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cobra4v320

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Everything posted by cobra4v320

  1. On the checkpoint mission. When the truck pulls up I check the inventory and it has c4 but it doesnt let me question or arrest the driver. I also shot him in the face on one occassion and the mission at the point never continues (sometimes I cant control myself). Also during insertion the helicopter never lands, I had to go into the debug console and the land get out command. The usual AI driving skills crashing into the gate. Also does the campaign end? I think I finished all the missions, perhaps a black screen with text to be continued... screen until its complete?
  2. cobra4v320

    Yet another parachute question

    That wont work if they are above 700 already. You also need brackets {} waitUntil {position _unit select 2 < 700}; _unit action ["OpenParachute", _unit];
  3. This is what I mean with the markers. A really small example mission. This is what BI uses while in base. I thought it was neat. Once you are in game zoom in and out while using the map. http://www.mediafire.com/download/82kk0h62zis3m3h/visible+markers.zip
  4. I noticed that if you take your civ clothes off you cant put them back on. I was running around during the first mission in my underwear. Sometimes I like to get naked in the middle of a mission dont judge me. I noticed the guy at range also he kept shooting the range master. I had a guy doing a patrol come into the little barracks where you stay and got stuck against a wall near the computer and just kept walking in place. When we bring back items from the missions can we sell them for money to buy other items? Weapons Pool during mission brief? Make the markers at the base disappear when at a certain distance like in the BI campaign. I know how to do this if you are interested. When I chased after the guys in the ransom mission at the stadium when I caught up with them they were just sitting in the car and never got out. The usual awesome driving skills of the AI crashing vans into walls. When we dropped the ransom money off the guy running up immediately sees me and starts shooting then stops then the mission kind of stopped. I had to restart, samething except the mission went forward this time. I did enjoy this so far it has lots of potential. Still have a mission or two left to beat. The camp is also very well done. Not sure if you know this or if its intentional but you can get weapons, grenades, and ammo out of the large ammo box over by the mission brief area.
  5. cobra4v320

    Yet another parachute question

    In your init.sqf: For individual units: {[_x] execVM "para.sqf"} forEach [unit1, unit2, etc...]; Or if they are in groups: {[_x] execVM "para.sqf"} forEach (units groupOne); {[_x] execVM "para.sqf"} forEach (units groupTwo); etc...
  6. I didnt even read your first post just immediately hit download. Got too excited. I will post feedback later tonight.
  7. cobra4v320

    Yet another parachute question

    Do not give the AI a parachute until the designated height. para.sqf _unit = _this select 0; waitUntil {position _unit select 2 < 100}; _unit addBackpack "b_parachute";
  8. cobra4v320

    Video Before camera intro

    yup and sqs would be exec. Also when you post in the forums and you are writing code use code tags or php
  9. Stupid question here, where does the campaign folder go?
  10. cobra4v320

    How to use ModuleCAS_F

    Just for shits and giggles here is the dialog, nothing fancy at all just for playing around in the editor: http://www.mediafire.com/download/4uu5n80gdddobxs/Testing+CAS+Module.zip This is what it looks like: http://i1361.photobucket.com/albums/r677/ruffryder241980/Untitled_zps0ec9cf61.jpg (178 kB)
  11. cobra4v320

    How to use ModuleCAS_F

    Im thinking about a dialog, here is a picture of one that I threw together really quick.
  12. cobra4v320

    Video Before camera intro

    You will get more help from people when you use sqf. Plus up above you are mixing sqs and sqf together.
  13. cobra4v320

    Defuse the Bomb

    I have some changes for the dialog but that shouldnt effect the MP playability.
  14. cobra4v320

    How to use ModuleCAS_F

    I forgot the module is the attack position so using that first version above wouldnt work. You can also set your own direction. _center = createCenter sideLogic; _group = createGroup _center; _pos = getpos player; _cas = _group createUnit ["ModuleCAS_F",_pos , [], 0, ""]; _cas setDir 180; _cas setVariable ["vehicle","I_Plane_Fighter_03_CAS_F"]; _cas setVariable ["type", 1];
  15. cobra4v320

