

kibaBG
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Everything posted by kibaBG
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[HELP] Paradrop crate at waypoint
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Nemanjic The problem is I have to attach and detach crate from heli first to get the exact position ... -
[HELP] Paradrop crate at waypoint
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. I think when the parachute is attached to the crates it disables the simulation of the parachute and they just stay in the air not falling down. I think there should be a downward speed/vector applied ... -
[HELP] Paradrop crate at waypoint
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried with _chute enableCollisionWith _acrate; but no success ... -
[HELP] Paradrop crate at waypoint
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Nemanjic The crate detached fine, the parachute opens fine, they are attached together but they just stay in air like the simulation is disabled. -
[HELP] Paradrop crate at waypoint
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Nemanjic I am trying to make it work with real helicopter. -
Simple Convoy Script [RELEASE]
kibaBG replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have problems with the convoy movement, it spawn ok but just stays where spawned and I cannot find where the code is wrong, it gives no error. _randomVehArray = ["rhsgref_cdf_reg_uaz_spg9","rhsgref_BRDM2","rhsgref_BRDM2_ATGM","rhsgref_BRDM2_ATGM","rhsgref_BRDM2_ATGM","rhsgref_BRDM2_ATGM", "rhsgref_BRDM2_ATGM","rhsgref_BRDM2_ATGM","rhsgref_BRDM2_ATGM","rhsgref_BRDM2_ATGM","rhsgref_BRDM2_ATGM","rhsgref_cdf_gaz66_ammo","rhsgref_cdf_gaz66_r142", "rhsgref_cdf_ural_fuel","rhsgref_cdf_ural_Zu23"]; convoyGroup = createGroup [independent,true]; for "_i" from 0 to 9 do { _newVeh = (selectRandom _randomVehArray) createVehicle getMarkerPos "convoy_spawn"; createVehicleCrew _newVeh; [_newVeh] joinSilent convoyGroup; _wp1 = convoyGroup addWaypoint [(position battle_flg), 1000]; _wp1 setWaypointType "MOVE"; [convoyGroup, 1] setWaypointStatements ["true", " terminate convoyScript; {deleteVehicle vehicle _x} forEach thislist; {deleteVehicle _x} forEach thislist; deleteGroup (group this); "]; sleep 0.5; }; convoyScript = [convoyGroup] spawn TOV_fnc_SimpleConvoy; -
How to check if function is available?
kibaBG replied to dlder's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Please help me to understand better ... if isNil gives true then function is loaded (compiled) or not? -
If anyone wants to have code executed when throwing a smoke grenade (color green). Good for calling heli extraction, paradrop, etc: ["ace_firedPlayer", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (_magazine == "rhssaf_mag_brd_m83_green") then {some code;} else {["Not working"] remoteExec ["hint",0];}; }] call CBA_fnc_addEventHandler; //add it to initPLayerLocal.sqf or where you see fit Merry Christmas btw! ✨🎄
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Dear Mod Makers, Sign your Mods.. Its easy....
kibaBG replied to lordprimate's topic in ARMA 3 - GENERAL
I don't understand why keys exist if the only way to use of the mod is forced only for a server between friends who will not use forbidden mods anyway ... -
Dear Mod Makers, Sign your Mods.. Its easy....
kibaBG replied to lordprimate's topic in ARMA 3 - GENERAL
@Gunter Severloh Hi, I have problem with a mod the author do not provide keys. I tried to reach out and ask for keys but its impossible (I cannot find his mod in the workshop), provided link to Discord server seems like a scam asking for for email and other personal info (it opens only in web browser, not in Discord). What can I do if I want to use the mod and restrict the modlist via verifySignatures = 2 ? The guy uploading it says in the description he is not the author, just uploading the files but I don't see how to use them ... I can sign and give keys but then what, I don't know the original author to ask permission to upload it, etc. Any ideas? -
Need Help with sqf and Triggers :(
kibaBG replied to reaper lok's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Task framework is a mess and very unreliable. I use markers and briefing explaining the task and pointing to markers. -
Anyone found a way to play3D sound continuously? I am trying to play air raid alarm continuously: playSound3D ["\a3\data_f_curator\sound\cfgsounds\air_raid.wss", spkr,false,[14624.6,16602.4,0],4,1,300];
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How to change mission parameters Dedicated Server?
