Jump to content

magicpanda

Member
  • Content Count

    160
  • Joined

  • Last visited

  • Medals

Everything posted by magicpanda

  1. I'm not sure what most of those Parameters mean in that execVM. Seemed to be working ok in my game though.
  2. 6/10 "One for the fans of the series" "Hats off for creating Altis" written all over it.
  3. Nice job as always TPW! looks really nice in game. How do you call the script if you dont want to use the mod? I got it working with this, by fluke, which I copied from the CIVs startup script but I have only vague idea what the parameters are :D 0 = [1,0,1000,15,20] execVM "tpw_houselights_a3.sqf"; 0 = [Hint On/off, noidea ,distance from player , noidea ,number of lights] execVM "tpw_houselights_a3.sqf";
  4. magicpanda

    Getting AI Member into my tank

    Press F2 to select him then press 4, select your tank (or any other vehicle nearby that you want). Then you will get the options for him to get into a position in the Vehicle.
  5. magicpanda

    No first-aid module in dev contents?

    No Secops or Ambient Combat either? Tell me we at least get the Firing Drill module?
  6. I've just spent the last 6 odd hours doing exactly that. Down the toilet it goes. FIA were a perfect in Independent as Rebels or Terrorists.
  7. Absolutely ridiculous change. What a waste of time.
  8. magicpanda

    Setting Color of Offroad?

    Never mind I'm an idiot. Nice job on finding this :) ---------- Post added at 11:34 PM ---------- Previous post was at 09:59 PM ---------- Kylania how would you add a say3d action to that (providing everything is set up in description etc. Been scratching my head to no avail. ---------- Post added at 11:49 PM ---------- Previous post was at 11:34 PM ---------- I can add the action ok. this addAction ["Siren", "siren.sqf", "", 0, false, false, "", "_this in _target"]; siren.sqf isnt working. _police say3d "siren";
  9. magicpanda

    Lase & GBU on Buzzard not locking

    Might be just lasing buildings where it goes a bit Awry then. I'll test a few more.
  10. magicpanda

    Lase & GBU on Buzzard not locking

    It seems to be the same kind of thing for the Laser Guided Artillery on the Scorcher while using it as support. The first request missed or never arrives. The second usually comes in ok
  11. magicpanda

    Making the AI Sandstorm fire?

    Radio trigger Alpha or whatever In the On Act field. script=[] execVM "mortar.sqf"; Works with the scorcher as well. Which is better because they have launch sounds at the moment unlike the MRLS. By god they make a proper mess of a town :D ---------- Post added at 10:16 PM ---------- Previous post was at 10:13 PM ---------- They run out of Ammo real fast so if you want to keep them chugging out rounds you can cheat with this in the init field of the arty unit. this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]
  12. magicpanda

    Making the AI Sandstorm fire?

    One thing I don't fully understand is how this part works. for "_i" from 10 to 30 do { //--- set range of how many cycles you want the mortars to run Hats off to Camaris for the script.
  13. magicpanda

    Making the AI Sandstorm fire?

    I use this. Works a treat. Place 3 Sandstorms called mortar1 mortar 2 etc. Then target objects unit1 etc. It's a thing of beauty watching those rain down :D I'll have to find the original script writer on here. Props to them. for "_i" from 10 to 30 do { //--- set range of how many cycles you want the mortars to run _mortar = [mortar1, mortar2, mortar3] call BIS_fnc_selectRandom; //--- selects a random mortar unit out of array _uni = [unit1, unit2, unit3] call BIS_fnc_selectRandom; //--- selects a unit to target the round at _center = getpos _uni; //--- central point around which the mortar rounds will hit _radius = 25; //--- random radius from the center turn lower for closer hits _pos = [ (_center select 0) - _radius + (2 * random _radius), (_center select 1) - _radius + (2 * random _radius), 0 ]; _mortar commandArtilleryFire [ _pos, getArtilleryAmmo [_mortar] select 0, 2 //--- number of shots per turn per unit ]; sleep 1; //--- delay between rounds };
  14. Anyone got the Support Trucks working with Support waypoints?
  15. This is great TPW. Hats off seriously! Is there a way to increase highway traffic (The orange roads on the map)? My mission involves a night drive between the 2 main towns on altis. While testing with the cars up to 50 I saw perhaps 3 in a 30km drive.
  16. magicpanda

    Explosive charge script

    How would I use createVehicle with cursorTarget in this bit of code? bomb="M_Mo_82mm_AT_LG" createVehicle (getPos IED);
  17. Check out Jesters awesome vids. Also post your thread in here: http://forums.bistudio.com/forumdisplay.php?162-ARMA-3-BETA-MISSION-EDITING-amp-SCRIPTING Very helpful bunch of chaps :)
  18. Ahh I missed the Small Dome bit. Thought he was trying to get the chopper to stay in place over the water with an invisible helipad.
  19. magicpanda

    The new Sector Module

    I'm struggling to work out how to fire script or a Trigger on sector capture. Tried a few things in the expression box but no joy. I've read back through the thread but I'm none the wiser. Anyone have time to explain a simple one? I've got a Sector owned by Opfor that gets capped by Blurfor all working. Need a script to fires when it changes hands. Ideally a trigger. ---------- Post added at 02:30 PM ---------- Previous post was at 01:32 PM ---------- Hah, I'm a bit of a moron. Cracked it
  20. magicpanda

    [SP] Tactical Bacon - Act One

    Not sure how to help Kommiekat. Do UAVs work in other missions for you?
  21. Did a bit more testing and this only seems to work for Cars like the Hunter. Armoured Vehicles will just hit the brakes asap.
  22. magicpanda

    [SP] Tactical Bacon - Act One

    Hmm, all works fine my end Kommiekat. Might be a stupid question but did you swap the UAV Terminal for the GPS in your inventory? There are more UAV backpacks in Bacon Wagon. Give those a try. Q sends it up in the air. Same controls as the helicopters.
  23. Ok so I worked this out. This will fire truckname 100 meters per second in the direction it is facing which is obviously fucking madness. :D truckname setvelocity [100 * (sin (getdir truckname )), 100 * (cos (getdir truckname )), 0] Mission Example
  24. This way works for me. _AISpawnLoc = "AISpawn"; _AttckPos = getMarkerPos "AttackArea"; _grp1 = createGroup east; _grp1 = [getMarkerPos _AISpawnLoc, east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; _wp0 = _grp1 addWaypoint [ _AttckPos,0]; _wp0 setWaypointType "SAD"; _wp0 setWaypointFormation "COLUMN"; _wp0 setWaypointBehaviour "COMBAT"; _wp0 setwaypointcombatmode "RED"; _wp0 setWaypointSpeed "LIMITED"; _wp0 setWaypointCompletionRadius 20; ---------- Post added at 03:47 PM ---------- Previous post was at 03:32 PM ---------- It's not the index of the waypoints is it? (in red) _wp1 = _AASquad1 addWaypoint [getMarkerPos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointStatements ["true", ""]; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointSpeed "NORMAL"; _wp2 = _AASquad1 addWaypoint [getMarkerPos "wp2", 1]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointStatements ["true", ""]; _wp2 setWaypointCombatMode "RED"; _wp2 setWaypointSpeed "NORMAL"; _wp3 = _AASquad1 addWaypoint [getMarkerPos "wp3", 2]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointStatements ["true", ""]; _wp3 setWaypointCombatMode "RED"; _wp3 setWaypointSpeed "NORMAL"; _wp4 = _AASquad1 addWaypoint [getMarkerPos "wp4", 3]; _wp4 setWaypointType "CYCLE"; _wp4 setWaypointStatements ["true", ""];
×