

LittleAndy
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static animation of corpses
LittleAndy replied to Miseryou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if im not too late, look in the animation viewer in eden. example: Acts_StaticDeath_01 Acts_StaticDeath_02 Acts_StaticDeath_03... etc -
LittleAndy started following Zeus-triggerable triggers?, Executing holdAction on a dedicated server, [READY] Instantly blow away players, objects or yourself via script and and 2 others
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mulitplayer scripting Executing holdAction on a dedicated server
LittleAndy replied to Lukas Lee's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i am a noob at sqf so please take what i say with a pinch of salt <<< (also just realised that Harzach has a much more clearer and shorter explanation for some stuff that I say here) originally when you put it into init.sqf, the remoteExec is executing it for the SERVER and ALL CLIENTS (all players) ON MISSION START & everytime a player joins, that's probably why it appears twice, and there'd be a lot more actions if you weren't testing solo on the dedicated server (if the below is in initServer.sqf where it is initially executed once on server) the second parameter determines what machines/computers/ it is executed on. (0 = all clients + server; in other words, every player including the server) the third parameter (boolean true/false) determines whether the addaction is given to JIP players (people who hotjoin / join after mission start). true = people who hotjoin after mission start will have the action (as it is executed on their computer upon joining) false = people who hotjoin after mission start will not have the action initServer.sqf should work on dedicated for what Harzach said, so I'm not really sure what the problem is tbh make sure the object that the action is attached to isnt too large because of the distance conditions you can always try something with bis_fnc_holdactionremove (i think that's the name anyways) but i can't check the wiki right now. dont know if it's actually necessary- 10 replies
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- holdaction
- arma3
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as for "If a member of the squad / a character is dead he won't show to the next mission" this'll probably require you to script your own stuff heh
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https://github.com/gruppe-adler/grad-persistence there are a few other mods/scripts that allow for persistence, just needs a bit of research and fiddling to get working. e.g. PERSIST (by Rimmy) or whatever it was called.
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Add shake effects to custom camera
LittleAndy replied to Davide Terenzi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
bumping, i've always been curious in my cutscene scripts how to implement camshake since it seems to never work. only on the player's camera, not the custom camera created. didn't really bother to research much but hopefully someone finds a solution -
1st time scripting (need help)
LittleAndy replied to TacticalBacon - DayZ/Arma3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
for the scroll wheel menu you could use an addAction https://community.bistudio.com/wiki/addAction but im a noob at scripting myself lol i know for ACE cargo, they sort of use attachTo to put the crate / box underground as some sort of fake inventory -
Zeus-triggerable triggers?
LittleAndy replied to racercowan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
personally i'd use CLV Trigger Debugger, I've rarely ever used this tool though https://steamcommunity.com/sharedfiles/filedetails/?id=2585755302 you can also maybe use addaction scripts on your zeus character to execute more scripts, or trigger radio alpha/bravo in the trigger (use til (the downside to addactions is that if you die, you'll probably lose all ur actions, and trigger radio alpha/bravo/etc in the trigger is accessible by all players in the server) -
LittleAndy started following snkman
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Zeus Mission Generator 2.0 (AI Mission Generator)
LittleAndy replied to bijx's topic in ARMA 3 - COMMUNITY MADE UTILITIES
hehe might come as a good last resort whenever I run out of quick improvised mission ideas- 2 replies
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- zeus
- mission ideas
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hi, just wondering, is this clientside? or do the server and client both require the mod to be loaded?