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Satojomov

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About Satojomov

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  1. hi, I am trying to create an event where "one box A is loaded into the truck and slowly converted into four boxes B in the truck". Therefore, I have structured it so that when box A is placed in the cargo inventory of the truck, box A is deleted at the same time, and then box B is sent to the cargo one at a time after a time. Anyway, it worked up to the point where box A is deleted and the first box B is sent to the truck. The following code is for sending the first box B to the truck: [boxB_1, Truck] call ace_cargo_fnc_loadItem; hint "test 1"; boxB_1_done = true; publicVariable "boxB_1_done"; The first line sends the first box B to the truck, the second line outputs the text for testing, and the third line sets a variable to True to move the next trigger. I copied the trigger that executes this code and changed only the name of the box, but the box does not go into the truck properly. The second line outputs the text for testing, so the trigger itself seems to be working. Am I missing something to use ace_cargo_fnc_loadItem correctly? Any solution would be appreciated.
  2. Thanks for comments. I have taken some steps in reference to the article @pierremgi linked to. Yes, tanoa is just tanoa, but I hope it is just a little better.
  3. I'm making a simple mission using the Tanoa map. (It's a typical mission where you travel from city to city with tanks and jeeps and destroy them along the way) I did a test play with some friends and they said they felt some problems with fps. Not so much that it was unplayable, but that the aiming lagged a bit. I know that Arma 3 itself is not fully optimized and that Tanoa causes fps to drop, especially in urban areas, but I was hoping that the mission side settings could be improved, even if only slightly. Any suggestions?
  4. I would like to create a compatibility mod for one weapon add-on to another.Specifically, I want to be able to attach CUP and RHS sights, suppressors, etc. to The Free World Armoury's guns. To be honest, I have only ever made a few simple missions and have no idea how to make add-ons. Any help would be appreciated.
  5. Thanks again for the replies. Yes, I definitely have simulation turned off and the object has a red marker on it. However, it still can be picked up. Also, that code completely disables opening the inventory window, which is not exactly what I want to do. I want that item to behave as a static object, similar to a table or chair.
  6. Oops, I thought it worked, but I still had a little problem. When I open the inventory screen while on top of an item, the item shows up in the ground window. It cannot be picked up, is it possible to get rid of this display?
  7. Thanks! I could still pick it up with simulation turned off, but setting health/armor to 0 seems to work.
  8. Hello. I am creating a sort of briefing room where players prepare before going out on a mission. For its decoration I would like to place some guns, equipment and S.O.G. Prairie Fire food as static objects. If just place them in the Eden editor as normal, the player can pick them up, but I don't want to let them do that. Is there any better way to do this?
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