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Everything posted by cobra4v320
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Add DAGR Rockets to the AH-9 Pawnee
cobra4v320 replied to Aebian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I dont know why I didnt think about that, adding the weapon first...doh -
Add DAGR Rockets to the AH-9 Pawnee
cobra4v320 replied to Aebian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Might be a bug. heliName removeMagazineTurret ["24rnd_missiles",[-1]]; heliName addMagazineTurret ["24Rnd_PG_missiles", [-1]]; You cannot add the DAR missiles to the the AH-99 either. 24rnd_PG_missiles descriptionShort = "Type: ATGM<br />Rounds: 24<br />Used in: A-143, AH-9, AH-99"; -
Texturing the Civi's Box truck
cobra4v320 replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hiddenSelectionsTextures[] = {"\A3\soft_f_gamma\van_01\Data\van_01_ext_CO.paa","\A3\soft_f_gamma\van_01\Data\van_01_ext_CO.paa"}; ---------- Post added at 07:54 ---------- Previous post was at 07:51 ---------- Name your box truck mytruck. Go into debug console and put this in: mytruck setObjectTexture [0,""]; The entire front cab should now be missing. Now type in: mytruck setObjectTexture [0,"textures\van_01_adds_co.paa"]; Hopefully you have that picture under a folder called textures. -
Texturing the Civi's Box truck
cobra4v320 replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have to add it after the mission has been loaded. Its the whole random paint job thing that BI does to civ vehicles. Use the debug console. -
When will Wiki be updated with Module updates, such as site module, Intel Modules etc
cobra4v320 replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I might try and put something together, but tracers is pretty easy. Place the tracer module and select what color tracer you want. Select the min and max time the tracers will fire. You can do random placement, probability of presence or even make your own condition like player distance modulename > 500. In order to stop the tracer module you should name it, something like tracerMod1. Then in a radio trigger for testing purposes put: _null = [] spawn { _veh = tracerMod1 getvariable ["bis_fnc_moduleTracers_veh",objnull]; {deleteVehicle _x} forEach (crew _veh) + [_veh]; deleteVehicle tracerMod1; }; The above code will delete the boat, the gunner, and the module. Note: The tracers module is actually a hidden MG boat about 10 meters off the ground. If you place one and notice the red and green lights those are the collision lights of the boat. If you shoot at the boat and damage it enough the soldier in the boat will jump out and will become visible. -
Check this post out maybe it will help you out. http://forums.bistudio.com/showthread.php?169539-How-to-use-UnitCapture-in-Arma-3&p=2570929&viewfull=1#post2570929
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[WIP] Von Quest Industries - H.A.L.O. System
cobra4v320 replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very cool Goblin, lots of great ideas. -
Cutscene for just one player in coop
cobra4v320 replied to befubo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dont use sqs use sqf. //OPERATION FALLEN ANGEL p1 allowDamage false; p1 switchMove "AinjPpneMrunSnonWnonDb_still"; showcinemaborder true; cutText ["", "BLACK FADED"]; sleep 1.5; cutText ["Fallen Angel", "BLACK FADED"]; sleep 1.8; cutText ["Fallen Angel", "BLACK IN", 10]; _camera = "camera" camcreate [26790.2,21808.5,6.06181]; _camera cameraeffect ["internal", "back"]; //Start Pos _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26790.2,21808.5,6.06181]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4; waitUntil {camCommitted _camera}; //Over Plane _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26709.5,21784.9,1.82839]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waitUntil {camCommitted _camera}; //To House; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26726.8,21804.7,1.78566]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waitUntil {camCommitted _camera}; //Over House _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,2.32682]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waituntil {camCommitted _camera}; //Over House _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,400]; _camera camPrepareFOV 1.000; _camera camCommitPrepared 4; waitUntil {camCommitted _camera}; showcinemaborder false; player cameraEffect ["terminate","back"]; camDestroy _camera; spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[26748.8,21807.4,0],"Angel 2-1 crashed!"] spawn BIS_fnc_establishingShot; titlecut ["","BLACK in",3]; sleep 3; introover = true; -
C-17 Globemaster lll - ArmA 2 Mod (Alpha Stage, needs lots of work)
cobra4v320 replied to samrmur's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome thank you. I live near McChord AFB these things fly over the house everyday. Cant wait to try in a mission. -
if (!isServer) exitWith {} question
cobra4v320 replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Where is the rest of your script where you spawn in the units? -
Ending Scripted animation based on player location.
