TechnoTroglodyte
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ACE BFT disable for specific group
TechnoTroglodyte replied to Cockheaven's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's in the "group" ace options - doesn't sotp them showing on CTAB tho -
TP Zeus into a car - textures disappear
TechnoTroglodyte replied to TechnoTroglodyte's topic in ARMA 3 - ZEUS
NVM it was CH view dist. I cooked a setting. -
Whenever I go into zeus I see all assets, totally fine. As soon as i TP into a vehicle I get this odd thing where literally everything disappears, trees and all. Anyone encountered this. https://www.dropbox.com/t/twKUMcTYERxWNxoy
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Script release: ACE Medical Practice Patient (will be removed)
TechnoTroglodyte replied to Tiberius_161's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to do something similar but at a slower pace. Is there anything to stop the deterioration of the unit once injured, sort of like, damage them then pause where thier damaged state is and stop further blood loss etc? -
Hostage rescue + ACE medical scenario - share script
TechnoTroglodyte replied to omri2050's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to do something similar but at a slower pace. Is there anything to stop the deterioration of the unit once injured, sort of like, damage them then pause where thier damaged state is and stop further blood loss etc? -
TechnoTroglodyte started following Radio Chat Module, how to make it work? and AI Killhouse Spawner/Reset
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How I would go about putting something in place on a Zeus mission for the following? I want a scroll option (start Killhouse) on an item (can be any item) that will spawn enemy AI and place them into selected buildings (variable a-e) but not move, then once run through, another scroll option to (Reset Killhouse) which deletes all dead bodies within say 200m and starts the placement again ready to go. Bonus points for a stop button that removes the AI from there dead or alive. I've been looking online and nothing I've seen seems to fit in easily. They either need AI already there, which defeats the point of a spawner, or are beyond my knowledge of how.
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Radio Chat Module, how to make it work?
TechnoTroglodyte replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can also place a Headquarters Module and give it a variable name (in my case it's HQCHAT), name your custom callsign (in my case it's Flamingo) then use something like this in the exec box. Side, Global etc just change the part that says it, to change the chat used. HQCHAT sideChat "Hello" Will show as Flamingo "Hello" Wish I could get rid of the quotations tho.