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cobra4v320

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Everything posted by cobra4v320

  1. Yes I know what it does. Also look at the wiki, its explained backwards. time fadeSound volume
  2. 0 [url="https://community.bistudio.com/wiki/fadeSound"]fadesound [/url]0;
  3. cobra4v320

    THERMAL IMAGING on NVGs?

    Vote for this issue in the feedback tracker if you want simulated thermal goggles. After playing with the config for several hours and after doing some searching you cannot change the regular NVGoggles into TIGoggles. http://feedback.arma3.com/view.php?id=17809 Also check out this feature request from 3 years ago. https://dev.withsix.com/issues/16545 If BI fixes this issue we can have TI goggles no problem. Also under the weapons_f config I noticed "TIGoggles" maybe they will be added in later.
  4. cobra4v320

    civilian headger! Please go away

    From now on all of my script names are going to be this long. :)
  5. cobra4v320

    Adding text/picture to object

    You can find that grave and picture under structures_f/civ/dead/data. It doesnt have any hiddenselectiontextures available.
  6. Give each one of your tanks a group name. I used T1Grp = group this in MBT1 init line. (damage MBT1) > 0 && {alive _x} count (units T1Grp) == 0
  7. {alive _x} count [MBT1,MBT2,MBT3] == 0 or (damage MBT1) >= 0.5 && (damage MBT2) >= 0.5 && (damage MBT3) >= 0.5
  8. You can check to see how much damage the tank has. {alive _x} count [MBT1,MBT2,MBT3] == 0 or {damage _x >= 0.7} forEach [MBT1,MBT2,MBT3]
  9. Yes that link looks like a good start to configs, would have made my job easier if I had read that first. You still need to change the config in order to get goggles and rebreather on land.
  10. Searching on google or on the forums would have turned up multiple results. https://www.google.com/search?q=arma+3+helicopter+insertion&rlz=1C1GGGE___US514US514&oq=arma+3+helicopter&aqs=chrome.2.69i57j0l2j69i59j0l2.4657j0j7&sourceid=chrome&espv=210&es_sm=93&ie=UTF-8
  11. cobra4v320

    Possible to load old dialog?

    You would go into the gui editor and hit control+I to import. missionConfigfile >> "your display name here"
  12. Im not using NSW addon in that picture, I created it shortly after I posted above. This is what the config looks like: class CfgPatches { class HALO_COB_Config { units[] = {}; weapons[] = {"V_COB_HALO"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F","A3_Characters_F"}; }; }; class cfgWeapons { class VestItem; // External class reference class Vest_Camo_Base; // External class reference class V_COB_HALO : Vest_Camo_Base { access = 3; scope = 2; canShootInWater = 1; selectionFireAnim = "zasleh"; type = 701; nameSound = ""; displayName = "COB Oxygen Rebreather"; author = "cobra4v320"; picture = "\A3\characters_f\Data\UI\icon_V_RebreatherB_CA.paa"; model = "\A3\Characters_F\Common\equip_rebreather"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa"}; hiddenUnderwaterSelections[] = {"hide"}; hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\Common\equip_rebreather"; vestType = "Rebreather"; containerClass = "Supply0"; mass = 80; armor = 20; passThrough = 1; hiddenSelections[] = {"camo"}; }; }; }; class cfgGlasses { class None; // External class reference class G_COB_HALO : None { displayName = "COB HALO Goggles"; author = "cobra4v320"; model = "\A3\characters_f\Heads\glasses\g_diving"; picture = "\A3\characters_F\data\ui\icon_G_Diving_CA.paa"; identityTypes[] = {"NoGlasses", 0, "G_NATO_default", 0, "G_NATO_casual", 0, "G_NATO_pilot", 0, "G_NATO_recon", 0, G_NATO_SF, 0, "G_NATO_sniper", 0, "G_NATO_diver", 1000, "G_IRAN_default", 0, "G_IRAN_diver", 1000, "G_GUERIL_default", 0, "G_HAF_default", 0, "G_CIVIL_female", 0, "G_CIVIL_male", 0}; mass = 3; }; }; Unfortunately it seems that you can only have the diving goggles either on land or on water but not both.
  13. Is the opfor unit in the trigger area? What is the size of your trigger? What distance are you trying to spot at? Using your method above worked fine for me.
  14. cobra4v320