cobra4v320 replied to pvtdancer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Working near flawlessly with missing brackets. If you are looking for a paradrop script then check this one out: http://forums.bistudio.com/showthread.php?163261-Simple-ParaDrop-Script -
Ending Scripted animation based on player location.
cobra4v320 replied to pvtdancer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_pilot = player; _parachute = "Steerable_Parachute_F" createVehicle (getPos _pilot); _parachute setDir (getDir _pilot); _parachute setPos (getPos _pilot); _pilot moveInDriver _parachute; waitUntil {(position _pilot select 2) < 2}; _pilot action ["eject", vehicle _pilot]; _pilot setDamage 0; _pilot switchMove "AmovPercMevaSrasWrflDf_AmovPknlMstpSrasWrflDnon"; -
sinking trawlers and attaching explosives.. help required (muppet)
cobra4v320 replied to PSYKO_nz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There was a video I saw recently of a trawler listing to one side and everything falling off and sinking you will have to search for it. It was very well done. Here is my ghetto fabulous version: COB_BOAT enableSimulation false; _count = 0; while {true} do { _count = _count - 0.1; COB_BOAT setPos [(getPos COB_BOAT select 0),(getPos COB_BOAT select 1),_count]; if ((position COB_BOAT select 2) < -20) exitWith {true}; sleep 1; }; ---------- Post added at 17:12 ---------- Previous post was at 16:48 ---------- I dont think this mod was ever released. ---------- Post added at 17:17 ---------- Previous post was at 17:12 ---------- Found the ship video which also happens to be by Feint -
Check this post out http://forums.bistudio.com/showthread.php?139954-Image-Intro&p=2223308&viewfull=1#post2223308
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this && triggerActivated trg2 && {alive _x} count [aa1,aa2,aa3] == 0
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Working on adding sounds, the same sound from the modules/ supports/ transport.
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Going to need to use a GUI, looks something like this: titles[]={"Intro"}; class Intro { idd = -1; duration = 5; fadein = 0; name = "Intro"; controls[]={"cob_picture"}; class cob_picture : RscPicture { style = 48; text = "images\intro.paa"; sizeEx = 0.04; x = 0.161979 * safezoneW + safezoneX; y = 0.214111 * safezoneH + safezoneY; w = 0.61875 * safezoneW; h = 0.560781 * safezoneH; }; };
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Here is an updated version that shows the code and which wire to cut after you search the laptops. http://www.mediafire.com/download/jfrsyajma7g43pm/Defuse+the+Bomb.zip If you cut the wrong wire the bomb goes off. Going to post a video after its done uploading.
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defused = true once you disarm the bomb. So all you would need in a trigger condition is defused. I will test in a minute to make sure it works. ---------- Post added at 21:59 ---------- Previous post was at 21:58 ---------- I take that back I dont need to test just look into the example missions init.sqf file.
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If you use BIS_fnc_blackOut it will automatically set the sound volume to zero and disable the environment, radio, and sentences. So if you need sound don't use this function.
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THERMAL IMAGING on NVGs?
cobra4v320 replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The game is based in 2035, hell look at what BI did to the A10. People have been asking for thermal goggles for a while why not give it to them? I would rather just stick with some PVS14s. -
If you are using the module just group it to some empty markers
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THERMAL IMAGING on NVGs?
cobra4v320 replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can create thermal binoculars thats easy. In your config you just put in: visionMode[] = {"NORMAL","TI"}; thermalMode[] = {0,1}; 0 = white hot 1 = black hot Here are rangefinders with NVG and thermal black/hot vision. http://www.mediafire.com/download/wbe3vgulmt5ft7t/thermal+binoculars.zip Classname: CB_TIRangefinder -
THERMAL IMAGING on NVGs?
cobra4v320 replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Creating the addon is pretty straight forward. If BI allows those changes I could release this addon and we would have TI goggles today. -
How to start with no sound at all, and slowly fading it in?
cobra4v320 replied to sic-disaster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am chill I was stating the wiki is wrong. :p