magicpanda
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Everything posted by magicpanda
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TPW HOUSELIGHTS A3: ambient house lighting for Altis/Stratis
magicpanda replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure what most of those Parameters mean in that execVM. Seemed to be working ok in my game though. -
Disapointed with the full release content
magicpanda replied to Tyl3r99's topic in ARMA 3 - BETA DISCUSSION
6/10 "One for the fans of the series" "Hats off for creating Altis" written all over it. -
TPW HOUSELIGHTS A3: ambient house lighting for Altis/Stratis
magicpanda replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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"; -
Getting AI Member into my tank
magicpanda replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
No first-aid module in dev contents?
magicpanda replied to Zatan13th's topic in ARMA 3 - BETA DISCUSSION
No Secops or Ambient Combat either? Tell me we at least get the Firing Drill module? -
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.
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Absolutely ridiculous change. What a waste of time.
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Setting Color of Offroad?
magicpanda replied to chaseh27's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"; -
Lase & GBU on Buzzard not locking
magicpanda replied to pottage7's topic in ARMA 3 - QUESTIONS & ANSWERS
Might be just lasing buildings where it goes a bit Awry then. I'll test a few more. -
Lase & GBU on Buzzard not locking
magicpanda replied to pottage7's topic in ARMA 3 - QUESTIONS & ANSWERS
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 -
Making the AI Sandstorm fire?
magicpanda replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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}] -
Making the AI Sandstorm fire?
magicpanda replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Making the AI Sandstorm fire?
magicpanda replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 }; -
Anyone got the Support Trucks working with Support waypoints?
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TPW CIVS: ambient civilians and traffic for Arma 3
magicpanda replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Explosive charge script
magicpanda replied to murraywcourt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How would I use createVehicle with cursorTarget in this bit of code? bomb="M_Mo_82mm_AT_LG" createVehicle (getPos IED); -
Using Waypoints to order an Explosives Specialist to set a bomb on a target
magicpanda replied to cadmium77's topic in ARMA 3 - USER MISSIONS
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 :) -
how to put builing above the sea level in ALtis ?
magicpanda replied to piedebeouf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
The new Sector Module
magicpanda replied to Ronin[NR]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Not sure how to help Kommiekat. Do UAVs work in other missions for you?
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how to put builing above the sea level in ALtis ?
magicpanda replied to piedebeouf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
heli1 flyInHeight 10; -
Set vehicle spawn with full speed
magicpanda replied to K120's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did a bit more testing and this only seems to work for Cars like the Hunter. Armoured Vehicles will just hit the brakes asap. -
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.
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Set vehicle spawn with full speed
magicpanda replied to K120's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Help needed - Spawning units with waypoints, with Trigger
magicpanda replied to total's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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", ""];