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About Springfield86

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  1. BEAUTIFUL! i swear i feel like an idiot, i had the "biki" site open all the time and didnt see "this" - thank you pierre, merci!
  2. thanks @Joe98 that actually helped a lot! buuuuuuuuut..... i looked in the weaponscfg for the "output your script gave me" and found that the mode for the weapon looks like this modes[] = {"this"}; while for the "bomb_03_plane_cas_02_f" it was "LoalAltitude" so this should do the trick right? wrong... still does not work, did i got something wrong? this forceWeaponFire ["rhs_weap_fab250", "this"]; //or this forceWeaponFire ["rhs_weap_fab100", "single"]; update: changed weapon and did the same again, looked in the cnfg and mode was loaltitude this time, that worked. this forceWeaponFire ["rhs_weap_kab500", "LoalAltitude"]; so it was a problem of altitude or did i misunderstand "modes[] = {"this"};"?
  3. yeah i did that @Von Quest but im not really finding anything or really knowing what to look for =/ if im looking for "fab" or "250" i cant find it
  4. hello internet, i wonder how i find classnames of mod vehicles - in this particular case im trying to make an AI plane drop a Bomb at a waypoint this forceWeaponFire ["Bomb_03_Plane_CAS_02_F", "LoalAltitude"]; i used this in vanilla planes and a c.u.p. planes and it worked fine, as long as i used "FAB-250M-54" on the planes pylons. now how do i find the specific classname for the RHS Su25 FAB 500 bombs, cause it looks like it wont work. are they firing different missiles as in vanilla i suppose? //i tried the vanilla one this forceWeaponFire ["bomb_03_plane_cas_02_f", "LoalAltitude"]; //i tried these i found on the interwebs this forceWeaponFire ["rhs_weap_fab250_m62", "LoalAltitude"]; this forceWeaponFire ["rhs_weap_ofab250", "LoalAltitude"]; this forceWeaponFire ["rhs_weap_fab250", "LoalAltitude"]; this forceWeaponFire ["rhs_ammo_fab250_m62", "LoalAltitude"]; this forceWeaponFire ["rhs_ammo_ofab250", "LoalAltitude"]; this forceWeaponFire ["rhs_ammo_fab250", "LoalAltitude"]; but didnt seem to work, in general how do i find out what classnames i need or how do i know if a mod fires different ammo then in vanilla used?
  5. Springfield86

    ARMAHOLIC website not working

    good luck bro, tho i have read bad things on twitter ^^
  6. Springfield86

    ARMAHOLIC website not working

  7. Springfield86

    sidemission reveal enemy position

    ohh thank you BIS_fnc_showMarkers; great this should help - thanks i will try it out and let you know ###update i have this in my init.sqf [] spawn { while {not isnull Gen_Kozlov} do { "mrkr_kozlov" setmarkerpos getpos Gen_Kozlov; sleep 5; }; }; (sleep edited to 5 to save performance? idk) this is my unit in the mission.sqm now when i the last trigger of the sidemission completes the task, in the trigger activation field i put: ["show", ["mrkr_kozlov"]] call BIS_fnc_showMarkers; i get this error sry to bother, i try to understand
  8. I try to explain what i want to achieve, in my misson i have a task for Killing a General (he has 3 different spawnpoints) and i have an optional task for gathering intel - atm there is an area marker for the approx location of the general and once the sidemission is completed i have a marker that appears with alpha100 once the sidetask is done. But since the General can spawn in 3 different locations, i would like to have a marker on the generals head once the sidemission (intel gather) is accomplished (so i he could spawn in a wider area). How do i achieve the mission marker be visible on his head & only after finishing another side? Sorry if its hard to explain i feel like eden is killing my brain ^^ cheers from bella italia
  9. Springfield86

    error with taw_vd script (i guess)

    oh thank you bro, found the error with your help: #include "taw_vd\CfgFunctions.hpp" was missing
  10. hello dear arma community, im very new to arma3 eden and cant get around this error in my mission - whenever i try to run the view distance script i get this error. looks like i forgot something in the description.ext but what? Is there maybe a better way to implement view distance settings for ground & air in a mission? thanks for your help & time cheers
  11. 😍 ill give it a try, thanks my friend - may the pizza be with you
  12. Good Morning & Hello from bella Italia, first this Forum is great and already helped me a lot. So, thank you all! Im trying to make my first scenario in EDEN and damn, this Editor is stunning! Had no idea that its that good & complex. I stumbled upon this Topic linked below, it describes exactly what i am looking for. I have a Huron flying supplies towards the player - i would like to have this heli shot down on its way. The "aggressors" shld then be hunted by the Player(s). They mention a script for spawning them in, but ofc the download leads nowhere. And this Topic leads to a 20+ rows of code i have no idea where to put to, so maybe someone has a simpler more elegant way to spawn in jet that shoot at a target. thanks in advance This is the best i could figure out atm - but the jet spawns into the ground with 500kmh _grp = createGroup East; _wp = _grp addWaypoint [getPos Armor1, 0]; [_grp, 0] setWaypointType "SAD"; [_grp, 0] setWaypointCompletionRadius 200; { O_Plane_CAS_02_dynamicLoadout_F = "O_Plane_CAS_02_dynamicLoadout_F" createVehicle [(getMarkerPos "PlaneSpawn" select 0), (getMarkerPos "PlaneSpawn" select 1,250), 250]; O_Plane_CAS_02_dynamicLoadout_F setPos [(getPos O_Plane_CAS_02_dynamicLoadout_F select 0) + (_x * 40), getPos O_Plane_CAS_02_dynamicLoadout_F select 1, 250]; O_Plane_CAS_02_dynamicLoadout_F engineOn true; O_Plane_CAS_02_dynamicLoadout_F setDir 290; _dir = 290; _speed = 500; O_Plane_CAS_02_dynamicLoadout_F setVelocity [(sin _dir * _speed),(cos _dir * _speed), 0]; "O_Fighter_Pilot_F" createUnit [getMarkerPos "PlaneSpawn", _grp]; (units _grp select _x) moveInDriver O_Plane_CAS_02_dynamicLoadout_F; (units _grp select _x) setSkill 1; (units _grp select _x) flyInHeight 250; };
  13. Springfield86

    How do I make units disappear?

    Hello and thank you @pierremgi i found a helpfull video on youtube regarding this topic:
  14. Springfield86

    How do I make units disappear?

    am i a little bit too late for the party? i tried to insert some of the mentioned scripts in the init-section but guess i am doing something wrong