major woody
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Arma 3 Creator DLC: Global Mobilization - Cold War Germany
major woody replied to mondkalb's topic in ARMA 3 - CREATOR DLC
I cannot say how thrilled I am for you guys had added the Danish P/49 to the upcomming upgrade (ver. 1.5). Have you any plans for the Danish SMG (MP/49) in a later upgrade as well...? https://guns.fandom.com/wiki/Hovea_m/49 https://modernfirearms.net/en/submachine-guns/denmark-submachine-guns/hovea-m49-eng/ https://www.imfdb.org/wiki/Hovea_M1949 Cheers! -
Artillery by mouse click on the map
major woody replied to kurluha's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very interesting script! - does any one have a fully working sample mission...? 🙂 -
Arma 3 Creator DLC: Global Mobilization - Cold War Germany
major woody replied to mondkalb's topic in ARMA 3 - CREATOR DLC
Hi There - I don't know if this is the right place to ask, but I would really like to know how to apply the new (ver. 1.2) Helmet Foliage to foot soldiers - tnx in advance 🙂 -
major woody started following waypointAttachVehicle - Group Follow Group
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waypointAttachVehicle - Group Follow Group
major woody posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
By inspiration from theese two topics I'm trying go get one group to follow another. https://community.bistudio.com/wiki/waypointAttachVehicle https://forums.bohemia.net/forums/topic/171949-any-success-with-waypointattachvehicleobject/ My code: _grp1 = leader grp00; _grp2 = leader s1; _wyp = _grp1 addwaypoint [getpos _grp1, 0]; _wyp waypointAttachVehicle _grp2; _wyp setWaypointType "MOVE"; _grp1 = leader grp00; _grp2 = leader s1; _wyp = _grp1 addwaypoint [getpos _grp1, 0]; _wyp waypointAttachVehicle (vehicle _grp2); _wyp setWaypointType "MOVE"; Somehow it won't attach the waypoint. Maybe it's because grp00 is not in a vehicle... - I need the script to support multiple senarious... eg. grp00 - s1 both in vehicles grp00 - s1 both on the ground grp00 - s1 one group on the ground, one group in vehicle and vice versa... What am I missing...? - tnx in advance... 🙂 -
Is it posible to change the custom marker in the init fielt of a unit? - I'm trying this with no further luck: From: AICommand\functions\mapIcon\fn_drawMapIcon.sqf Description: Draws the specified map icon on the map Parameter(s): _this select 0: STRING - Icon ID _this select 1: POSITION - World position of icon ([X,Y]) _this select 2: BOOLEAN - Is in foreground (alpha will be reduced by 50% if in background), (optional, default true) Returns: Nothing -------------------------------------------------- From init field: ["b_recon",[0,0,0],true] call AIC_fnc_drawMapIcon; Is it even the right way to do this...? (As you probably already figured out, I wound like to add a Recon Icon to a unit ;))
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Define and call Function
major woody replied to MrSplendid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
#MrSplendid - care to share a working copy of this...? 🙂 -
Sync Support Requester to Vehicle rather than player
major woody posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to create a small independent Mortar Team. I would like to create a Forward Observer (FO) vehicle. In the editor I have: Placed 1 Strider Placed 4 Mortars Placed 1 Support Requester Module Placed 1 Support Provider (Artillery) Synced the mortars to the Support Provider >> Synced The Provider to the Support Requester >> Synced The Requester to the Strider... - NOTHING happens...! If I drag the playerout of the Strider and sync him to the Requester - then SUCCESS...! - but I how can I add the request features to the vehicles - not the player...? -
high command HCC - High Command Converter 1.5.5
major woody replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for this m8 - however I must do something completly wrong... - I do not have any of theese opportunities shown in the video... - do I need to configure something...? :)- 164 replies
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- large scale operations
- zeus
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high command HCC - High Command Converter 1.5.5
major woody replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anyone has a working example of this company array they would like to share...? :)- 164 replies
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- large scale operations
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Bon's Infantry Recruitment Redux
major woody replied to aviatormoser's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I remember I encountered the very same problem in the A2 OA version... I solved it by deleting the condition 'no player, AI dead' in the unit_lifecycle.fsm file... - I'm pretty sure that will work too in the A3 Redux version :-) -
As for the T-12 AT Gun thing... - I started moddeling such one back in 2006/2007 - it's still lying on my HD... - I would gladly give it away for free, just so see it in game... - PM me any time :-)
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List of all hidden texture inits
major woody replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi All - I just whant to share with you that I successfully created a CSAT Zamak MRL this setObjectTextureGlobal [0,'a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa']; this setObjectTextureGlobal [2,'a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa']; Cheers!- 196 replies
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FSM Support Systems
major woody replied to Desrat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
FYI As much as I hate to bring up this old topic, I has to mention that I cannot make this script work from A2OA ver. 1.63xxxx - after each mapclick I get the message that communikation with the pilots has been lost... I checked the .rpt file - it just says String STR_EVAL_TYPENAN not found -
How to ? Mortar team in High Command ?
major woody replied to nickmow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This sounds SO nice! - care to share a demo mission...? :) -
Hybrid Command System
major woody replied to major woody's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone...? :-|