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simicsko

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Everything posted by simicsko

  1. Sorry bro. I set it up. Try again. 😉
  2. I made a video so you can see the scene: https://www.youtube.com/watch?v=nmP2lrR1EbM (The video is in HD quality, now rendering by YouTube) The video shows that my player character can control the tank crew from the commander's and gunner's seats without grouping. In the mission, my son's playable character is set up the same way, yet he cannot control the tank crew. You can only control the tank crew by grouping them. What makes this difference? (If you want, I can also make a video on my son's computer)
  3. It is certain that our rank is higher than the tank crew, since our rank is sergeant and they are private by default. Grouping works naturally for my son, but if, for example, his team is sitting in the tank and in another vehicle and he gives a DISEMBARK command, his team will get out of all vehicles, and thus also out of the tank. Issuing the command one by one is quite inconvenient. The Tank type is Slammer (NATO tank), although now that I've installed the ACE3 and RHS MODs, it's called Merkava. The question remains, why does the tank work without grouping for the machine running the mission, while the connected client machine does not? What could cause this? What can be configured to work on all machines?
  4. simicsko

    RHS Escalation (AFRF and USAF)

    I have been informed that by using the RHS AFRF and USAF MODs it will be possible to insert pontoon bridges into the mission. However, I did not find any pontoon objects. Can anyone help with this? Here's a video about it too: I installed the following MODS: CBA_A3 ACE3 ACE Compat - GM ACE Compat - RHS USAF ACE Copmpat RGS AFRF RHSUSAF RGSAFRF I also put the following scripts into the mission folder: https://gitlab.com/Timv3/arma-3-pontoon-scripts Can anyone help me how this will work? UPDATE: I found the PMP-60 pontoon objects, but I don't know how to use them. All I can do with them is FOLD/UNFOLD, LOAD in NEARBY VEHICLE and CLIMB ABOARD. How can I use these to build a pontoon bridge on the water surface? Thanks.
  5. simicsko

    RHS pontoon bridge

    I asked my question in the appropriate TOPIC... 😉
  6. The playable characters are sqad leaders. It's also a group leader, right? So if I sit in a tank as a squad leader, do I have enough rights to control the tank's crew?
  7. The playable characters are not grouped with anything, I am convinced of this. We discovered something interesting: We create a simple mission on my son's machine with two identical playable characters. Both characters are squad leaders and their rank is sergeant. That's enough to control the tank crew, right? We put into two tanks and removed the commander from both tanks so we could sit inside. In this case, my son who hosted the mission was able to control and shoot while sitting in the tank, but I could not. So I think there is some Server/kilens issue here. Any ideas?
  8. simicsko

    Fuel consumption script

    It works, thank you very much. 😉
  9. simicsko

    Fuel consumption script

    Hello. Where do you install this script? What do you call it?
  10. simicsko

    Set Object Init in script

    Thanks my Bro! 😉
  11. I would like to place the following code in the init field of an spawned object by a script: ["init", [this, "PHOTOS\Photo_1.jpg", "Target Area"]] call BIS_fnc_initLeaflet As I have read, the setVehicleinit command has been removed from the Arma, but I have not found a clear replacement for it. Can anyone show me a solution for this? Thanks in advance...
  12. simicsko

