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FinalSin

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About FinalSin

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  1. FinalSin

    Random RE-spawn

    You're a star. Apologies.
  2. I'm under the impression that putting multiple markers down and grouping a unit to them randomly chooses one of them as a spawn point. Is this right? What if I want a respawn to be randomly selected. Is this another case of placing lots of respawn_east markers?
  3. Haha. I had this (still do in fact, not bothered to fix it). I've still not looked into fixing it, but were you doing the eject in waypoints, or in triggers?
  4. Can I slip in here with a related question? What if I want these markers to be visible to one side only (i.e. only BLUFOR, in multiplayer).
  5. Can you briefly explain how I edit the config to set that to false?
  6. I've searched, but I can't see a good starting tutorial on them. Any links?
  7. This doesn't really work. The game flashes in, THEN goes black and fades in.
  8. You can give the object a name (on the properties for the object - doubleclick it). Use that name to refer to it elsewhere. For instance, if you have a man named someGuy, you can have a trigger with the condition of !alive someGuy, which goes off when he dies.
  9. No, it's a standard behaviour I think. I saw it mentioned in another thread. Are they grouped?
  10. Text in game is all lovely and normal-lookin', but once I start doing sideChat in the editor it comes out in capital letters. Any idea why? CAn I switch this off? Or do I get normal letters by using the directSay command with the subtitles set? If so; how do I do subtitles for speech?
  11. Okay, and then set the Effect thing as BLACK IN, with text? What do the MIN, MID, MAX settings do?
  12. I'd quite like the mission to begin with a particular vehicle already moving, rather than having to hear the engine starting up. Is this possible?
  13. I'm trying to get into the ol' animation gig. I've put down an insurgent rifleman, and I've got an init that looks like this: this playMove "AinvPknlMstpSlayWrflDnon_medic"; this disableAI "anim" This doesn't work. In fact, none of the animations I've tried from either ARMA or ARMA2 work, apart from the sit animation. What gives? If they all didn't work, I could understand! :P
  14. So, fading out seems pretty straightforward, but fading in is trickier. I know what to select in the trigger, but what's the condition?
  15. Actually, I want the opposite! I want him to keep his butt inside of the vehicle all the time! There's a vehicle config which is something like unloadInCombat that defaults to true but you can set to false. I don't know how to set it though.
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