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Everything posted by bloodxgusher
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Working in the editor and was wondering if anyone has played around with object collision yet? As we all know in A2, it was possible to place thing underground, inside of other objects, and of course on top of others. Is there a command in the init of the object that would allow it to collide with others like "can collide" Thanks.
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So I am working on a mission that plays a video once the player enters mission. Its a 15 sec video but i want to give familiar players the option to skip the video once it starts playing he is the code I have assembled to try and get this done. //sleep 1; //1.10 cutText ["", "BLACK OUT"]; _video = ["test.ogv", true]; scriptName "initMission.hpp: mission start"; ["test.ogv", true] spawn BIS_fnc_titlecard; if (BIS_fnc_titlecard_finished) then {terminate _video}; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; //_video = ["test.ogv", -1, -1, 3.1, 3.1] spawn bis_fnc_playVideo; //waitUntil {scriptDone _video}; sleep 1; 1.10 cutText ["", "BLACK IN"]; //hint "video over"; sleep 15; The current issue I have with this is that the video stops but audio from the video still runs its course. I tried to use the terminate command to stop the entire script but I am not sure if it is firing or if that would even stop the audio. If someone could look at this and help me out would be much appreciated. thanks.
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Comments and line breaks in !init.sqf files are throwing script errors.
bloodxgusher replied to Lucence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So for example. _null = [] execvm "car_horns\sedan_horns_init2.sqf"; could not look like ? _null = [] execvm "car_horns\sedan_horns_init2.sqf"; -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya that sounds really easy to get lost along the way when building a mission. I infact had to reread your post lol. -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Interesting setup. How exactly does the unhide bit work. Shouldn't it work either way since it is dealing with vanilla objects from Arma 3? Thanks for bringing that to light. -
How to remove map object, nothing seams to work
bloodxgusher replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ya I am definitely still expecting that. Would like to see what I can get away with though. Thank gents. -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah. You are a god! so much time sifting through search results and finding nothing. thanks again. -
How to remove map object, nothing seams to work
bloodxgusher replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh sweet. Thanks for the update. Will indeed test this out. -
Classnames of all map objects / buildings
bloodxgusher replied to ARMAidiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone. So I was wondering if there was a tool or addon that had all objects in Arma 3 compiled for use in the editor. Things like all buildings in the game(even the ones not accessible in the editor), vehicles, weapons, objects, and units. I remember someone made one back in the early days of the alpha but of course, those no longer work as names and items have changed. I all I did was load it up as if it were a addon and then placed them down in the map. This made placing buildings a BREEZE compared to using attachTo commands or other id binders. Anyone know of this? Thanks -
How to remove map object, nothing seams to work
bloodxgusher replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So as it stands right now, removing buildings, objects...all vanilla things on Altis is not possible? -
Mondkalb's "How to create an Addon from scratch"
bloodxgusher replied to mondkalb's topic in ARMA 2 & OA : MODELLING - (O2)
Does any of this apply to Arma 3 or is that a whole new ballgame? -
Modular Construction Mod by NerdMod
bloodxgusher replied to nerdmod's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
My god... You just bought Minecraft to Arma... All Hail NerdMod!- 157 replies
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Looking to hire a mission maker
bloodxgusher replied to alexharvey52's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah lol Money...Brings the world together. I would def make a sick mission for you but time and knowledge I dont have. -
Does anyone know if there is a addon that has give access to all the stuff thats not in the editor like structures and other objects?
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Bohemia, when you add jets please make them crash realistically :)
bloodxgusher replied to Alabatross's topic in ARMA 3 - GENERAL
Lol you have really given this some thought. The logic is sound with me. -
So is that your version with the new menu layout? Im tempted to use that but I have been working on the original versions for a while using VAS and BTC revive with a tweaked perma base for both factions. Since the beta, when I load the mission, I get multiple errors and AI does not work. I will try and host to see if I get the same.
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Looking For a Vehicle Shop Script [BETA]
bloodxgusher replied to MacRae's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ya lol. I would love some help this as well and how it works. -
Playing music when player spawns on map for first time
bloodxgusher replied to ToM666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You will need to edit your description.ext mine looks like this. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Music and Sounds // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {klendathu}; // Definition for each sound class Klendathu { // Name for mission editor name = "PlayerJoin"; //Path of the .ogg file. since it's in the same folder just use the filename sound[] = {Klendathu.ogg, 1, 1.0}; titles[] = {}; }; }; the of course name your music file to correspond with the above so for example. my music file is named klendathu.ogg (sounds HAVE to be in .ogg format) next, in the editor, put down a trigger that will activate via that particular player's side. in the same trigger place in the "on act field" the following _xhandle= [(thislist select 0)] execVM "introinfo.sqf"; now you don't have to do it this way but this method has the sound fire instructions from my introinfo.sqf file introinfo.sqf has this playsound "klendathu"; or to skip the entire sqf file path you should be able to place "playsound "klendathu"; in the on act section of the trigger and it should still play. Lastly. I beleive sound filles can be no larger than 10mb? I may be wrong on that but they should be small files like kb. I hope this helps. -
Virtual Ammobox System (VAS)
bloodxgusher replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you much. I will do some edits and see what I get. you are probably right about it not being beta ready. This is a old version of teetimes warfare that I have modded a bit. Im waiting to hear if there was a new version since a i stopped playing A3 for a couple months. thanks again. -
Virtual Ammobox System (VAS)
bloodxgusher replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is a pic of what my game errors look like. I am using a somewhat old version of Teetimes warfare and I get tones of other errors as I load into the game. This particular error is when I attempt to use the VAS. https://www.dropbox.com/s/gwarp89ydbpe2ry/2013-07-07_00001.jpg -
I have been out of the loop in arma for a couple months. Has there been a new version released?
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Looking For a Vehicle Shop Script [BETA]
bloodxgusher replied to MacRae's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ya what you want is pretty lengthy but possible. I know almost nothing about menu's and dialogs for as I only fumbled around with them a little bit. im sure i recall some threads on here on how to make menu's and dialogs, especially on the A2 editing section. You just need time and patience to read it all -
Virtual Ammobox System (VAS)
bloodxgusher replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im still sifting through this thread. Is there a solution to getting this to work in the beta? menu works fine just you can actually get items and wepons. error messages all over the place. thanks -
Sending code from client to server
bloodxgusher replied to AgentRev's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Being a server owner seems to be pretty grim these days lol. -
Virtual Ammobox System (VAS)
bloodxgusher replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have managed to do this a couple months ago via the config. I did not like the fact each side had access to all weapons and gear the same time. What I did was edit the config for the side of the player that way it loads only blufor weps and items for blufor player and vice versa. The only thing I have not managed to do is limit the ammount. I am working on that now