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Everything posted by cobra4v320
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Thanks for the feedback, the mission has been updated. Version 2.6: Since the map IDs were changed once more it messed up all of the compositions placing my barracks into other buildings. Fixed: You can now select from 3 different types of SMGs in the briefing screen. You start out with the sting, but can select the PDW or the Vermin as your other options. Changed: Back to the default dive suit and rebreather. Changed: The pistol to the 4-five with 1 magazine. You can select more magazines from the briefing screen. Changed: The intro music has been changed. Fixed: Had an error in description.ext functions messing up the flares if you were detected.
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AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry folks haven't been on ARMA for a while, have some other things going on. But I did happen to see this gem in my email, thanks dude I needed a good laugh. On a side note if anyone would like to take over what was started and make it better please go ahead. Thanks Foxhound! -
Close Air Support Field System v0.4b
cobra4v320 replied to jw custom's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How is double clicking on a soldier vague? Love this dialog, JW Custom. Im interested in how you did the map in the dialog, going to try and do something similar for an extraction/hot extraction dialog. -
Disable AI Head Looking Around
cobra4v320 replied to raynor_d's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_recruit = _this select 0; _recruit switchMove "AmovPercMstpSnonWnonDnon_Ease"; {_recruit disableAI _x} forEach ["ANIM","FSM","MOVE","AUTOTARGET","TARGET"]; _recruit enableSimulation false; -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like the issue is with the paradrop function, you cannot steer the parachute and it throws you around. Doing it with multiple AI and you get CTD. ---------- Post added at 18:19 ---------- Previous post was at 18:18 ---------- Getting this thing working right and in MP is my first priority, then hammering out the small details later. By the time I get this fixed, BIS will have it all patched up and fixed. -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make sure you download the latest version, there is a new sound. ---------- Post added at 17:23 ---------- Previous post was at 16:27 ---------- My computer CTD in MP. I will look at it later. Works fine for SP. -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Version 2.1: Fixed: when unit did not have a backpack it would show an error Fixed: Chemlights would attach to the head when the unit had no helmet. It now attaches to the head when wearing a helmet or to the shoulder when not wearing a helmet. Fixed: If you start out with the helicopter crew helmet it will not add another one. Changed: I changed some of the sounds and added new ones. Fixed: If you start out with a parachute with saveloadout selected, it will not add a parachute to the front of the unit. -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Let me know how the MP goes. As for the log, no its not necessary, it sends that message to your .rpt file for checking errors. ---------- Post added at 05:05 ---------- Previous post was at 04:58 ---------- I see the error you are talking about, I will get a fix out tonight. Line 158 change it to: if ((backpack _unit) != "b_parachute") then {_unit addBackpack "B_parachute"}; //add the parachute if unit has no parachute Another error I found is in re-adding the helmet, it will throw a cfgWeapons error if you jumped without a helmet, an easy fix. -
how to copy to clipboard gear being used
cobra4v320 replied to anthonyfromtheuk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No it makes sense and that is how I do it to find positions and directions on the map for placing static weapons and soldiers. copyToClipboard format ["this setPos %1; this setDir %2;",getPosATL player, getDir player]; The above code would look like this: this setPos [1780.18,5856.43,0.00143862]; this setDir 296.772; ---------- Post added at 22:44 ---------- Previous post was at 22:26 ---------- So using this: copytoclipboard format [" this addHeadgear '%1'; this addVest '%2'; this addUniform '%3'; this addBackPack '%4'; this addWeapon '%5'; this addWeapon '%6'; this addMagazines %7; this addMagazines %8;", headgear player, vest player, uniform player, backpack player, primaryWeapon player, handgunWeapon player, primaryWeaponMagazine player, handgunMagazine player ]; Will return this: this addHeadgear 'H_HelmetB'; this addVest 'V_PlateCarrier1_rgr'; this addUniform 'U_B_CombatUniform_mcam'; this addBackPack ''; this addWeapon 'arifle_MX_ACO_pointer_F'; this addWeapon 'hgun_P07_F'; this addMagazines ["30Rnd_65x39_caseless_mag"]; this addMagazines ["16Rnd_9x21_Mag"]; Tested on a standard blufor rifleman -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im using no addons standard branch, so Im not sure why you guys are having problems. I read somewhere that ALT+F4 fixes everything. -
Simulation manager
cobra4v320 replied to Mysterion36's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its run by an FSM here is what it looks like: http://imageshack.com/a/img856/963/b98s.jpg (194 kB) Looks like it hides and freezes objects at 2000 meters away since it is using enablesimulation and hideObject commands, probably used with the site modules, just my best guess. -
