ChlckenWlng
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unitCapture is not capturing what I do with weapons
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got it working. It was not the script or my triggers it was the functions file of TedHo -
unitCapture is not capturing what I do with weapons
ChlckenWlng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Everything works with unitCapture but not with weapons. When I copy the weapon fire data the output is always [] but movement works just fine. What did I do wrong? My scripts: _Player1move = ; Player1dothings = [player1, _Player1move] spawn BIS_fnc_UnitPlay; [player1] spawn BIS_fnc_UnitPlayFiring; Trigger script: [player1, 600, 60, true, 10] spawn BIS_fnc_UnitCapture; Thanks for any help -
Is there a way to tell a AI to raise the barrel of a artillery by a number of degrees?
ChlckenWlng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So like when I enter a trigger I want that the AI that is sitting in a artillery raise the barrel by some degrees and then shoot. If anyone knows another way make a AI shoot with a artillery on a target from like 200m please tell me. Why do I need this? I am trying to make a mission with a BM-21 artillery and I want it to shoot at a target inside of the minimum shooting range like 100m away or something like that. I can use doArtilleryFire but it will only work if the target is above the minimum shooting range -
Are there any active public mulityplayer servers?
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Need help making AI not move
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its called ravage -
Need help making AI not move
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks worked for me -
Need help making AI not move
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes I give them names -
Need help making AI not move
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well now I did but didnt find anything useful tho -
So I have a little problem here. I want that a zombie from the ravage adddon doesnt move. However I cant do it I tried: zombie disableAI "MOVE"; zombie enableSimulation false; doStop zombie; zombie disableAI "MOVE"; in combination with zombie disableAI "TARGET" and zombie disableAI "AUTOTARGET"; zombie disableAI "FSM"; zombie disableAI "AUTOCOMBAT"; zomibe disableAI "PATH"; and a combination of this all together but nothing worked. Anyone got a idea how I can make him stop moving?
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Can you break a window of a building with a trigger?
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
okay worked thanks -
Can you break a window of a building with a trigger?
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I dont know what I am doing wrong: (nearestTerrainObjects [thisTrigger,["House","Building"],10] #0) setHit ["glass_1", 1, true]; I just cant fix it -
Can you break a window of a building with a trigger?
ChlckenWlng replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you explain me how to do this getAllHitPointsDamage? I dont get it how to do it. -
Disable only sidechat on trigger?
ChlckenWlng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I want to hide the sidechat on trigger. Example when I have a unit talking in sidechat and the player just walks away (leaves the trigger) I dont want the unit to keep talking in sidechannel. I tried showChat false; but it just hides all channels. Maybe something that can kill the script and stol the talking or something like that idk. I tried looking for a solution but I didnt find anything. termniatescript isnt working too. Once the script actived it wont stop till it finished -
Can you break a window of a building with a trigger?
ChlckenWlng posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So what I want to do is when a player walks into a trigger the window of the building breaks -
Nevermind just had to put like 300 down but do you know why when I put it on 2 its like 30m not 2m?