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Everything posted by Ghost
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Steek revive/respawn
Ghost replied to AussieGrimRanger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
have you tried finding out how much damage they take when the clay is destroyed? put in radio trigger and check after you shoot clay. hint format ["Clay Post Damage %1", damage clay1]; -
http://browser.six-projects.net/cfg_vehicles/tree?utf8=%E2%9C%93&version=72&commit=Change
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Set Unitpos so AI can't Prone, But Crouch and stand
Ghost replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
not without running a loop checking when he is prone and setting him back up -
Passing a Local Variable into a addMissionEventHandler "draw3d" EVH
Ghost replied to -LTac- Imperator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Global variables are global to the computer running the script. If the server runs it then only the server knows about the variable unless publicvariable is used. -
probably because I forgot a couple things, had it setup to delete any vehicle the player was in than I read over your post again and saw you wanted a specific vehicle so did a half ass edit. Sorry This works now if (typeOf(vehicle player) == "C_Offroad_01_F") then { deletevehicle (vehicle player); };
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put this in your script if (typeOf(vehicle player) == "C_Offroad_01_F") then { deletevehicle (vehicle player); };
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please post your entire script then maybe we can help more
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I have a Test version of my mission for Altis. I have tested most of the features and just need to test a few others before I do a mass release. This should work just fine on the latest 1.02 hotfix. IF nothing changes then it will be the official release. Thank you for your patience. Updated File 20131026 @1655Z
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Custom Loadout Script - JIP help.
Ghost replied to johnflenaly's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what you do is in the initplayerlocal.sqf file launch the scripts, not in the init of the unit. null = [player] execVM "teamleader.sqf"; player addeventhandler ["respawn","_this execVM 'teamleader.sqf'"]; -
I am having a lot of performance issues with the port to Altis. I need to try and found out what is going on before I can release an update. I do have an updated version for Stratis but still need to test it as well. Thank you for your patience.
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Setobjecttexture Not Visible on Multiplayer for Clients
Ghost replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
that command is obsolete. -
off hand i do not remember the order of init on mission start but i think the init.sqf is first.
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_marvar = []; maybe post what you have right now?
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Adding weapons to vehicles removed in arma 3?
Ghost replied to progamer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry I misread. Are you just adding more more of the same rockets to the ones that exist? -
make sure highroller is an array. also isnil checks a string or code, so isnil "highroller" would be the proper format
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Adding weapons to vehicles removed in arma 3?
Ghost replied to progamer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try these out https://community.bistudio.com/wiki/addWeaponCargoGlobal https://community.bistudio.com/wiki/addMagazineCargoGlobal -
Are the task modules bugged or is it my fault? (Coop on dedicated server)
Ghost replied to fuerst_von_butz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It seems those modules do not support mp fully at this time. might want to consider http://forums.bistudio.com/showthread.php?100731-Taskmaster-2 with the arma 3 edits on the last couple pages. -
Is your script ran locally on every player? The command setcaptive requires the arguments to be local to the unit. https://community.bistudio.com/wiki/setCaptive
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Question on End-Game Trigger
Ghost replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The BIS_fnc_endMission has a local effect meaning it runs on whoever is calling it. So to have all players end you could setup a trigger in the editor with a countdown condition and in the onactivation box put the BIS_fnc_endMission code. Another way would be to broadcast a variable set to true via publicvariable command and have a trigger wait for that variable to be true -
the parachute should automatically fold and disappear when the unit is on the ground. It might take a moment though
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Removeallitems and Character Damage Module Only Affects Host
Ghost replied to tinter's topic in ARMA 3 - MISSION EDITING & SCRIPTING
have in the init.sqf a section that waits for player to be local then remove gear afterwards // Wait until player is initialized if !(isDedicated) then { waitUntil {! isNull player && isPlayer player}; removeallweapons player; }; -
How to make AI dismount from Helo
Ghost replied to Flaknop's topic in ARMA 3 - MISSION EDITING & SCRIPTING
set your completion radius to something other than 0, maybe 15? -
these are the only tools we have until the ones for ArmA 3 come out https://community.bistudio.com/wiki/Category:ArmA_2:_Official_Tools
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MX series rifles. Optics are universal among all weapons
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Problems with the Random patrol module
Ghost replied to Bobwax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It means that variable is undefined. if you specified a marker color I would treat it as a nuisance fault. This has been talked about multiple times in regards to undefined variable error