    AI HALO Jump Example Mission

    Jumping with mask and goggles. I will get this addon out soon.
  15. Check this out, easier than I thought it would be. :cool:
  16. I dont think so, you will need a mod. Open up the addon and you can create a smaller addon with just the rebreather. I have not really messed around with creating addons yet so i wont be much help.
  17. cobra4v320

    Random stance script

    _unit = _this select 0; while {alive _unit} do { _unit setUnitPos "MIDDLE"; sleep 30; _unit setUnitPos "UP"; sleep 5; };
  18. I have an extraction function that will: Move to a marker location with the lights out The pilot will ignore ground fire The door gunners will fire at enemys Once the helicopter has reached extraction it will open its doors Once the entire group is on board it will close its doors then move to the next dropoff mark Once it reaches the drop off mark it will open its doors The helicopter will then wait until all units are disembarked and about 20m away before it takes off The helicopter then moves back to its spawn point and deletes the crew, heli, and group. Other options would be setcaptive, allowdamage, and flyinheight Im currently working on a escort attack helicopter version as well. I will post up the extraction version shortly.
  19. cobra4v320

    sqf

    Group the first trigger to the player then group the other trigger to the unit and name the trigger trig1. Cond: this && triggerActivated trig1 Act: _null = [] execVM "somescript.sqf"
  20. You have to give the unit a little time to target then fire.
  21. cobra4v320

    animation question

    Looks like a bug to me. This works. hostage.sqf _unit = _this select 0; removeAllAssignedItems _unit; removeGoggles _unit; removeHeadgear _unit; removeAllContainers _unit; removeAllWeapons _unit; _unit setCaptive true; _unit switchMove "aidlpsitmstpsnonwnondnon_ground00"; {_unit disableAI _x} forEach ["ANIM","MOVE","TARGET","FSM","AUTOTARGET"]; Also rather than doing a distance check from the trigger why not do it from the hostage. condition: player distance H1 < 3 on Act: {H1 enableAI _x} forEach ["ANIM","AUTOTARGET","FSM","MOVE","TARGET"]; detach H1; H1 switchMove ""; H1 setCaptive false; [H1] joinSilent player; ---------- Post added at 13:26 ---------- Previous post was at 12:55 ---------- Okay so I played with this some more, for some reason now the function is not terminating like it used to, maybe its from the latest patch. In order to stop using Bis_fnc_ambientanim you should use this: unitname call BIS_fnc_ambientAnim__terminate; That will make the function terminate. So this is what it should look like. Your hostages init line: removeAllAssignedItems this; removeUniform this; this setCaptive true; [this, "SIT_LOW_U", "NONE" ] call BIS_fnc_ambientAnim; Your trigger: Cond: player distance H1 < 3 Act: H1 call BIS_fnc_ambientAnim__terminate; H1 switchMove "amovpsitmstpsnonwnondnon_amovpercmstpsnonwnondnon_ground"; //this will make the unit actually stand up rather than pop up H1 setCaptive false; [H1] joinSilent player;
  22. Maybe EOS is what you are looking for. http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-%28eos%29
  23. cobra4v320

    Mines Problem

    {!mineActive _x} count [mina1, mina2, mina3, mina4, mina5] == 5
  24. cobra4v320

    skipTime & a splashscreen

    titleCut ["", "BLACK FADED", 999]; [] Spawn { ["<t size='.8'> 5 MINUTES LATER . . . </t>",0.02,0.3,3,1,0,3010] spawn bis_fnc_dynamicText; // Advance time by 5 minutes skipTime .086; sleep 5; titleCut ["", "BLACK IN", 5]; };
  25. cobra4v320

    animation question

    Sorry forgot the brackets. [H1] joinSilent player
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