Searching google or these forums and you will find answers for all of those. 1. http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation 3. switchlight is broken use setdamage 0.95 4. ARMA 3 IED 5. Notifications
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AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Version 2.0: changed: I removed fn_saveLoadOut and just added it directly to fn_halo. Fixed: If you jump out of a helicopter the C130 sound will no longer play. Fixed: when in para_pilot the flapping sound will continue to play until you are approximately 10 meters from the ground, it loops every 7 seconds so if you land just right you wont notice. Added: When you are above 3040 meters in elevation the helicopter crew helmet is automatically added, its more fitting for a HALO jump, plus your old helmet is added to your backpack automatically so when you land you can pull it out and put it back on. Added: I added a paradrop function to fix the AI. Changed: the example mission no longer has tasks or anything MP related. http://www.youtube.com/watch?v=X4cwYq6T0rs&feature=youtu.be -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
An interesting find: If you create a groundweaponholder, then use action dropBag into the groundweaponholder, you can then attach your dropped backpack with all of its contents onto your chest using attachTo and setVectorDirandUp commands. The issue is this doesnt work while already in HALO because it cant play the animation. Unfortunately I could not find any other ways to detach the backpack. http://www.youtube.com/watch?v=u3FGMfV0xww&feature=youtu.be -
Creating wrecks that dont explode
cobra4v320 replied to ziiip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup I know that, hopefully they add more wrecks into the editor as they are usually nicer then a black shell. -
Creating wrecks that dont explode
cobra4v320 replied to ziiip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tested on all armored vehicles and I had no secondary explosions. ---------- Post added at 23:55 ---------- Previous post was at 23:53 ---------- Thats cool but the problem is the secondary explosions that occur on certain vehicles. Plus why use createVehicle when you can just use the wreck from the editor? -
Creating wrecks that dont explode
cobra4v320 replied to ziiip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Marshall does not have a wreck, search the config under cfgVehicle Land_wrecks ---------- Post added at 23:43 ---------- Previous post was at 23:41 ---------- Here is the MI48 wreck "Land_Wreck_Heli_Attack_02_F". By the way these can be found under empty>wrecks in the editor. -
Creating wrecks that dont explode
cobra4v320 replied to ziiip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Marshall worked fine for me, the AH99 did not, the good news is there is already a wreck for the AH99. Land_Wreck_Heli_Attack_01_F -
Creating wrecks that dont explode
cobra4v320 replied to ziiip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What vehicle are you trying this on? -
Unassign OPTIC from Soldiers, how?
cobra4v320 replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
unitname removePrimaryWeaponItem "optic_ARCO" If you are using this removePrimaryWeaponItem "optic_ARCO" in a trigger its not going to work, use the units name. -
Backpack config bug
cobra4v320 replied to cocazoulou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Give this a shot: removeAllWeapons this; this addWeapon "srifle_EBR_F"; this addPrimaryWeaponItem "muzzle_snds_B"; this addPrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "optic_MRCO"; this addMagazine "Chemlight_red"; this addMagazine "Chemlight_red"; this additem "nvgoggles"; this assignitem "nvgoggles"; this additem "itemgps"; this assignitem "itemgps"; this addBackpack "B_Carryall_mcamo"; (unitBackpack this) addMagazinecargoGlobal ["20Rnd_762x51_Mag",10]; (unitBackpack this) addMagazinecargoGlobal ["HandGrenade",2]; (unitBackpack this) addMagazinecargoGlobal ["SmokeShell",2]; (unitBackpack this) addMagazinecargoGlobal ["SmokeShellBlue",2]; (unitBackpack this) addMagazinecargoGlobal ["DemoCharge_Remote_Mag",1]; (unitBackpack this) additemcargoGlobal ["FirstAidKit",2]; -
how to copy to clipboard gear being used
cobra4v320 replied to anthonyfromtheuk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
copyToClipboard format ["Weapons: %1 \n\n Magazines: %2 \n\n Items: %3 Vest: %4 \n\n Helmet: %5 \n\n Uniform: %6 \n\n Goggles: %7 \n\n Backpack: %8",weapons player, magazines player, items player, vest player, headgear player, uniform player, goggles player, backPack player]; -
Creating wrecks that dont explode
cobra4v320 replied to ziiip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this setVehicleAmmo 0; this setfuel 0; this setDamage 1; this setDamage 0; this setDamage 1; ---------- Post added at 22:34 ---------- Previous post was at 22:33 ---------- That will work if there is a wreck for the vehicle you want. -
Creating wrecks that dont explode
cobra4v320 replied to ziiip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I answered this questions in this post. http://forums.bistudio.com/showthread.php?167130-destroying-cars-before-player-spawns-in&p=2538330&viewfull=1#post2538330 -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I switched back to standard version and there were some errors that I fixed. In the next version I will include a fix for paradrop with AI also.