rogue trdr
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Everything posted by rogue trdr
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So I guess until we have aircraft available that can perform these functions they wont work? However if anyone has managed to get it working I'd really appreciate learning how to do it right.
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Ah because if you read the bug tracker at all you would know joining an alpha server while using the DEV build causes everyone on the server to turn into seagulls. It's likely server admins are just rebooting the server after you've ruined everyones fun to clear any lingering bugs.
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In area delete all objects on the ground.
rogue trdr replied to tambovskya's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks heaps. The piles of bodies were getting rather large -
In area delete all objects on the ground.
rogue trdr replied to tambovskya's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In a TDM game make the bodies disapear after player death. -
In area delete all objects on the ground.
rogue trdr replied to tambovskya's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone know the despawn bodies script for MP? I've searched high and low for the thread and cant find it -
=BTC= TK punishment script
rogue trdr replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I like the 'three strikes and your out' that it does now. Someone asked me today if there was anyway to have it determine an accidental TK from a deliberate TK but I don't think it would be at all possible (not without silly amounts of work for little gain) -
=BTC= TK punishment script
rogue trdr replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
After a night of testing I can confirm this works very very well. The consequences are far better than the old "turn them into a seagull" and really do deter *************** from the server. -
ARMA 3 - Editor Suggestions
rogue trdr replied to TheSub's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's the whole thing with the arma editor, most of what is possible is only possible due to scripting. There are a couple of loadout scrips and everyitem ammo crates going around already. -
Seperate RESPAWN point for unit groups.
rogue trdr replied to endlessroot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you mean a separate respawn for each squad? -
Need help with Tasks/Triggers!
rogue trdr replied to Freddan962's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have a look here mate http://forums.bistudio.com/showthread.php?148179-Tutorial-How-to-use-the-Task-Modules -
Respawns absolutely will NOT work!
rogue trdr replied to redpiano's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been saving it to my user missions then saving as to my MPmissions once I've done all the scripting etc. -
=BTC= TK punishment script
rogue trdr replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would love to know if this really works. -
Tutorial: How to use the Task Modules
rogue trdr replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
R.Flagg I tried using your template however I get this- You cannot play/edit this mission. It is dependant on downloadable content that has been deleted.cba_x3_xeh -
how to set an ammo crate?
rogue trdr replied to blinger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Place player unit. Place new unit but select empty, type- ammo. -
Where to put scripts for MP
rogue trdr replied to HughMadBro's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also be aware if you're using self refiling ammo boxes in MP it can lag the shit out of your server -
If you select Artillery (virtual) you don't need to have an AI mortar on the map. However if you place the virtual over water it wont work and you will get the issue above. Not sure if there is a max range on it, haven't pushed it that far yet.
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Tutorial: How to use the Task Modules
rogue trdr replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've got the task to placed object working but I just cant work out how to use the nearestobject function to be able to define it in the task. -
Tutorial: How to use the Task Modules
rogue trdr replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow all it took was adding something in the task ID -
Tutorial: How to use the Task Modules
rogue trdr replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I also get the same issue as I got with OP's process. It doesn't show task as complete once the vehicle is destroyed. -
Tutorial: How to use the Task Modules
rogue trdr replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Zipper, Will that still work if I attach the create task module to a building already on the map? I want to create a mission to destroy a radio tower. EDIT: Or an ammo box to simulate taking out an ammo dump. -
I wouldn't get too concerned, if BIS don't add it I'm sure someone will mod it in.
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OP- It seems you are making a fair few assumptions based on how you 'think' things work on the battlefield. It shows that you certainly have never been anywhere near one (not being nasty it is just pretty obvious). Let me clarify a few things for you; *You will never ever jump up in the air in a combat zone. It just doesn't make any sense to do so. To get over a low fence in real life (bear in mind a soldier is carrying up to 40kg of kit) would you take a running leap and possibly break an ankle or neck, or do you step carefully over it, which is safer, quieter and less obvious to any enemy watching. *Marking targets, as some replies have already mentioned, soldiers (unless they are wearing some gucchi DEVGRU gear) don't get their targets marked with red circles. Instead they rely on their mates calling targets either by clock positions, or by using landmarks and ranges. You do not have time during a fire fight to be looking around at everyone else to see if they're pointing, conversely if you're pointing, you're not shooting and you should always be either sending rounds down range, or ready to do so when a target presents itself. As for the rest, well we both know it's alpha and reporting them so they can be fixed is the best course of action.
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The Bohemia Interactive Slogan should be, "You ain't seen nothin' yet."
rogue trdr replied to rehtus777's topic in ARMA 3 - BETA DISCUSSION
Being an alpha (and an ARMA game) I didn't expect much. I certainly didn't expect this few bugs and this much content to work with at this stage. Bravo BIS for showing the AAA publishers (looking at you EA) how to do it right. -
Tutorial: How to use the Task Modules
rogue trdr replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you set this to work with a building (like a radio tower? ---------- Post added at 03:46 PM ---------- Previous post was at 03:11 PM ---------- Also it seems that if you change any of the other fields in the trigger, the task stats checked and never changes either. On top of that if you modify the trigger effect to object, the target becomes invincible.