an objective
The thing is, these will all be randomly generated excluding the main bases. I am very new to coding, so it's really hard for me and I couldn't find anything to help me with this.
I do not want to use MCC or ALiVE because those 2 are equally broken.
I'm looking for someone to do this.
Edit: as a side-note, this will all be in the VR terrain. -
Maybe add some chemical grenades?
Most notably:
CS - Turns nearby units vision white for 5 seconds then blurs vision of nearby units for 30+ seconds, reducing their speed, turn speed, aim, and reduces their courage.
Tin(IV) - Same as CS but has the possibility to incapacitate affected units with ACE3.
OC - CS but it's shorter and it doesn't turn vision white.
All of these are ranked yellow, and the effects of each do not go through walls. -
7 hours ago, JohnKalo said:Don't think so. Maybe you can make it blow up when the door is opened and not when it collides with it
How do you do that?
Also, should of pointed out earlier, but I'm kinda new to scripting. -
10 hours ago, JohnKalo said:nameOfMine setDamage 1;
should work. As for the condition it can be anybody present in the needed area.
This worked for AI and players, but is there a script that would detonate tripwires when it collides with a door?
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Is there a way to get a tripwire to detonate when an object (e.g. door or AI) goes through it by scripting in the editor? If so, how?
List of all hidden texture inits
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Anyone find any hidden textures for 2.00 yet?