ltn.ghost
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Verifying the cache didn't help. Let's see if switching to stable does anything. Edit: Hmm.. Going back to the stable branch fixed it but if I then revert back to the dev branch the problem comes back.
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Hey Been awhile since I've played Arma 3 and I started it up today after finding out about the new render update for dev branch, but I can't play through the original game campaign or showcases anymore because for some reason my game thinks practically everything is part of Apex DLC, which I do not have. Surely things that were found in the base game like first aid kits and the original guns etc. should not be labeled as premium content. Any idea what might be going on with my game? The only DLC I have is the free Zeus one and here's a screenshot of the issue on the infantry showcase with no mods activated. http://i.imgur.com/niGO286.jpg
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Need a bit of help with my first mission
ltn.ghost replied to ltn.ghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah it does, or at least the acm and conversation one. I was thinking of doing the convos with sidechat command, if there's a way to define the texts color to white so it wouldn't be confused to a radio call. If not, I'll use the titletext. Didn't get my squad to hop out but I haven't lost all hope on that yet, although I'm starting think there's some problems with the c130's collision model. If someone else could verify whether they have the same problem with the guys getting stuck as I do, it would be great. Well, not great in the sense that I'd probably have to scrap the plane bit from my mission but at least I wouldn't be thinking about what I'm doing wrong. But I encountered a strange error while I was playing the mission through to see if it works. During a fight one guy from my squad got stuck in a crouched position with his sidearm on hand. Just stayed there and didn't move or fire at anyone. Not one command made the guy move. Stayed there for the rest of the mission. Any idea what might've caused that? Thanks for the help btw, appreciate it.:) -
Need a bit of help with my first mission
ltn.ghost replied to ltn.ghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone? -
Help starting a mission with a plane in flight
ltn.ghost replied to Dave82's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?t=74457 That thread might be helpful, at least I got a C130 that transports my squad to fly at 450m above sea level right from the start. Don't know about the setVelocity thing, I just defined the plane to be in air and it worked fine with just the height set. -
Need a bit of help with my first mission
ltn.ghost posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, I've got a couple of possibly dumb questions. I'm making my first proper mission, and I've run into a couple of problems. The mission's supposed to be about a squad of mercs getting flown into the country at first, then continuing their way inland with a chopper ride and lastly a foot march to a spot x and set up camp there. So far, I've got the custom units with unique identities for the mercs done, got the plane (CJ130?) to land and stop at the end of the runway succesfully but the transport unload waypoint only kicks me out of the plane, and the rest of the squad stays. Also if I order them to disembark, the first ones to get out get stuck to an invisible wall at the back of the plane resulting in a pile up by the rest that usually kills two or more from the squad, and ordering them one by one is not only time consuming but a real hassle. Next problem I've encountered is that I'd like to use the ACM but have it only take effect after the chopper ride as to not get shot at during the plane/chopper rides. Tried to make it happen by placing a trigger at the chopper's unload waypoint that would synchronize the module with player but it didn't work. Don't know if I just happened to use a wrong command since I'm basically a total beginner regarding scripting. Edit: Would this be possible if I sync the module with player and put in the module's init field a command to wait until a trigger is activated? If so, is this correct; "WaitUntil <name of the trigger>"? I'm also amiss on how to make a trigger send a radio call from HQ to the player. Eg, the player would be walking to a certain distance from his current waypoint/objective and would receive a radio call getting a new objective to fulfill before reaching the destination. Figured this one out Lastly, if someone here could shed some light regarding on how to make conversations I'd be extremely helpful. I'd like to make the mercs talk some stuff during the flights, sort of like in the start of Manhattan mission. I tried to look into two scenarios if those would be of any help but I couldn't figure it out just by looking at the files. Of course there wouldn't be any voice acting, I'd be happy with just the text showing up in the lower left corner of the screen. Thanks in advance for any replies.