killerwhale
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Posts posted by killerwhale
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ouch, there is syntax error in this. tried but no success in fixing it
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Thanks for the response but the problem still exists. the side check should take place somewhere in this code
Quote_tank = ((nearestObjects [position unit1, ["Tank"], 1000]) select 0);
reason being, the emediate thing the script does is find any vehicle nearest and sticks with it without first checking the side,
so if we put
Quoteif (_side == east) then
this only has effect on whether we should create the marker or not and has no effect on the side of the vehicle. so if the unit closest is west, and we have east unit somewhere within range, the east will never be selected,
because simply it is not the closest.
what other command can I use, nearTargets gives error findNearestEnemy i couldnt get it to work,
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help please
Quote_tank = ((nearestObjects [position unit1, ["Tank"], 1000]) select 0);
how can you check the side of "Tank"?, i want a marker created on any eastern tanks detected. problem is, it creates the marker even on western tanks
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hmm, interesting, that always confounded me, now I get it, now that the speed part is fixed, the other part troubling me me now is , it just places marker on any near objects regardless of side, not quiet sure how to fix this
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interesting and it works, thanks alot, what does the "select 0" mean? i dont understand that part
and if I wanted to detect if the tank is moving or stationary, how would I go about doing that?
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Hi, I'm trying to create a marker upon the detection of blufor units by opfor. the marker should be created on the "tank" units of blufor side
here is my code
Quotemarker1 = createMarker ["Marker1",nearestObjects , [unit1"Tank"], 1000]] \\\unit1 is the unit detecting the presence, once it spots the tank , this marker should be created
the problem is , i get this error code
QuoteError 1 element provided,3 expected
what is up with this?
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Thanks, simple to solve but was confusing, thanks again
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Hi, I'm having trouble naming this mission, where it says 01 Convoy Ambush, I would like it to say Steal but no luck so far. what can I do
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The module has been updated:
Added "AUTO" to Stance
Added "LOCKEDPLAYER" to Lock vehicle
Should be available on DEV tomorrow or next week.
how come they did not add this from the beginning? probably they don't play the game so they have no clue what a players need might be
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May I ask when BI decided to write the module known as Object modifier, in the SET MODE category where you can specify a units stance. the only provided options are "stand up", "stay crouched", "go prone". Now why would someone leave out the option to return the unit back to "auto". once you set it to standing, it stays standing, the only option being prone or crouched. ofcourse I know you can use scripting commands yourself to return the unit but there are those of us who dont feel comfortable with scripting at all so why leave out such basic things?
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this is a great work, i'm wondering if you can improve the triggers and add things like "if OPFOR is detected, then terminate animation". is this possible?
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can we not use GAIA without specifying a zone? i'd like to use it as any other AI enhancement mode like bCombat. is that possible?
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hey mikey, what is the terrain or the map in the video, good mod by the way and thanks for it. I wish if you could make a mod that will force the ai to run away from about to explode vehicles also. many times AI gets killed from explosion
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what if the units are not created and are editor placed, how would you put something into their init by using a trigger?
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Hello, can you put something into the init of a unit already existing(placed through editor). im trying to use trigger to put code into its init field but dont know how,
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we live in 2015, why cant we directly upload pictures? still have to use photobucket? i have problem and would like to post picture to show what is it. but apparently i cant unless i post it on photobucket first, which will require me to remember my pass
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so you cant arm your with different payload?
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umm how do you use the missile cart
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Thanks. The issue we're having is that upon death, it goes to the deploy screen and you can select the spawn point normally. But when you hit "Deploy" it takes you to a second screen, with the map, a "Respawn / Gear / Team" set of buttons on the top left ,and a Deploy button that doesn't do anything. People either crash out from this screen after a while or are forced to hit "Exit Game." I've managed to clear it by hitting CTRL+DEL and then I respawn correctly, but after that the MCC control menu (I was the one logged in) doesn't come back up - it just blinks in and out.Thank you very much that kind solved my problem. I have 4 zones controlled and defended by Blufor, I have helicopter that I want to patrol zone 1 and zone 2 but not zone 4 and 5. is there a way to do this?
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Select all the units (click drag) and then press Gaia button ... simples !F7 mcc module is what im talking about. there are modules such as gaia, ils landing instrument and etc. how do you use those
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Hi, how do i use the gaia module in the editor. it seems when i place the module in the editor, the units are not still controlled by gaia
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probably not if it's reappearing, as you described, over and over?let me get this straight, so you played this mod and have not seen any problem related this?
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well I think anyone who drove those tanks will know what im talking about:j:
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so ever since this mod was released, the armored vehicles especially tanks seemed to drive funny and have been quiet bugy, including the turret animations. But my question is, is something being done to fix this? version after version, they just re-appear with same problem. I am grateful by the way for the mod, not being stupid.
CreateMarker issue
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I was able to use this code. provided that the unit knows about any enemies around.
it works