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avibird 1

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Everything posted by avibird 1

  1. If you need any testers or assist I would like to help. I am currently working on alien factions. I currently have 12 alien factions that I'm working on all with unique armor weapons clothes ect to its faction. All the assets were available on steam I just match merge to assets to each faction. I wish I could create things from scratch like you but I can't lol. Alien factions with names. 1. Borg - Star Trek 2. Necron - Warhammer 2. Dalek - Doctor who 3. Dracs - Enemy mine movie 4. Gorn - Stat Trek 5. Triceratons or Yilane IDW Comics West of Eden 6. Yautja - (predator mod) movie 7.Zetaborn (Zetaborn mod) 8. Ghouls (MBG aliens mod) They Live movie 9. Orcs multiple books and movies 10. Tuscan raiders - Star wars sand people 11. Galactic alliance ( various humanoids) bluefor 12. Cosmic sentinels bluefor.
  2. I know how to use a simple add action to make a unit that already is a hostage free and to join your group. I know there's an ace version of this functionality but I do not want to use Ace. I know there are ways to actually do this with triggers but I am looking for a simple addaction if you get close enough to a unit that you can make that unit a hostage like 1 meter I'm working on alien factions. Some of my alien factions are very difficult to kill due to my modified revive system and the combination of clothes and armor Basic rounds will only hurt them and they have heal themselves in in copious amounts of smoke. You can kill them but you need 3-4 clips. Heavy caliper weapons and rocket launchers will do the trick a little easier. I would like to add a simple addaction that will make the unit a hostage if you can get close enough while they're healing. Thanks avibird
  3. Update 3 of the best animations Enemy unit with go on knees with hands behind back this addaction ["On Knees",{(_this select 0) playmove "Acts_ExecutionVictim_Loop";},nil,1.5,true,true,"","true",1.5]; Enemy unit with sit down with hands behind back this addAction [ "Get down", playmove "Acts_AidlPsitMstpSsurWnonDnon04 " }, nil, 1.5, true, true, "", "true", 1.5 ]; Enemy unit with stand up with hands behind head this addAction [ "Hands up", playmove "AmovpercMstpSsurWnonDnon" }, nil, 1.5, true, true, "", "true", 1.5 ]; I can't found a lot of information on drop weapon command. The Enemy units will still have the rifles on their backs. When you execute them weapons go on the ground. Not a game stopper but likes a like silly lol. Over all this does exactly what I was looking for with this scenario. this alien faction is very difficult to kill with standard rounds.
  4. Two working codes. First the guy will sit down with hands behind back. Second guy will stand up with hands behind head. this addAction [ "Get down", playmove "Acts_AidlPsitMstpSsurWnonDnon04 " }, nil, 1.5, true, true, "", "true", 1 ]; this addAction [ "Hands up", playmove "AmovpercMstpSsurWnonDnon" }, nil, 1.5, true, true, "", "true", 1 ]; In both codes the enemy unit would still keep their primary weapon on their back. Is there another code I can slip in to have them drop the weapon on the ground.
  5. You can use the radio command from you menu or addaction command on an object or simply a trigger deleting whatever vehicles enter into the trigger but each vehicle has to have a specific variable name. Hope I understand what you were asking
  6. I am looking for all the code animation for prisoners and hostages. I believe this one will make the prisoners sit on the floor in circle sit position with her hands behind their back. "Acts_ExecutionVictim_Loop" Here is a list of animations with codes. There are a lot more to go through. Thank you for your assist Harzach
  7. Hey harzach I just get this one to work as well as well ☺️ This addaction ["hands up" , {(_this select 0 l) playmove "AmovpercMstpSsurWnonDnon"}]; Thanks for your response but I figured it out but now I need your help with this. But I would like to limited to least one meter so basically you need to be on top of the unit to be able to get the add action currently it is by default like 5 m away. I also attempted the other animations like sitting on your butt with your hands tied behind your back but those animations did not work.
  8. This is what I have working This addaction ["Get down"',{(_this select 0) set unitPos "down";}]; But when I add the surrender command like this the unit attempts to get down but can't and nothing else works. This addaction ["Get down"', {(_this select Switch move "Surrender";}]; Help 😭
  9. Looking through the Arma3: Actions This hopefully should do the simple trick I was looking for if anyone else is interested. Surrender DescriptionMakes unit to put weapon on shoulder and put hands behind the head temporarily. For the lasting effect all weapons from the unit should be removed first. Syntaxunit action ["Surrender", targetUnit] Where unit is any unit, and targetUnit is the unit to surrender. Example soldierOne action ["Surrender", soldierTwo];
  10. You could setup vehicle rearm refuel and repair stations around the Map or in one location. OFP days that work fine the AI units would go. With Arma2 I had a hard time getting it to work properly with AI vehicles. Too easy approaches you can use not exactly what you want. You can set each vehicle to restore values if it goes below a certain value or have triggers located throughout the map if the vehicle enters it it will restore. As a side note. I usually have an engineer in the crew of a vehicle so the engineer will jump out and repair the vehicle if damaged and can't move.
  11. Why was your mod deleted from steam workshop as of 1/24/24. Does anyone have information why this mod was removed from steam SMH I was using the Andorian model and weapons on a little alien project I've been working on.???
  12. Hello this has been a little project of mine to formulate various alien races all equipped with different armor and weapons. I can't make models from scratch I don't have the knowledge so I have used created assets throughout the steam workshop to come up with around a dozen alien factions all with different armor uniforms and weapons. Unfortunately I can't use halo first contact mod or Mass effect mod due to the amount of lag and overall poor performance these mods do with other mods as well as I am still using my arma 2 build PC to play Arma. I would like you guys the list any sci-fi weapons or mods that you have used or seen. Especially stand alone ones that don't require dependencies. The three alien factions that are already established on steam workshop. 1. Zetaborn Faction by icebreakr 2.MBG Aliens Ground Forces by Mondkalb 3. Max_Predator By Maxjoiner Have been rearmed and redressed except for Zetaborn who have only been redressed due to the fact they have their own unique weapons. New established alien factions with names. 1. Borg - Star Trek 2. Necron - Warhammer 2. Dalek - Doctor who 3. Dracs - Enemy mine movie 4. Gorn - Stat Trek 5. Triceratons or Yilane IDW Comics West of Eden 6. Yautja - (predator mod) movie 7.Zetaborn (Zetaborn mod) 8. Ghouls (MBG aliens mod) They Live movie 9. Orcs multiple books and movies 10. Galactic alliance ( various humanoids) bluefor 11. Cosmic sentinels bluefor 12.? https://en.m.wikipedia.org/wiki/List_of_reptilian_humanoids https://www.imdb.com/search/keyword/?keywords=alien-species
  13. Hi there is a pretty easy way to create your own custom factions using the alive mod.
  14. Why was your mod deleted from steam workshop as of 1/24/24
  15. Sorry to bring this old post up. I know the mod has not been worked on I a long time but a working copy of it was still on stream as of 1/23/24 but yesterday it was deleted from stream and my workshop list. 🤔. Does anyone have any reason why this happened. Avibird.
  16. Is this mod still being updated and is it available on steam
  17. avibird 1