    Set Object Init in script

    It works! Thank You so much. 😉
  13. simicsko

    Next WP after HOLD

    It's perfect! 👌
  14. Hello! There is a script I found on one of the forums and formatted it for my own use. However, I have a little problem with it: The task would be for the helicopter pre-positioned in the editor to lift the also pre-positioned Prowler jeep with a wire rope and transport it to the player's (Alpha_1) current position (WP1) and place it there. It then leaves the area and is deleted. When I test, it works fine in both Single player and Multiplayer modes as long as only one player is present on the quest. Once we’re two, he’ll deliver the jeep to where I’m going, but he’ll put it down for a moment and then pick it up again and take it. I emphasize only if we are already on more than one mission. What could be the problem? What needs to be changed to work properly? Do I need to set anything else for multilayer mode? Thanks in advance... VIDEO: ------------------------------ HeliLiftCargo.sqf: ------------------------------ _success = Supply_Heli_1 setSlingLoad Jeep_3; _POS11 = getPosATL Alpha_1; _POS12 = getMarkerPos "Supp1_WP2"; _POS13 = getMarkerPos "Supp1_WP3"; _Supp1wp1 = SupplyTransport_1 addWaypoint [_POS11, 0]; _Supp1wp1 setWaypointType "UNHOOK"; _Supp1wp1 setWaypointSpeed "FULL"; _Supp1wp1 setWaypointBehaviour "CARELESS"; _Supp1wp1 setWaypointCombatMode "GREEN"; _Supp1wp1 setWaypointStatements ["true", "Supply_Heli_1 flyInHeight 10;"]; _Supp1wp1 setWaypointStatements ["true", "_success = Supply_Heli_1 setSlingLoad objNull;"]; _Supp1wp2 = SupplyTransport_1 addWaypoint [_POS12, 0]; _Supp1wp2 setWaypointType "MOVE"; _Supp1wp2 setWaypointSpeed "FULL"; _Supp1wp2 setWaypointBehaviour "CARELESS"; _Supp1wp2 setWaypointCombatMode "GREEN"; _Supp1wp3 = SupplyTransport_1 addWaypoint [_POS13, 0]; _Supp1wp3 setWaypointType "MOVE"; _Supp1wp3 setWaypointSpeed "FULL"; _Supp1wp3 setWaypointBehaviour "CARELESS"; _Supp1wp3 setWaypointCombatMode "GREEN"; _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew Supply_Heli_1; deleteVehicle Supply_Heli_1;"];
  15. The problem seems to have been that i started the game (LAN) from the editor with the "play in multipalyer" option. When I start normally as a multiplayer server, it works. If the error occurs again, I will signal it to you. I apologize for my hasty writing.
  16. The heli and jeep are pre-placed in the editor.
  17. Hi there. And what does this look like in the script? Can anyone describe the final solution? Thanks in advance!
  18. Hi. I would be interested in that too. Did you finally get the solution?
  19. The CargoLiftTest2 version working perfectly. Nice work! 😉
  20. Hi guys, i need help: How can i spawn an empty (without crew) vehicle? I tried this but it doesn't work: car1 = ["B_MRAP_01_hmg_F", getPos player, 180, west,[], 0,"NONE"] call BIS_fnc_spawnVehicle; deleteVehicleCrew car1;
  21. Yes, now I understand. Sorry to ask too simple questions at times, but now I'm learning this scripting method, so it's not always clear to me what's being described. Thanks for help. 🙂
  22. Ohhh... really! Tank you for information. 😉
  23. I've seen this website before. Where on this website is the solution for me? What do I do wrong? I tried this but it doesn't work: _car1 = ["B_MRAP_01_hmg_F", getPos player, 180, west,[], 0,"NONE"] call BIS_fnc_spawnVehicle; { _car1 deleteVehicleCrew _x } forEach crew _car1; I got this error: { _car1 deleteVehicleCrew _x } forEach crew _car1; Error Generic error in expression The vehicle spawned, but the cerw is inside. UPDATE: sorry, I didn't focus enough: the deleteVehicleCrew command only works with the createVehicle command: _car1 = "B_MRAP_01_hmg_F" createVehicle position player; {_car1 deleteVehicleCrew _x} forEach crew _car1; It works, thank You for Your help Harzach. 🙂
  24. Hi guys! I spawned infantry group with Spawn_RedSquad1.sqf script: _REDSquad1 = [getMarkerPos _spawnMarker,East, (ConfigFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; How can i set the VariableName of this group in the script that will make it identifiable in a trigger?
  25. How to define this group leader for a trigger condition in the editor? Update: Found it: leader REDSquad1 inArea thisTrigger Harzach and Foley, thank you very much for your help! 😉
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