bamboofats
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10 GoodAbout bamboofats
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I couldnt get the signup email from the phabricator feedback channel so I post this here. Let me know if its a duplicate. Tested on 1.62 with no mods. Didnt try previous versions so not sure if its a regression. I spotted this at the industrial complex at GORI, also featured in the campaign as one of the bases. GR053179 Position yourself such that you view the same image as the picture. Stand next to the bunker door, then look backwards. The terrain might disappear. http://imgur.com/aiUlHKx
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I created a post a few days back in this dev forum but I thought ill post it here as this seems to be dev related. Characters are unable to heal at mobile medical trucks. Using "heal at" they do the animation but the blood still stays on, and damage is not removed. I tested on two computers, wIth one switching between the main branch and dev. It works alright for main, but healing appears broken? for the dev version. Could investigate this issue if its reproducible.
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Bug Repo: dev135137, medical veh & rifle scope
bamboofats posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Hi, my first post since I last played arma many years ago. The other tracker was down so i thought i would post it here. Not sure if these are truly bugs, you can try testing to see if its reproducible. Using 135137 with no mods/ verified game cache. 1) Injured soldiers cannot heal at medical vehicles. Eg at HEMTT medical. I spawned myself and an AI subordinate with half health, and a friendly med veh. Both of us cannot heal using "heal at veh" 2) Using the following combination. Zafir 7.62mm, with ARCO (the tan scope) . Prone, and deploy (press deploy key) . Now switch from the dot scope to the main scope. Try pointing upwards. You may notice some clipping with the character model?. *EDIT* I believe that 1) is only for the dev branch. The main game it works alright. But 2) exists in the main game if I recall correctly. -
Hi guys, I would like to create some guns and ammo on the floor, something like how you drop equipment and someone can pick it up later. Its not an ammo crate, but something like a single gun on the floor. Once picked up its gone. I tried createVehicle but im quite sure that's not it. Is it possible to spawn weapons and equipment on the floor using a script or command?
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questions about spawning/ deleting units
bamboofats posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, i was wondering if there is a command in the script to create the "probability of presence" effect when spawning units. Or must you do it manually through a random generator script, if true then spawn unit etc... How can i do this? Another question, I tried but i cant seem to get it to work. I want to delete a unit from the battlefield. With vehicles I can just use deleteVehicle XXX, but how do i do this with humans. Getting rid of them without any death animation/ explosions, radio reports . thanks -
TBR_takeoff - "force" AI to take off from short runways in C130's
bamboofats replied to thebarricade's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nope, but perhaps your script could come in useful if adapted to make the su34 AI takeoff with a human co pilot. -
Rearm vehicle magazines
bamboofats replied to bamboofats's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nice thanks -
help with getting plane to land.
bamboofats replied to bamboofats's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
cool thanks -
help with getting plane to land.
bamboofats replied to bamboofats's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, got the zero fuel thing. But exactly how do you command the plane to land, detect if it has landed, and immobilise it after it has moved to a specific spot in the airfield? Is there a "land" waypoint and will the plane respond to waypoints after it is on the ground, like taxing to a specific spot. -
help with getting plane to land.
bamboofats posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Currently i used the landat command to get a plane to land at the largest airport in chernarus, but after it lands, it taxis one round and takes off again. How to i get the plane to land, taxi a short while off the runway and stop moving,but the pilot stays inside. -
TBR_takeoff - "force" AI to take off from short runways in C130's
bamboofats replied to thebarricade's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I also noticed that the AI would crash the su34 if he was piloting it and the player was sitting next to him. If both are computer players then it would take off successfully -
Rearm vehicle magazines
bamboofats replied to bamboofats's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
haha thanks awesome, so typeOf is the trick. Another question, how to I set a trigger such that it is triggered by all units entering it, except for a truck called _trucks , which will not trigger. Can i script this diectly into the editor window for the trigger or must I use attached scripts. -
hi all. I want to make a simple script just to refit magazines onto vehicles. The vehicle rearm truck is only able to rearm non magazine weapons on vehicles. Magazine weapons will only have their current magazine rearmed, but will not replenish the number of magazines. Same goes for the script setvehicleammo 1 Does any one have a script that can do this? Currently I managed to refit a named vehicle entering a trigger area, by _car removeMagazines "100Rnd_127x99_M2" then ( _car addMagazine "100Rnd_127x99_M2" ) say 5 times, to fill up to the default. I attached the trigger to a rearm truck so if _car gets close its rearmed. i want to add on to this script. lets say theres a large number of generic HMMWVs and UAZs in a mission that can be rearmed. Once one of it enters the trigger area, the script checks if its a UAZ_MG_CDF or HMMWV_M2 before giving it 50Rnd_127x107_DSHKM or 100Rnd_127x99_M2 magazines. can this be done? Must i give each of the vehicles a name to tell the script if its a UAZ or HMMV? Or is there a better way to do this rearming?
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hi all. I want to make a simple script just to refit magazines onto vehicles. The vehicle rearm truck is only able to rearm non magazine weapons on vehicles. Magazine weapons will only have their current magazine rearmed, but will not replenish the number of magazines. Same goes for the script setvehicleammo 1 Does any one have a script that can do this? Currently I managed to refit a named vehicle entering a trigger area, by _car removeMagazines "100Rnd_127x99_M2" then ( _car addMagazine "100Rnd_127x99_M2" ) say 5 times, to fill up to the default. I attached the trigger to a rearm truck so if _car gets close its rearmed. i want to add on to this script. lets say theres a large number of generic HMMWVs and UAZs in a mission that can be rearmed. Once one of it enters the trigger area, the script checks if its a UAZ_MG_CDF or HMMWV_M2 before giving it 50Rnd_127x107_DSHKM or 100Rnd_127x99_M2 magazines. can this be done? Must i give each of the vehicles a name to tell the script if its a UAZ or HMMV? Or is there a better way to do this rearming? * can an admin delete this post. I shifted it to MISSION EDITING & SCRIPTING instead I think this is the wrong section. Thanks*