    Masks version 2

    Sorry for bringing this old post up but does anyone have a working link to this mod l.
  18. I will see if that works but I want the music lol
  19. This my be a really easy question but I have no clue how to o turn on and off the background music on the load main menu screen for Arma3 sometimes the music is on and sometimes the music is off. SMH
  20. I don't understand! The music I hear comes and goes sometimes on and sometimes off when ever I start Arma up and the main menu screen ?
  21. No sometimes there's music playing and sometimes there's not. I don't understand is this a bug.
  22. MCC was the best however a lot of bugs and Gaia is somewhat broken these days. It will delete vanilla waypoints on any unit that is placed on the map during game play when you are using Gaia and MCC. You cannot use vanilla place waypoints MCC and Gaia together very sad
  23. 0 = [this,"DELAY=",180,"START=",10,"PAUSE=",50,"EXIT=", myExitTrigger6,"INIT=","[_proxyThis,'1','SAFE','COLUMN','LIMITED','ONROAD'] execVM'scripts\UPSMON.sqf'"] ; (group _ProxyThis) setVariable ['Vcm_Disable',true] spawn jebus_fnc_main; This is the error '(|#|group_proxyThis) setVariable ['vcm_disabl...' error underfined variable in expression: group_proxythis I am using JUBUS spawning script and code to not have Vcom able on this group of units. This code works with Vcom 0 = [this,"DELAY=",180,"PAUSE=",50,"EXIT=",myExitTrigger6, "INIT=","[_proxyThis,'1','SAFE','COLUMN','LIMITED','ONROAD'] execVM'scripts\UPSMON.sqf'"] spawn jebus_fnc_main; This code works with two options disable path and no Vcom 0 = [this,"DELAY=",300,"START=",21,"PAUSE=",50,"EXIT=", myExitTrigger6,"INIT=","{_x disableAI'Path'} forEach (units _ProxyThis);(group _ProxyThis) setVariable ['Vcm_Disable', true]"] spawn jebus_fnc_main; Any suiggestions would be great. Avibird
  24. There is a space between group and _proxythis in the code in blue that is what I am using in the group leader init. The error message that is how it is displayed on my screen?
  25. I have been using this code in a trigger to end some of my mission when all IND and OPFOR units are dead in a AO. The code does not work anymore. The mission ends when either fraction has no alive units in the area. The code did work when both fraction have no units alive. I don't know if any commands have changed with any updates. here is my code in Two triggers Trigger.init Variable name c1 Text End Game Ind All Dead Trigger Transformation size A 20000 B 1000 C -1 Trigger Activiation Type None Activation Independent Activation Type Not present Trigger expression Condition call{this} On Activation call{c1UnitsDead = true; } Trigger.init Variable name c2 Text End Game Opfor All Dead Trigger Transformation size A 20000 B 1000 C -1 Trigger Activiation Type None Activation Opfpr Activation Type Not present Trigger expression Condition call{this} On Activation call{c2UnitsDead = true; } Trigger.init Variable name Task13_Succeeded Text Eliminate all hostile forces in the AO Trigger Transformation size A 0 B 0 C-1 Trigger Activiation Type None Activation None Trigger expression Condition call{ c1unitsdead && c2unitsdead } On Activation call{["Task13","SUCCEEDED"] call BIS_fnc_tasksetstate; "END1" call BIS_fnc_endMissionServer;} The mission ends when either IND units are dead or OPfor units dead. it used to work when all IND and Opfor units were dead. now if only one side is dead. how DO I fix this Avibird.
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