![](https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://secure.gravatar.com/avatar/039c707659c2fbd9ab5715c518a6666e?d=https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Wayan
Member-
Content Count
20 -
Joined
-
Last visited
-
Medals
Everything posted by Wayan
-
Hi Guys.... *sigh* it's me again.... At least i easily managed to get an artillery suppoert with mortars in my MP mission. No i have the problem that this support is available all the time. I want the support to get available with a trigger, is that possible at all? In my case a helo lands in a designated spot, when his crew crosses a trigger a want the artillery module to be available... Thanks in advance Wayan
-
Problem getting AI driver/pilots to move after "Get Out" command.
Wayan replied to recon101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
same issue here, and no idea to fight it :( -
Playing positional sound using playsound3D
Wayan replied to MadMonk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
has anybody got this already working? maybe with relative paths? -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Wayan replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
aeroson, is this working without adding a backpack? -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Wayan replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey guys, as i was pointed here i try to put up my question again. Is it somehow possible to gibe a unit in the editor 2 radios? Thats what i tried: this addItem "ACRE_PRC148"; this addItemCargo ["ACRE_PRC343",1]; But then you are only left with one 148 in the radio slot. The other way - if i go to a radio crate an add a 148 to my inventory, i get a 343 in the radio slot and a 148 in my vest. I can cylce through both radios and communicate with them. But i think it would be odd if i place a radio crate in a mission... looks weird in an infiltration ;) so is there already the possibility to add a second radio to a unit? thanks in advance wayan -
Hello editing freaks :) As I am new to ARMA editing and ACRE, i am trying to ad a 148 and a 343 radio to a unit. The first question is: is it enough to add a 148 because the 343 is standard for all troops? And there results my second question.... how to add this damn thing ^^ i tried this addItem ACRE_PRC148; -> nothing this addItemCargo ACRE_PRC148; -> nothing this addVest ACRE_PRC148 -> nothing :( so is there a small hint on doing this? Thank you very much in advance Wayan edit: uhm.... that was i typo.... at least i got it to add one Radio.. i did this addItem "ACRE_PRC148"; this addItemCargo ["ACRE_PRC343",1]; so now i have a 148.... but no 343 if i do 2 times "addItem" i only got the first radio in my radio slot, but nothing more in the inventory... So this is still unclear to me :)
-
Adding ACRE Radios to a unit?
Wayan replied to Wayan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thats odd, because when i put an acre box in the Mission, and i take a radio into my vest, then i have two radios between which i can cycle around... one being in the radio slot, one being in my vest :/ -
As i am still new to editing i just can answer your number 4 You need to provide a description.ext file in maybe a "sound" folder in your mission. Then you put in your radio messages. here is an example from my actual testing... (title is what is displayed in sidechat) class cfgRadio { sounds[] = {}; class radioAcc { name="radioAcc"; sound[] = {"\sounds\acc.ogg", db-10,1.0}; title = "Hier Landungstruppe, bestätige die Übertragung, beginnen mit der Landung. Ende."; } class radioSmoke { name="radioSmoke"; sound[] = {"\sounds\smoke.ogg", db-8,1.0}; title = "Alpha 1 und Alpha 2 für Landungstruppe, die Landezone wurde von ansässigen Widerstandskämpfern mit orangenem Rauch markiert. Ende."; } } now you can do on a trigger activation [West,"HQ"] sideRadio "radioSmoke"; then you will get a message from HQ playing your sound and displaying your text in sidechat radio upon trigger activation. greetz wayan
-
Repetetly fire trigger on unit enter
Wayan replied to mindstorm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
have you tried to set it to repeatedly? -
Enable artillery support on demand
Wayan replied to Wayan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, but this is not working :-/ what i tried now: i unsynched the requester module with the player. on a trigger i put: supportReq synchronizeObjectsAdd [p1]; but everything i get is "missing ;" and pointing after "supportReq"... edit: thats a copy and paste error... i forgot an "s" in the synchronize command.... but its still not working, i can't request support, so it seems the requester module is not being synched to the player.... nevermind - i got it -.- was a typo so if anybody else want to do this: put the line "SUPPORTREQUESTERNAME synchronizeObjectsAdd [uNITNAME] in a trigger ;) -
Hi guys, i hope i can get help here on my problem. I try do do an infiltration in the editor, but what i tried is not working. I have a 4 player group called 'playGroup' I have an empty helicopter called 'transport1' and i have a pilot besides that group. I gave the helicopter 0 fuel and let the pilot enter it. Now i have a trigger set up with the condition 'playGroup in transport1; hint "test"' and the activation action 'transport1 setFuel 1' When i start the pilot boards his chopper and stands around, as i let my group enter the helicopter and enter it myself.... nothing happens, neither the fuel gets up nor the hint is printed.... Have I done something wrong? Thanks in advance Wayan
-
reporting back: works like a charm :) Thanks very much! :D
-
Enable artillery support on demand
Wayan replied to Wayan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are 2 mortar units placed on the map which the player group can let fire at cursor position. Now i want to achive that they can't do this the whole mission long, only when they reached a particular spot in the map. -
Thank you at first, i will try it when i am home :)
-
Oh, i think i encountered a problem... I want to use this Mission as a Multiplayer Mission, but when not all 4 Groupmembers are used the heli wont start... because we are only 2 guys :( Is there any possible solution edit: i googled around a bit more and found an example that does exactly the same, and there it is said that it also works in Multiplayer without out all slots being occupied and with disabled AI.... so... why is it not working for me :(
-
Cool that works! Thank you very much, was this because of the trigger didn't fire properly?
-
I will test it, thanks champ edit: f**k, that works :) :) :) dont know why - because arma was freed from firewall, i guess the firewall didnt realize that arma got a "new" version because ist was the same then the beta version number.... thanx a lot
-
Hello Folks :) I played Multiplayer already in Arma2. Today i switched to the final 1.01 patch (I deinstalled Arma2 and installed the patch) Now when i click on "Multiplayer" it takes around 2 minutes until i see the empty server browser - then it takes again around 3 - 5 minutes until i see available servers. My ping is shown at 12000 and if i want to join a server a message pops up that the connection is failed. Anybody else got this problem? I could play Multiplayer very good in the beta patch before the final patch -.- Thanks for your advice Wayan
-
Maybe anybody got another idea - befor this thread sinks to nowhere? :)
-
I tried... an it did nothing... still the same problems...