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Everything posted by Ghost
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No M4/M16 variants in ArmA 3 by default
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Updated Enemy Assault to V1.7. Fixed some minor issues, added ch49, and made a CO40 version with more vehicles
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Updated Enemy Assault to V1.6. Made some tweaks and added new tracked vehicles as well as updated INS Revive and VAS
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I am seeing a lot of questions in regards to scripting and other mission editing. I myself am not good at scripting but I know where to go for information in an attempt to get stuff to work. After trial and error with no luck then I would ask people or post in forums. Everyone needs to try researching for themselves first then when you cannot get it after going through the various info sites ask. Make sure you use the forum search and try different words before making a new topic. The following are links to various sites with lots of info. May need to search them as well. http://www.kylania.com/ex/ <-- excellent examples Conversation System Mission Editor ArmA 2 Mission Editor Triggers OFPEC ArmA 2 Scripting Commands ArmA2 COMREF Forums Post - Classnames ArmA2 Library ArmAholic ArmA2 Moves ArmA2 Modules Description.ext Scripting Topics (Check All Links) Startup Parameters Crash Files Tasks ARMA 2 Functions PostProcess Effects Please Keep this post clean and only add links to more helpful sites.
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thisList - What is it, what does it do, and how does it work?
Ghost replied to DChristy87's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/this -
Updated mission to Ver 1.5 Changes: Adjusted Slingload and made compatible for water and other MRAP Base types if vehicle leaves repair area before refueling is finished the fuel load vehicle had will be loaded Switched Mission END to use new format Adjusted various scripts Now Aimingaccuracy and Aimingspeed are adjusted according to setting Added overview picture and description Added Group cleanup to prevent hardcoded 144 group limit
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How to detect if player is in cargo?
Ghost replied to Juixius's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/in please use search and wiki -
["End1",true,true] call BIS_fnc_endMission; that is all you should need in the onact line. You should not need the BIS_fnc_MP
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Executing scripts only for certian players
Ghost replied to kahna's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you do not need to make it a if then else, unless you have code going into the else block -
quick glance your script is not properly formatted for .sqf. You need to end all lines with ; and the setposatl would go after the detach command.
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https://community.bistudio.com/wiki/Debriefing study that page well. your missing the CfgDebriefing class CfgDebriefing { class End2 { title = "Mission Completed"; subtitle = "You killed the target and escaped!."; description = "Congratulations men! You have just eliminated mankinds biggest threat, And avoided the potential for World War 3!"; backgroundPicture = ""; picture = "oppt2.paa"; pictureColor[] = {}; }; class End3 { title = "Mission Failed"; subtitle = "You failed to kill Recep Tayyip Erdogan"; description = "You have failed to kill Recep Tayyip Erdogan, He escaped along with roque team Bravo!"; backgroundPicture = ""; picture = "oppt2.paa"; pictureColor[] = {}; }; class End4 { title = "Mission Completed"; subtitle = "You rescued the target and escaped. "; description = "Congratulations men! You have just rescued Recep Tayyip Erdogan.!"; backgroundPicture = ""; picture = "oppt2.paa"; pictureColor[] = {}; }; };
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Skip briefing and trees ?
Ghost replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://forums.bistudio.com/showthread.php?93897-selectBestPlaces-(do-it-yourself-documentation) look at that link it has a lot of useful information -
Skip briefing and trees ?
Ghost replied to malakdecaen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
briefing.html is used for debrief only. You want to target a tree? -
Executing scripts only for certian players
Ghost replied to kahna's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just remember the init of objects placed in editor are global. You would need to run those effects on a local to player scripts from the init.sqf and check to see if player == the unit you want to have the effects on. -
Without seeing your script it will be more difficult to see what more you can do or whats wrong with it. Do you have the suitcase setposatl after detach? That should eliminate the clipping, though might cause the suitcase to stand up instead.
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Just got it, Thanks for reply
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I just preordered and was wondering about the badge as well.
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Updated mission Enemy Assault CO16 V1.4. Lots of tweeks and fixes. Works with Beta 0.72
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whats the new setVehicleInit - processInitCommands ?
Ghost replied to Blitzer134's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So would i Do something like this? Or is SetVehicleVarname not needed? _leader setVehicleVarName _VarName; missionNamespace setVariable [_VarName,_leader]; publicVariable _VarName; -
Extremely Quick Question about _F at end of Class Names
Ghost replied to akaBruce's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It seems that all classnames end in "_F" -
Thank you for releasing this fine pack RH. You make some of the greatest weapons packs known. Look forward to your other packs!
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AddAction ran from Server script on Spawned Object
Ghost posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a server side script where an addaction is added to a spawned object, a unit. I used raddaction in the past but that does not seem to work now. Any ideas how to properly get this to work with a server side spawned object? -
AddAction ran from Server script on Spawned Object
Ghost replied to Ghost's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry I was away for a while, this is what I used //add save action _object setVehicleInit "ghst_myscript = this addAction ['<t color=""#ffff00"">The Action</t>', 'scripts\objectives\ghst_myscript.sqf', [], 6, true, true, '','alive _target'];"; processInitCommands; -
I updated first post for link to NV/Thermal Optics mod and here it is again http://www.armaholic.com/page.php?id=19831 . This will be required if you set that parameter to Yes
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I updated both Missions again so hopefully there will be less issues....