whereisbeef
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Everything posted by whereisbeef
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Hi there. In my mission, there are two helicopters that fly around and shoot things, at least they're supposed to. They fly around fine, but they don't shoot at all. Here's my script for one of the choppers: fly=[[0,[29975.8,30003.6,50.8451],..(lot's more here); shoot=[[318.776,"missiles_DAR"],...(lot's more here); _sequence = [h1, fly] spawn BIS_fnc_UnitPlay; [h1, shoot] spawn BIS_fnc_UnitPlayFiring; waitUntil {scriptDone _sequence}; In my init I have this: h1Data = compile preprocessFile "h1.sqf"; The choppers fly around with no issues, but they refuse to shoot. Any tips? Or is UnitPlayFiring not working right now?
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Have one of the bags on your back.
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Arma Wargames was started in December 2011 as an online tournament, that focuses on large scale combined-arms PvP battles. Players can join one of two armies and meet during the week in their private Teamspeak channels and on the forum to plan and practice their battle strategy for the upcoming weekend. Come battle time, you will follow your General and Squad mates into battle and help your team to achieve victory over the opposing force. We have just finished our second campaign and are about to begin with our third. Each campaign lasts 8 weeks with weekly 3-hour long battles every Sunday evening (UTC +1) Campaign 3 has just started and with the new units getting ready it's an ideal time to join in. Come check out our teamspeak 3 server at 84.200.49.171 password is echo. Watch some of our previous battles and get an idea of how we play. Campaign Two playlist http://www.arma-wargames.com
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Play withSIX - Launcher, Downloader, ServerBrowser - FULL ARMA3 Alpha Support +more!
whereisbeef replied to sickboy's topic in ARMA 3 - GENERAL
Is their a way to get all of your local mods to show up in the 'Local' section? I only see one mod, while I have 3-4 that do not show. Edit: It seems if the mods are included in Six, they don't show up in the local section. -
Weapon attachments not working, bullets firing incorrectly
whereisbeef replied to skelebob9's topic in ARMA 3 - MODELLING - (O2)
They need to be in the view lods. -
Weapon attachments not working, bullets firing incorrectly
whereisbeef replied to skelebob9's topic in ARMA 3 - MODELLING - (O2)
Look at the configs for guns that have been released already. That is the best way to figure out how things work. -
Weapon attachments not working, bullets firing incorrectly
whereisbeef replied to skelebob9's topic in ARMA 3 - MODELLING - (O2)
Not really. Just copy the model over to the new lod, it should work fine. -
Weapon attachments not working, bullets firing incorrectly
whereisbeef replied to skelebob9's topic in ARMA 3 - MODELLING - (O2)
Ok, your problem is easy to see. You only have a viewdistance LOD, which is only seen in third person. You need a view pilot LOD, which is your first person model, and a memory LOD, which tells the game where certain things are on the gun. Memory LOD is where you put the Eye, Konec Hlavne, and Usti Hlavne. -
Weapon attachments not working, bullets firing incorrectly
whereisbeef replied to skelebob9's topic in ARMA 3 - MODELLING - (O2)
Can you upload your model anywhere so I can look and see what your problem is? -
Weapon attachments not working, bullets firing incorrectly
whereisbeef replied to skelebob9's topic in ARMA 3 - MODELLING - (O2)
Try this, or something like this. You've done your's strangely. For the aiming, you need two points, usti hlavne, and konec hlavne. Konec where you want the bullet to start from, and usti where you want it to exit. Put them in a straight line. Also add another point called "eye". This is where your eye would be if you were aiming the gun. You can then put "memorypointcamera = "eye";" into your config.cpp under your guns class. I haven't tried attachments yet, so I can't help you there. But I assume all the info is on the biki. class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class L85A2Skeleton: Default { skeletonInherit="Default"; skeletonBones[]= { "magazine", "" }; sections[] = {"magazine"}; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class L85A2: Default { sectionsInherit="Default"; sections[]= { "zasleh" }; skeletonName="L85A2Skeletonl"; { class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0; maxValue=1; hideValue=0.22; unhideValue=0.55000001; }; }; }; }; -
Canadian Armed Forces Modification ARMA III
whereisbeef replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's what the Carl Gustav is for. Though I don't know if it's in this mod. -
Trying to view my model in the viewer, and it crashes every time at startup. Is there a log or something I can post? Only thing I can find is net.log, but that doesn't seem to have anything useful.
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The name of a community that I`ve passed through a few times
whereisbeef replied to gossamersolid's topic in OFFTOPIC
My mom's family has live there since the 70's. We have a cottage in Kenogami if you know where that is. Funny seeing this here. -
Are you going to add the C79 to the C9?
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Two people, one turret
whereisbeef replied to whereisbeef's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Well, I think I have got it working, but when I try to use it in game, I get this: which is then followed by this: It seems that is looking for a weapon, which the turret does not have. Does a turret require a weapon to work? Here is the config for the turret. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Turrets : Turrets { class RotTurret : RotTurret { body = "Mortar"; gun = "Mortar"; GunnerForceOptics = 0; minElev = -0; maxElev = 0; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; gunnerAction = "D30_Cargo"; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", db-70, 1.0}; gunnerOpticsModel = ""; }; }; -
Hello there. I am wondering if it is possible for two people control one weapon, ie, commander rotates the turret, gunner elevates. If this is not possible, would you be able to have the commander just rotate a separate turret which has the other turret that the gunner would be using attached in CfgSkeletons. Any help would be appreciated as this is one of the final things I need to do with my addon.
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Two people, one turret
whereisbeef replied to whereisbeef's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Do you have any idea how I would go about getting this to work. I am kinda new to all this. I have it set up the way I think it should work in the config, but in game I cannot even get a "Get in as Commander" option. -
Ya it is, hopefully it will be back soon.
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Hi there, I tried to play with this today but ended up having this error that did not allow me to turn the turret. I tried downloading the file from many mirrors but all had the same problem. Do you know of a fix for this?
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I believe the checkpoints are down in Corazol, may be wrong there. I noticed there are new things in Bagango like the factory and the T.V. station on the hill to the east.
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Great mod guys, I noticed you fixed the passenger seats in the huey, but now the pilot can't even see over the dash board. The gunship variants have the correct pilot seating though, as well as the CH-34 and 37. Another thing I have noticed is that when you put a get out waypoint for the AI, they don't actually get out of the choppers.
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That is what I get when creating a new map, with all the settings in the tutorial. Is that some how wrong?
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Strange. I didn't change anything but now it goes halfway and crashes. Here are my settings:
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Well, I could not find them in the sara.pbo for some reason so I just used the ones from the rahmadi that BIS released. They are all 512x512.
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They are all correct. And I don't think it's cap sensitive because when I hit ok and re-open it it's just in lower case. All sat and mask are 2048x2048 and textures are 512x512.