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Posts posted by honger
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!(officer_01 inArea thisTrigger)
The other example you posted in bold seems to be a form over content type of code. Just do
officer_01 inArea thisTrigger
to activate trigger when this unit is in trigger's area.
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Lythium, JBAD, Sunset over Takistan, SOG, GlobMob
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Just to make sure as you switch between zoom levels too often - it actually keeps tracking when you're zoomed in but if you're zoomed out, it will do that only for a few seconds?
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Go through this thread, someone already had an issue like yours and figured it out, your situation may be similar.
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11 hours ago, SIMON1138 said:Hello Alwarren,
game crashes at initializing addons
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Read the message Alwarren sent, what you just wrote is a complete opposite of "a lot more information".
Either you are missing mods, or you are loading more than CUP, or you downloaded them partially and have missing files within. So be specific.
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Check the vectorMagnitude syntax on BIKI https://community.bistudio.com/wiki/vectorMagnitude, it should be vectorMagnitude _targetVel.
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EDIT: Nevermind, wrong campaign thread lol
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1 hour ago, extaz93 said:Sadly, it's not available anymore on the Workshop.
I used to love this scenario.
Any way to get it ?
Is this the one? https://steamcommunity.com/sharedfiles/filedetails/?id=957101332 Took me about a minute to google this out, hopefully hassle was worth it.
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If this error happens with that one very helicopter from some mod, that very mod is your problem, not the game. Get rid of it, report a bug to its developer, perhaps send him your RPT file.
I assume you have already tried running just a single mod that has said helicopter in it without anything non-dependant.
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You can do this on official Discord server in #warlords_discussion channel or send him a DM, Discord should be preffered way as you'll get a faster answer there.
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I don't understand the first question. For the two others - there is no 2S12 mortar in Arma 3 nor in any mod and it will happen if someone mods it. You can go to Addon Request Thread and make a suggestion but don't count on anything, if someone wants to implement it - you'll see it on Workshop.
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You can't edit predefined difficulties, make a custom one with the settings you want. Here's more on that.
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I would like to implement a bullet-time (slow-motion) script in my mission, which only triggers when the player looks through the scope/optics and holds his breath. So far I've tried the things I've listed below, but they either didn't work as expected or didn't work at all. In the back of my mind I have a recollection that I saw a campaign or scenario where something similar was implemented, but I can't find anything like that. I would welcome any suggestions or solutions on how to go about this.
- Detect "Breath Held" sound through SoundPlayed EH - it kinda works but only when that sound is actually played, in game you can hold your breath without this sound being played if hold breath button is pressed a bunch of times in a row. Also triggered randomly when player was in gunner view and pressed shift to run, that sound also starts.
- Checking for KeyDown/MouseButtonDown displayAddEventHandler - doesn't work at all, if key is held EH will trigger many times.
Ideally I'd like to slow down time when player holds breath and his sway is actually reduced, it would not work if player is holding breath but unit has to take breath and sway goes up.
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7 hours ago, KASASBAHIA said:I have the same problem today, does anyone know the solution?
please don't necro threads about stuff you already asked, especially that I have given you a hint what's the problem 18 hours ago in the other thread and you haven't done anything since.
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Out of curiosity, why not use BIS_fnc_ambientAnimCombat to have AI exit the animation when in danger?
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25 minutes ago, KASASBAHIA said:I have this problem, can you help me?
does it happen when you play vanilla (NO MODS) game? If it doesn't then you have an issue with your mods
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CBA definitely is a good framework for making your own custom addon settings that could be changed server-, mission- and client-side, here's official documentation on that: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System
To my understanding, you would have to set up a bunch of "Server" settings that can be configured on dedicated server or by host.
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Show us your config. And by "show up on the uniform as a random patch" you mean that selecting your insignia in Arsenal causes another to show up on the model immediately, or do you change insignia in unit's Attributes in editor and when previewed, it reverts your setting? Insignias can be randomized or overwritten by unit config iirc, use
[this, "yourCustomPatch"] call BIS_fnc_setUnitInsignia;
instead
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"cant seeem to get the mod working" is not enough info about your problem so yeah, it might be hard to help you.
Load your game with mod and ace, in your mission's init add murshun_easywayout_enable = true, equip a handgun, choose Suicide from ace menu, wait until anim makes you point the gun at your face and press your Shoot button -> done.
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Hi, a small request - it would be very useful to have this script (or at least your website) detect CDLCs as required items. When you generate a preset in Arma Launcher, it will save the CDLC as a requirement in a separate container, visually speaking. Seeing this being done in APC would be great.
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Arma is not compatible with reverse proxies generally speaking, it's 1:1 mapping, you can't use wildcards or CIDRs for servers or HC either.
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So just to be sure - if you start your game with NO mods, open fresh-empty editor, place an FIA team and preview it, it will make this error pop up? Because if it doesn't do that it means either one of your mods causes som incompatibility between the basegame stuff and that mod, or one of your scripts does something that makes that function break.
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Probably not the best way but couldn't think of anything better. Have a trigger with following condition:
!isNull (nearestObject [getPos player, "B_UAV_01_F"])
It will fire when nearestObject for player is the Darter. If you have more drones of the same type that are already assembled near player, this will trigger too soon.
In trigger's On Activation field put whatever you need to change your task's status to completed.
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Old Man (Contact) Diary/Map Not Working
in ARMA 3 - QUESTIONS & ANSWERS
Posted
Over 11.000 people are playing this game to this day and there are thousands of messages sent every day on official Discord regarding scripting and modding Arma 3. Your statement is an example of anecdotal evidence.
What do you mean by "Old Man (Contact)"? Are you playing the Old Man scenario with Contact DLC (not Contact Platform) activated? It alters a lot of Arma 3 mechanics. Old Man is a pretty buggy scenario alone so I'd recommend disabling Contact for your playthrough. Are you using any mods?
OM is prone to bugs when you are loading from a save, however map's grid lines are a core game feature and they stay the same unless you have content altering this stuff or your PC struggles with rendering things. I've seen parts of map disappearing in some specific situations but zooming all the way in and then zooming out always helped. Can you post some screenshots or make a video of how does it exactly look? We can figure something out then.