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custom sound breaks trigger?
JURAGAN replied to BikerJoe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/playSound -
Load incapacitated player into vehicle
JURAGAN posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, anyone can help for a code? to achieve : Auto load any incapacitated player into vehicle with distance <5 by add-action to the vehicle.Multi player -
How to load an AI body to vehicle?
JURAGAN replied to omri2050's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, anyone can help for a code? to achieve : load any incapacitated player into vehicle with distance of 10 by add-action to the vehicle.Multi player -
[WIP] CineCam | Cinematic Third-Person Camera Replacement
JURAGAN replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is this mod have script version and can it be integrated with PiP monitor as CCTV ?- 33 replies
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hi QS , before that just to say GREAT WORK ! on your I&A mission. i launched your I&A mission on my TADST server but i having a problem with Vehicle Respawning , wreck and corpse . vehicle not respawning and stay as wreck where dead body not cleanup. Ai Out numbered and messing the whole AO making the FPS dropped very low. is there any suggestion or direction on how to fix it? thank you.
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Problem with unloading passengers from an IFV (BMP)
JURAGAN replied to IvanDolvich's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this: create 3 marker and name it "marker BTR" to spawn BTR, "mkr1" waypoint BTR, "mkr1_1" waypoint Inf. create trigger. Conditon - true On Act - put below code: null = [] spawn {waitUntil{sleep 1;(({isPlayer _x && _x distance (getMarkerPos "markerBTR") < 100} count playableUnits > 0));}; _btrQRFspawn = getMarkerPos "markerBTR"; _btr= createVehicle ["O_APC_Tracked_02_cannon_F", _btrQRFspawn, [], 0, "NONE"]; createVehicleCrew _btr; _inf = [getMarkerPos "markerBTR", east, 5] call BIS_fnc_spawnGroup; ((units _inf) select 0) moveInCargo _btr; ((units _inf) select 1) moveInCargo _btr; ((units _inf) select 2) moveInCargo _btr; ((units _inf) select 3) moveInCargo _btr; ((units _inf) select 4) moveInCargo _btr; wp1 = group driver _btr addWaypoint [getMarkerPos "mkr1",0]; wp1 setWaypointStatements ["true", "'HOLD'"]; sleep 20; unassignVehicle ((units _inf) select 0); unassignVehicle ((units _inf) select 1); unassignVehicle ((units _inf) select 2); unassignVehicle ((units _inf) select 3); unassignVehicle ((units _inf) select 4); [_inf, getMarkerPos "mkr1_1"] call BIS_fnc_taskAttack;}; or : place group and name it "grp1" put in all unit init : this moveInCargo btr; add waypoint grp1 "MOVE" to designated point. place a vehicle BTR and name it "btr". add waypoint btr "MOVE" just a bit in front it and set timer 10/10/10.(you can adjust timer as you wish) add another waypoint "MOVE" to where you want and inside waypoint init put this code; unassignVehicle ((units grp1) select 0); unassignVehicle ((units grp1) select 1); unassignVehicle ((units grp1) select 2); unassignVehicle ((units grp1) select 3); unassignVehicle ((units grp1) select 4); (add another line here equal to number of unit) good luck. -
Third Person View not Functioning / LINUX SERVER
JURAGAN replied to JURAGAN's topic in ARMA 3 - QUESTIONS & ANSWERS
keybind works fine with TADST server but not LINUX . i dunno whats wrong with the LINUX config. class DifficultyPresets { class CustomDifficulty { class Options { /* Simulation */ reducedDamage = 0; // Reduced damage /* Situational awareness */ groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always) friendlyTags = 2; // Friendly name tags (0 = never, 1 = limited distance, 2 = always) enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always) detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always) commands = 1; // Commands (0 = never, 1 = fade out, 2 = always) waypoints = 1; // Waypoints (0 = never, 1 = fade out, 2 = always) tacticalPing = 1; // Tactical ping (0 = disable, 1 = enable) /* Personal awareness */ weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always) stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always) staminaBar = 0; // Stamina bar weaponCrosshair = 0; // Weapon crosshair visionAid = 0; // Vision aid /* View */ thirdPersonView=1; // 3rd person view (0 = disabled, 1 = enabled, 2 = enabled for vehicles only (Since Arma 3 v1.99)) cameraShake = 0; // Camera shake /* Multiplayer */ scoreTable = 0; // Score table deathMessages = 1; // Killed by vonID = 0; // VoN ID /* Misc */ mapContent = 1; // Extended map content autoReport = 0; // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs. multipleSaves = 0; // Multiple saves }; // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom). // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel. aiLevelPreset = 3; }; this is what in LINUX server.cfg file . any wrong script somewhere?- 4 replies
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Third Person View not Functioning / LINUX SERVER
JURAGAN replied to JURAGAN's topic in ARMA 3 - QUESTIONS & ANSWERS
thanks for your reply mate. im not sure about this but i do try loading empty mission without any mod (vanilla) with only 1 playable unit, same issue. any idea?- 4 replies
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Third Person View not Functioning / LINUX SERVER
JURAGAN posted a topic in ARMA 3 - QUESTIONS & ANSWERS
hi, im having a third person view issue on linux server. i already put a line of "thirdpersonview=1;" in the server config file follow the instruction from https://community.bistudio.com/wiki/server.armaprofile and keybind is set accordingly. but im still could not get it to work. i try put a script [player switchCamera "EXTERNAL";] to manually overide in game but its work for 2 sec. anyone here can help is much appreciate. thank you in advance.- 4 replies
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[SOLVE] Mortar Not Firing In Dedeicated MP
JURAGAN replied to JURAGAN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
just tested . its works like a charm! thank you very much! -
sorry for that. thank you.
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[SOLVE] Mortar Not Firing In Dedeicated MP
JURAGAN replied to JURAGAN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you for your reply and advise. -
[SOLVE] Mortar Not Firing In Dedeicated MP
JURAGAN replied to JURAGAN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you for your fast reply. i just tested using the code you give me, but so sad its not working..... any clues? -
[SOLVE] Mortar Not Firing In Dedeicated MP
JURAGAN posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
mortar not firing in MP dedi server. my code in Trigger as follow : None, Blufor , Present, Cond : this , On Act : nul = [] spawn { for "_i" from 1 to 4 do { mortar1_2 commandArtilleryFire [[getPos player select 0, getPos player select 1, (getPos player select 2)], "8Rnd_82mm_Mo_shells", 4]; sleep 180; }; }; any help please. Thank you -
mortar not firing in MP dedi server. my code in Trigger as follow : None, Blufor , Present, Cond : this , On Act : nul = [] spawn { for "_i" from 1 to 4 do { mortar1_2 commandArtilleryFire [[getPos player select 0, getPos player select 1, (getPos player select 2)], "8Rnd_82mm_Mo_shells", 4]; sleep 180; }; }; any help please. Thank you