JoMiMi
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Everything posted by JoMiMi
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Old Man - What do the modules do and how to use them?
JoMiMi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
List of all hidden texture inits
JoMiMi replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone find any hidden textures for 2.00 yet?- 196 replies
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It's been a while. Any ETA for an update?
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Adding an action linked from another action
JoMiMi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
List of all hidden texture inits
JoMiMi replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How'd you manage to spawn those?- 196 replies
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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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Break down blocked doors/windows using holdAction?
JoMiMi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Break down blocked doors/windows using holdAction?
JoMiMi replied to JoMiMi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is that in the .sqf file or in the unit's init field? -
release [Release] Incon Undercover: A comprehensive undercover / incognito simulation
JoMiMi replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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...- 138 replies
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List of all hidden texture inits
JoMiMi replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.- 196 replies
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Lock uniforms and helmets so they cannot be removed
JoMiMi replied to onedigita's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to do this while using custom textured uniforms using setObjectTextureGlobal? -
Arma 3 Assets - Objects, Weapons, Magazines and much more
JoMiMi replied to moricky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What about Old Man? -
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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Looking for a person to make a dynamic mission type
JoMiMi posted a topic in ARMA 3 - FIND OR OFFER EDITING
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.
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Editor - Tripwire activates on door opening or if a unit steps on it
JoMiMi posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
Editor - Tripwire activates on door opening or if a unit steps on it
JoMiMi replied to JoMiMi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do you do that? Also, should of pointed out earlier, but I'm kinda new to scripting. -
Editor - Tripwire activates on door opening or if a unit steps on it
JoMiMi replied to JoMiMi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This worked for AI and players, but is there a script that would detonate tripwires when it collides with a door?