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cobra4v320

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Everything posted by cobra4v320

  1. I dont know why I didnt think about that, adding the weapon first...doh
  2. 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";
  3. 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.
  4. 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.
  5. 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.
  6. cobra4v320

    UnitCapture/UnitPlay?

    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
  7. Very cool Goblin, lots of great ideas.
  8. 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;
  9. Awesome thank you. I live near McChord AFB these things fly over the house everyday. Cant wait to try in a mission.
  10. Where is the rest of your script where you spawn in the units?
  11. 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
  12. _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";
  13. 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
  14. cobra4v320

    Picture Intro

    Check this post out http://forums.bistudio.com/showthread.php?139954-Image-Intro&p=2223308&viewfull=1#post2223308
  15. cobra4v320

    Trigger Help

    this && triggerActivated trg2 && {alive _x} count [aa1,aa2,aa3] == 0
  16. cobra4v320

    Extraction Example

    Working on adding sounds, the same sound from the modules/ supports/ transport.
  17. cobra4v320

    Picture Intro

    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; }; };
  18. cobra4v320

    Defuse the Bomb

    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.
  19. cobra4v320

    Defuse the Bomb

    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.
  20. cobra4v320

    Sound problem

    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.
  21. cobra4v320

    THERMAL IMAGING on NVGs?

    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.
  22. cobra4v320

    placing Random fire

    If you are using the module just group it to some empty markers
  23. cobra4v320

    THERMAL IMAGING on NVGs?

    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
  24. cobra4v320

    THERMAL IMAGING on NVGs?

    Creating the addon is pretty straight forward. If BI allows those changes I could release this addon and we would have TI goggles today.
  25. I am chill I was stating the wiki is wrong. :p
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