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Melody_Mike

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Posts posted by Melody_Mike


  1. I do not use Eden Enhanced to make missions. But I know you can simply move the fire module to any location you like, including up and down. Either change to 'move' mode (press 2) when you've got the module selected, or just change the xyz position under the 'transformation' tab in the object's properties (double click).

    The link above certainly works, but involves some scripting knowledge. 


  2. On 4/11/2024 at 3:49 AM, powsyjowlsy said:

    Does anyone know a good script that allows the defuse to input a code to defuse a certain bomb or object.

    - I also want it where I can change the correct input code.

    Search box on the top right corner of this page. 

    "Defuse bomb" 

    Result:

    PS have used (and modified) this script myself for missions. Can guarantee it works.


  3. 1 hour ago, major-stiffy said:

    Add to a trigger?

     

    
    {_x setPos (getMarkerPos "yourmarkerVarName")} forEach (units yourgroup);

    Teleports your group to a marker. You can add fade effects if you want.

     

    Firstly thanks for the reply. But I should have said this is a more a design question. Because I know how basic teleports are scripted. I just want to "hide" the transition in a more plausible way then people standing in front of a wall then having fade effects.
    My ladder for example used a trigger halfway the first ladder to place units on the second.


  4. There are a lot of teleportation scripts in the forums, the workshop compositions, and missions. Usually they involve an action added to the scroll menu of the player, triggered by distance or cursorObject, and a setPosATL. It's usually masked to the player with a fade out. Although the mission example cleverly copies animation of the door and your relative position, these details only convince in singleplayer.

    I'd like a method that doesn't involve the player stopping at a dead end, scrolling to an action, then instantly having their view switched to the destination. Preferably one that is somewhat multiplayer friendly. It doesn't have to be 100% convincing.
    Of course the way to do this is by making the player use their 'verbs': running/climbing/jumping, et cetera.

    I tried to create a ladder setup. See sketch (and try not to think of colonoscopy): 
    arma-tunnel-sketch.png
    The players climbed a ladder down a deep hole and when they got halfway, were teleported halfway to another ladder. But the code:

    player action ["ladderUp", ladder_1, 0, 1];

    Will not execute when the player is already on a ladder. It will wait until the player gets off. The 2.18 devbranch has " actionNow ", but we'll have to wait to see if that works. 
    Perhaps have a long tunnel with multiple ladders, where players must get off the first, and then the second ladder is a simple object with an addAction to the destination. I can already see this is not a very robust solution for more than 2 players: 
    Twoladdersketch.png
    Also considered having players fall into a hole in the ground. But how to make them get back?
    Jump-Down-Sketch.png


    I don't mind awkward. Just looking for something that involves the player doing something, other than a scroll action, that's slightly more convincing than a "clap and disappear" smash video cut.
    Any ideas?
     

    • Like 1

  5. On 1/15/2024 at 9:17 AM, Tankbuster said:

    Ooops, fixed a couple of broken bits. )

     

    MIssion updated to 1.26.5164

    New secondary mission; recover space capsule

     

    Changelog below and google drive on first page updated

     

      Hide contents

    5158: Fixed broken Secondary MIssion Manager. Ugh.
    5160: Added invisible helipad to heli deck of destroyer.
    5161: Fixed syntax error in sniper shot secondary mission
    5163: Added new secondary mission; recover space capsule
    5164: Build and publish 1.22.5164

     

    Will this mission include a billionaire manhunt?

    • Like 1

  6. Thank you for the recommendation IceBreakr!
    Easy to see that the author gave a lot of attention to both the visual and gameplay elements. I didn't recognize the music, so it worked well for me. 
    Fun to play as *anything* other than Blufor/PMC/"John Matrix" commandos for a change.
    Also nice that there's a fun little preview video based on a playthrough with effects.

     

    It all helps make this mission stand out. A fun hour with 3 friends that's tense but not frustrating.


  7. Hello everyone.

    For whatever reason, I am now stuck behind a Mac, and craving to do some Arma modding. Thankfully, BI has updated its Mac port (hurray!).

    But I cannot unpack PBO files or unbinarise them, because both Mikeros tools, the popular PBO manager, and Arma 3 Tools, are still Windows based. Your project seems a perfect fix, but I am running into an issue.

    The contents (listing) of PBOs can be seen, and they can be unpacked. But the files themselves are unreadable. That is, media such as .ogg cannot be played, and script files such as .sqm, .sqf, and .ext, are read as random (not binarized with some variable names- random) characters by VS Code and text programs. 

    I have used both your CLI version and the GUI using a WINE wrapper. Same result. Could you, or any users, give me a tip?


  8. Hello @LesterJJJ, welcome to the forums!

    On 5/3/2023 at 9:10 AM, LesterJJJ said:

    Hello all, please help me find a mod, I need to when I say fired from a rocket launcher bm-21 with Blastcore Edited (standalone version) mod, the smoke that remains after the explosion (not after the explosion of a technique, but just after the explosion on the ground) I want the smoke after the explosion remained for a long time!


    I don't know of any mod that does this 1 specific thing.

    What you are technically asking is a modification of the "Blastcore" mod.
    You can probably guess this means knowing Arma scripting, and how to create a mod. You will probably also want permission from the author.

    I can't do all that for you.

    More realistic is to create a script (or trigger) for your mission, that makes smoke effects whenever a tank blows up from a bm-21 rocket.

    So you would take (and change) this smoke particle script example:
    https://community.bistudio.com/wiki/Particles_Tutorial#Burning_Vehicle_Fire_Look-Alike
    -That makes smoke appear at a location.

     

    And have it activated by this event handler:
    https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitExplosion

    -So that the special smoke appears only at tanks that are blown up by bm-21 rockets.

    It's a bit of work, even if you have experience with Arma scripting. But this is easier than reverse-engineering the Blastcore mod, or making a new mod.
    Try asking specific questions. It's a frustrating but fun process.


    Good luck!

    • Like 1

  9. Hi @sokolpunk, welcome to the forums mate 🙂

    You can make this by syncing "triggers" and "task modules". Here's a video demonstrating it in English:

    (PS for next time: see if you can search the forums/Discord/internet. Searching with "trigger finish mission" or "complete mission item inventory" gives answers as well. I sometimes end up answering my question by having to explain the problem to someone else)

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