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About __d0ct0r__

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  1. I also tested it with the rifles, it indeed does work too. Thank you so much for your help!
  2. I'll give it a shot next time I'm on my PC (sometime tomorrow most likely), thanks for the help!
  3. Hello all, I am wondering something. In ArmA 3, is the velocity of the bullet affected by the player's speed. For example, let's say a gun has a muzzle velocity of 800m/s. Therefore, if the player is standing still, every bullet that comes out of the gun will have an initial velocity of 800m/s. However, if the player is moving forward, at for example, 5m/s, would the initial velocity of the bullet be 805m/s? In the real world, this is what would be expected (the velocity of the bullet relative to the rifle/shooter is 800m/s - the muzzle velocity - however since the rifle/shooter is travelling forward at 5m/s, the velocity of the bullet relative to the ground, i.e. the true velocity of the bullet would be 805m/s, in theory if you were travelling backwards at 800m/s and fired a gun with a muzzle velocity of 800m/s, the bullets velocity relative to the earth would be 0). What I am asking is whether this is also the case in ArmA.
  4. Ok, there is no difference in using either one or the other, it just comes down to preference? I also realised I posted this in the wrong forum section, my apologies.
  5. Hello, I am working on a multiplayer mission file, and I am wondering whether it is better to use setVariable when declaring a global variable (I do not want the variable to be public however). In other words, is it better to use: missionNamespace setVariable ["testVar", 123, false]; Or testVar = 123 Many thanks,
  6. Hello all. With RscToolbox/CT_TOOLBOX ( https://community.bistudio.com/wiki/CT_TOOLBOX ), the documentation says that it is possible to display an image instead of text. However, I cannot seem to figure out how to achieve this, I don't see an option in the config to define a path to the image to be used for the toolbox. The strings[] array only seems to support text. Could someone advise me on how to use images with RscToolbox, the documentation shows that it's clearly possible. Many thanks!
  7. Hello, in my mission file script, i am wanting to run some code if the player is in a certain area (this area is a marker), doing if (player inArea markerName) then { // code to be run }; does nothing, could someone tell me how I can use inArea in an if statement, many thanks.
  8. Just wondering whether it is possible to fade out a dialog. Many thanks
  9. Thank you for your input, but my question was that if it's possible to loop this animation without disabling player input, i.e. make it function like other animations where the player is not able to just cancel the animation. Thank you for your time
  10. Hello, in my mission file, I want the animation AinvPknlMstpSnonWnonDnon_G01 to be applied to the player, and for this animation to be looped until the script says otherwise. using player switchmove "AinvPknlMstpSnonWnonDnon_G01" to start the animation, and then using an event handler to play the animation again once it's completed does not work for this animation... it can be cancelled by the player moving his mouse or moving in any direction. Is there anyway to ensure this animation cannot be cancelled without disabling player input. Many thanks
  11. Issue is I am wanting to avoid using any addons, and use just vanilla ArmA 3, I guess the only possible option then is to use setObjectTexture on the uniform and make my own loadout selection menu. Thanks though
  12. Thank you very much for linking me this. I have read through it thorougly, however I am still somewhat confused. In my mission file's description.ext, I define cfgWeapons.hpp, and I add the class for the new uniform, however when I load up my mission and open the virtual arsenal, the uniform is not there. Any ideas on how to define the uniform so that it can appear in the mission. Many thanks
  13. I have made a new texture for the MTP combat fatigues. Is it possible to have this texture always appear on the clothing, even when it is dropped and picked up. Using setObjectTexture applies the texture to the combat fatigues, but that texture reverts back to default if I drop the combat fatigues and pick them up again. Maybe this can be achieved by defining a new class of clothing in CfgWeapons, but I don't know if that is possible using vanilla arma 3 and just scripts in the mission file. Additionally, I'd also want the clothing with the custom texture to be able to appear in the Virtual arsenal alongside the regular MTP combat fatigues. Let me know if this is possible. Many thanks
  14. I am making a multiplayer mission. In this mission, I need to count the number of players in an area (inside of a circle marker). Could someone inform me how I can do this. Many thanks.