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Everything posted by kylania
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Vehicle Smoke Screen classname?
kylania replied to vastiny's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How'd you figure that out? :huh: -
Vehicle Smoke Screen classname?
kylania replied to vastiny's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"Smoke_120mm_AMOS_White" and "Smoke_82mm_AMOS_White" should be good ones to use, but I'm just getting the shell and not the smoke from it. In researching this issue I found this IED script that has some fantastic looking custom smoke you might wanna use. -
Bluefor turning into Opfor
kylania replied to jdot11's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I've seen that before too. -
RscObject / CT_OBJECT questions
kylania replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow! A recent, PRETTY, GUI tutorial? Thank you! :) -
Something has to be done about AI shooting through the jungle.
kylania replied to alumenad's topic in ARMA 3 - DEVELOPMENT BRANCH
The first shot was after the player yelled out loud that he'd spotted enemy while standing and they fired in the direction of the player hitting far left and low. The second shot while the player was clearly visible at medium to close range and was well to the left. Neither shot was to a completely obscured and silent player and neither shot was accurate. -
Adding CAS/ARTY Support to a mission ?
kylania replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Player <-> Support Requester Module <-> Support Provider (Virtual Arty) Module -
Bluefor turning into Opfor
kylania replied to jdot11's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you grouped with an OPFOR unit or perhaps on the wacky tobaccy? -
Any way to get this to display the Unit logo in game or is that not working yet?
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Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's an extra icon you can include in your missions, just save it as rings.png or whatever. -
From the Three Big Buttons you click on Editor. You get a list of loaded terrains. While still blankly staring at that list you hold down your Left Ctrl key then you press O as in Old. That will start the old 2D Editor and you'll feel the outer layer of your soul drift off in the form of a light shudder and a bead of sweat sliding down your lower back.
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Something has to be done about AI shooting through the jungle.
kylania replied to alumenad's topic in ARMA 3 - DEVELOPMENT BRANCH
More proof they don't cheat: Download the mission here. -
New Revive's bleed out time - Should it be increased or decreased?
kylania replied to digitalgeo's topic in ARMA 3 - GENERAL
It's configurable, so there's that. -
How about forcing locality? [_crate, [(_item select 0), 1]] remoteExec ["addWeaponCargoGlobal", _buyerObject];
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How to use Revive after update
kylania replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can also confirm that Ghost smells like freshly baked cookies. -
Dwarden's point is you should post proof directly to BIS privately rather than post a game destroying bug publicly. Certainly all involved have already sent their proof to Dwarden so that BIS can fix the error, right? :blush:
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Game no longer starts from launcher after Apex update
kylania replied to pierreofthefrench's topic in ARMA 3 - TROUBLESHOOTING
Did you start the game using arma3launcher.exe at least once first? Before trying to use the battleye exe or any third party launcher? -
Any word on commands, functions or description.ext variables to use for this system? Also a lot of people are not finding the "Revive" template at all. Even the wiki page is only for the 1.42 version. So, how do we configure this system via scripts please? :)
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The Functions Viewer in Eden. The time to live is just a variable you set. You tell it to play at 5 seconds and it'll play at 5 seconds. This function is entirely separated from the text you type in or any sound files you might be playing at the same time. It's just "in 5 seconds display: Bob: 'hi!'". Think of BIS_fnc_EXP_camp_playSubtitles as BIS_fnc_pretty_timed_titleText;
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How to use Revive after update
kylania replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a feeling the default setting for revive type is "realistic" so that if you're hit with high caliber rounds or in an unprotected area you're just dead, no revive. Haven't found the new revive settings for the new features in description.ext yet though. -
How to Teleport script??
kylania replied to kgino1045's topic in ARMA 3 - MISSION EDITING & SCRIPTING
attachTo works nicely too for those wild rides. -
In BIS_fnc_taskCreate you just set the 2nd argument to an array. [west,["taskFindCookie", "taskFindFoodsParentTask"],["Good luck finding this cookie","Find Cookie","cookiemarker2"],objNull,1,3,true] call BIS_fnc_taskCreate;
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Condition of Presence: alive [unit]
kylania replied to heinzmcdurgen's topic in ARMA 3 - EDEN EDITOR
I'd tested with isNull TANK1C or whatever and it ended up spawning just the commanders, no tank! :) -
How to use Revive after update
kylania replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What do you have selected under Attributes -> Multiplayer -> Revive in Eden? -
I'm perfectly OK with "If a player drops a grenade at base and blow up their weapons cache that's on them". If you were a gun shop owner and someone was buying a gun from you and instead dropped a grenade behind your counter would you say "No worries, I'll just superglue my shoes to the floor!" or would you stop selling to the person? :)
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Got any details, example code, reproduction steps? Tasks were working fine for me last night.