TXTSpake
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Simplex Support Services and the item's name
TXTSpake posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hello everyone, I thought I understood how to get the item names, but either it's not true, or I'm doing something wrong by matching it with the Simple Support Services mod. Well, I've made some screenshots, but I don't know how to upload them, so I'm trying to explain what's happening to me. I enter the editor, I go to the Virtual option, I place the mouse over the radio that I have on my computer and there I get the name of the object: "tf_fadak" Now, I go to the Simple Support Services ( Add Artillery) icon that I have placed next to my artillery, and in the "System Specific: Add Artillery" section, in Custom init code, I put "tf_fadak". Now, if the player doesn't have that radio, he's not supposed to call in artillery, right? Because what happens to me is that everyone can request it, it doesn't matter if they have a different radio, or simply... they don't have a radio. I'm going crazy with this :( -
I know, I know, I really thought you couldn't, but... you can! Now I already have my vehicle loaded with the UAVs from the beginning of the game. Thank you both very much for the help. Really :)
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I didn't think it appears as a backpack. I'm going to try that :)
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Thanks for the help :). And how do I know the name of the class? Where can I get that information or the "classname" is the name that I can give to the object??
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Hello everyone. We are playing a mission created by me where we must go with a vehicle loaded with 4 drones to a point, and then deploy said drones. Currently we must start the game with the drones deployed, disassemble them and then put the backpacks (the drones become backpacks when folded), in the vehicle. But... is there a way to start already with the drones inside the vehicle? I have thought about this option, but with my drones: supplyBox addItemCargo ["optic_ARCO", 10]; But I don't know if it will really work with drones, why? Because to begin with I don't know what name I should give it so that the code recognizes it. Where does that reference name appear? In this case: "optic_ARCO". Help me
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Thanks for your answer :) I followed another thread and did the following: 1. I created an object, a briefcase. 2. I went to its attributes and named the object evi1. 3. In Init I wrote: "this addaction ["Collect evidence!", "collect.sqf"];" 4. I created a file called collect.sqf inside the folder where I have my mission. 5. Copy this from the other thread: "deletevehicle evi1; tskEvidence1 setTaskState "SUCCEEDED"; [objNull, ObjNull, tskEvidence1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";" My first question was "what is that about "execVM and the address where it points to?" Anyway, although the object can be picked up and disappears, it gives an error. Then the thread added other instructions to play music, but I didn't test that. In addition to all this, and that did not appear in the thread from almost 20 years ago that I found, I would like that when you pick up the briefcase, it would be taken to a point on the map and the mission was finished :)
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I know this has been discussed in other threads, actually I found one from almost 20 years ago, but following his instructions, it didn't work for me, so here's a novice editor asking a very basic question. I would like to create an item (a briefcase) which the players must pick up and bring back to their base (where the game starts). Once I got the briefcase to that place, the mission is considered accomplished. Someone could help me? I just managed to create the item, pick it up and make it disappear from the game, but it gives me an error. Could someone help me please?