    Video Before camera intro

    Ahhhhh sqs. Change it to this. cutText ["", "BLACK FADED"]; sleep 1; cutText ["", "BLACK FADED"]; sleep 1; cutText ["", "BLACK IN", 3]; _camera = "camera" camcreate [2904.51,6080.96,3.11]; _camera cameraeffect ["internal", "back"]; showcinemaborder true; //comment _camera camPrepareTarget [60886.61,81037.13,-31903.98]; _camera camPreparePos [2904.51,6080.96,3.11]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 2; waitUntil {camCommitted _camera}; //comment _camera camPrepareTarget [58793.84,78331.74,-40684.36]; _camera camPreparePos [2900.02,6073.99,5.31]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waitUntil {camCommitted _camera}; //comment _camera camPrepareTarget [60841.48,80978.93,-32062.34]; _camera camPreparePos [2890.75,6058.95,3.56]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 15; waitUntil {camCommitted _camera}; titleCut ["", "BLACK OUT", 1];
  16. cobra4v320

    Defuse the Bomb

    Thanks K0rd. I can update the first post later with all the credits.
  17. cobra4v320

    How to use ModuleCAS_F

    We just need to set the direction of the logic after it is created. The direction is based on the direction of the logic like you said but there is no variable to change. We should be able to just do this: _dir = [_cas, _pos] call BIS_fnc_dirTo; _cas setDir _dir; This is not tested I dont have time at the moment. I will later tonight unless someone beats me to it. Posted another version of the script below: _center = createCenter sideLogic; _group = createGroup _center; _pos = getpos player; _cas = _group createUnit ["ModuleCAS_F",_pos , [], 0, ""]; _dir = [_cas, _pos] call BIS_fnc_dirTo; _cas setDir _dir; _cas setVariable ["vehicle","I_Plane_Fighter_03_CAS_F"]; _cas setVariable ["type", 1];
  18. cobra4v320

    Simple ParaDrop Script

    0 = [oparag1 , c13, 45] execVM "eject.sqf" 0 = [oparag2 , c13, 45] execVM "eject.sqf" 0 = [oparag3 , c13, 45] execVM "eject.sqf" I would shit my pants if my chute opened around 45.
  19. cobra4v320

    How to use ModuleCAS_F

    Nope I mean where is the module located under the addons folder so I can look at the script? I'm just being lazy I will search for it later tonight. The script I posted above works but it only spawns in a NATO plane. I need to find the variables so we can do the other planes. ---------- Post added at 04:30 ---------- Previous post was at 03:43 ---------- Okay so the CAS module is under modules_f_curator. If you want to use differrent CAS planes you would do this: _center = createCenter sideLogic; _group = createGroup _center; _pos = getpos player; _cas = _group createUnit ["ModuleCAS_F",_pos , [], 0, ""]; _cas setVariable ["vehicle","I_Plane_Fighter_03_CAS_F"]; _cas setVariable ["type", 1]; You can use these planes: B_Plane_CAS_01_F O_Plane_CAS_02_F I_Plane_Fighter_03_CAS_F _cas setVariable ["vehicle","I_Plane_Fighter_03_CAS_F"]; If you want to change ammo type: 0 = guns 1 = missiles 2 = guns and missiles _cas setVariable ["type", 1];
  20. cobra4v320

    How to use ModuleCAS_F

    Hi all, Give this a go in a trigger: 0 = [] spawn { _center = createCenter sideLogic; _group = createGroup _center; _pos = getpos player; _CAS = _group createUnit ["ModuleCAS_F",_pos , [], 0, ""]; }; For a real good time dont change the _pos. :cool: ---------- Post added at 02:01 ---------- Previous post was at 01:54 ---------- By the way does anybody know where this module is located? I checked Modules_F and all the other modules under addons. Maybe Im blind.
  21. cobra4v320

    scopes in description.ext

    Unfortunately BI is using a weapons pool of equipment that you gathered at the end of each mission. That equipment is put into the pool for you to use on other missions like scopes, packs, etc. I think what we are looking for is only available in a campaign. You can look at more info here: https://community.bistudio.com/wiki/Category:Command_Group:_Weapon_Pool I would also recommend looking into the functions folder here: \a3\missions_f_epa\Campaign_shared\Functions\Characters If I can find a solution will definitely post it up here. For now I'm going to stick with VAS.
  22. this unlinkItem "NVGoggles" That is all you need to remove NATO, then IndeedPetes suggestion on the rest. To add just use linkItem.
  23. cobra4v320

    Defend module Error

    You guys are both right I tried my defend the base mission and it no longer works. ---------- Post added at 00:16 ---------- Previous post was at 00:06 ---------- I just tried to play the BI defend mode on Stratis and its broken. MP_coop_m04
  24. Doesnt VAS use drag and drop list boxes?
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