kibaBG replied to ghosteez's topic in ARMA 3 - QUESTIONS & ANSWERS
Hey bro, I have the exact same problem but no -autoInit in my server start parameters file. I cannot select simple thing like time of day ... I wonder if the missions initializes somewhere else too? In server.cfg I have autoSelectMission = false; but still the mission seems initialized and waiting for role selection, what is wrong here? Update: The only way I can make mission parameters to work is using command #missions as logged admin and manually select mission. -
Simple Breath Fog Script
kibaBG replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
On dedicated server @falcon_565 has some weird effects on vehicles when the player has left and screws fps. @tpw script has no problems. Sorry for double posting ... -
GRAD Script Modules [Release]
kibaBG replied to mcdiod's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I cannot make the buymenu to work on dedicated. The buy menu doesn't show up at all. This is how I initialize it. //initServer.sqf [aHumvee,"AmericanStuff",aHumvee,aHelipad,"American Store","Buy American Things",{side player == WEST}] remoteExec ["grad_lbm_fnc_addInteraction", 0]; It is working perfectly in eden editor. -
I am trying to move respawn marker (called "respawn_east") on random position on the map. It does not move anywhere no matter what I try. private _rpos = [] call BIS_fnc_randomPos; _rpos = _rpos resize 1; "respawn_east" setMarkerPos _rpos; This does not work at all, no errors ...
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Move respawn marker impossible
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You are right, the correct should be private _rpos = [] call BIS_fnc_randomPos; _rpos resize 2; _rpos; It returns the position array in 2D format. If not you I would never guessed where is the error, thanks! -
Move respawn marker impossible
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My "genius" idea was to resize the position array to only first two elements. -
Move respawn marker impossible
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
But BIS_fnc_randomPos should return a random position using the whole map, right? I think I manage to complete what I wanted. Instead of a respawn marker I used respawn module named "respawn_east", it moves around the map without a problem. I place this in its init and player respawn on start. _rpos = [] call BIS_fnc_randomPos; this setPosATL _rpos; Why the same named marker does not move is a mystery. -
Simple Breath Fog Script
kibaBG replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Dedmen Your script is not working, nothing comes from player or AI mouth. It gives error "undefined _unit variable". This is strange because @tpw script is working without problems. -
Release - Infantry Occupy House Script
kibaBG replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome script I use to spawn garrison on headless. The only thing worth changing is to add an option for us to choose if defenders have to be next to window or not. Placing all defenders next to windows is the heaven for a markman/sniper and makes the mission too easy for them and hard for other classes. -
Try to tell this in Steam, the swarm of casuals who are constantly "waiting" for something will rip your flesh and extinguish your soul. 😂
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garrison units script - random place units in buildings
kibaBG replied to MrPineapple's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When I try to use it gives "wrong number in expression" error. -
Can i make all tasks assigned?
kibaBG replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This statement is completely false in MP on dedicated. Task have to be assaigned to be completed and you cannot assaign more than one at the time, so no parrallel tasks possible. -
Is a way to make all task to be assigned simultaniously at the beggining of the mission? I want this because player can assign only one task at the time and this makes impossible for doing two task at the time on one objective. For example the player have main task to attack and clear an enemy compound and as optional task to destroy communication antenna. At the start of the mission you can assaign one of the task but if you select the main task (no matter auto assign or manual assaign), the task system will not work for the optional task (destroy antenna). The player cannot complete some tasks because he cannot select more then one to be evaluated at the same time. I simply cannot believe the task framework is so dumb?!