GODSPEEDSNAKE
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Everything posted by GODSPEEDSNAKE
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Hey guys, Played some of the campain and really like their 3D Icon markers attached to players curious if anyone knows how to do that? I have the following in use and working however very obvious and white not as clean and green and subtle as the campaign. onEachFrame { private["_vis","_pos"]; { if(player distance _x < 100 && isPlayer _x && _x != player && side _x == playerSide) then { _vis = lineIntersects [eyePos player, eyePos _x,player, _x]; if(!_vis) then { _pos = visiblePosition _x; _pos set[2,(getPosATL _x select 2) + 2.2]; drawIcon3D ["\a3\ui_f\data\map\Markers\military\box_CA.paa",[1,1,1,1],_pos,1,1,0,name _x,0,0.04]; }; }; } foreach playableUnits; }; Now how can I improve on this and also change the colors of the name and icon and for it to be much smaller? Warm Regards, RH
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I.V. S - Faction Marines
GODSPEEDSNAKE replied to CptDezusa's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It looks great man, fantastic job -
Arma 3 - APEX - 3DIcon Markers
GODSPEEDSNAKE replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[[tom, dick, harry]] call BIS_fnc_EXP_camp_IFF; That works fantastic... However is there a way to make it run for which ever players join the server? so instead of manually adding each person that's labeled all playable players, cause what i found is butting all the player names in causes an error when joining server because one or two might not be avail cause of say 5 player co-op but 3 play. eg: and sorry for being noob. [[_player]] call BIS_fnc_EXP_camp_IFF; -
Zombies & Demons 5.0
GODSPEEDSNAKE replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey I have zombie deletion actriviated however I'd like a zombie demon named "demon1" I'd like not to be deleted until killed how do I do that? Any help will be appreciated :) -
Player present activation of trigger, but not on all players
GODSPEEDSNAKE replied to mrspongy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have the same issue I have a trigger with a sound effect however I only want players that is in the area to hear the sound effect not everyone on the server... For example GHOST squad is moving up a mountain and they trigger noises now they hear the noises but people back at the FOB can't hear it. How can we achieve that? -
Hey guys, So I have an init line of; [["UH60M","AH64D","B_Heli_Transport_03_unarmed_F"],["PLAYERGUID"], "Helo Pilots only! You are not Authorized!",true,true,true] execVM "server\restrict\restrictHelis.sqf"; with an sqf file as such; //waitUntil {player == player}; _this spawn { while {true} do { if ((((driver vehicle player == player) && (_this select 5)) || ((gunner vehicle player == player) && (_this select 4)) || ((commander vehicle player == player) && (_this select 3))) && ((vehicle player in (_this select 0)) || (typeOf vehicle player in (_this select 0))) && !((typeOf player in (_this select 1)) || (player in (_this select 1)) || (getPlayerUID player in (_this select 1)))) then { moveOut player; cutText [_this select 2, "PLAIN"]; }; sleep 0.1; }; }; Now this works like a charm however don't know how to make the cutText systemChat instead :( any help anyone... Pls
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cutText to systemChat?!?
GODSPEEDSNAKE replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tried and tested thank you so much guys :) now for a more interesting one I kindOf understand GUID but when I give soldier names I don't know how to change the; (getPlayerUID player in (_this select 1) so that I can implement Variable Name instead of GUID?!? :angry: No matter what I do fail seem's to be the message of the day :( so basically in the init I will have something like; P.S Thank you guys so much for the fresh brains, really appreciate the help... [["UH60M","AH64D","B_Heli_Transport_03_unarmed_F"],["pilot1","pilot2"], "Helo Pilots only! You are not Authorized!",true,true,true] execVM "server\restrict\restrictHelis.sqf"; -
[WIP] Kelley's Island
GODSPEEDSNAKE replied to ob-andy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking really good bro, can't wait to create some missions for this island :627: -
Arma 3 Convoy Start/Stop commands
GODSPEEDSNAKE posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, I have seriously been racking my brain for days now trying to get this convoy thing to work. Basically what I am trying to do is command a convoy to stop via a radio trigger and start via a radio trigger and no matter what I do it simply wont work?!?!?!:mad: I have tried the doStop command and the disableAI "MOVE" and it doesn't seem to work?? I have it set up as a convoy of several HMV's and trucks, and the lead i have named convoylead. Please help. Regards, GODSPEEDSNAKE -
Arma 3 Convoy Start/Stop commands
GODSPEEDSNAKE replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OMG it works how did I not think to call driver not just vehicle :banghead: (driver convoylead) disableAI "move"; and then (driver convoylead) enableAI "move"; Gets the convoy going Thank you so much -
United States Air Force
GODSPEEDSNAKE replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, Just curious is anyone else have issues with the AC-130 since the latest Arma 3 update with the marksman pack??? I can't sit in any of the gunners seats anymore only pilot, co-pilot and tv operator???? Any help appreciated... -
Multiplayer addAction execute global not working?!?! Please Help
GODSPEEDSNAKE replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks guy's, now I've learnt how to global execute :) u guys are awesome, thank u both heaps -
Multiplayer addAction execute global not working?!?! Please Help
GODSPEEDSNAKE replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Flight9, I added that in exactly as you wrote it and both players get the action but nothing happens when clicked? P.S thank you for your prompt aid :) -
Satellite view (SATCOM) for ARMA 3
GODSPEEDSNAKE replied to chicago's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey there, great work and looks really good so far, it almost seems to be working great except for when loading a mission I get the error for the switcher.sqf script line 8 which is private ["_unit","_status"]; _unit = [_x, 0, player] call BIS_fnc_param; _status = [_x, 1, true] call BIS_fnc_param; I have been trying to rectify with no luck?? Any ideas? -
HAFM - ArmA 2 HMMWVs import
GODSPEEDSNAKE replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guy's great port works great just having the same issue when driving straight it seems to tilt side to side like a lil craddle to sleep?!? Anyone know what is causing it? -
Extended startup time due to error loading object
GODSPEEDSNAKE replied to wyattwic's topic in ARMA 3 - TROUBLESHOOTING
Yeah anyone found what this problem is? -
I think sombody forgot something...
GODSPEEDSNAKE replied to lavbo0321's topic in ARMA 3 - QUESTIONS & ANSWERS
Yeah so umm anyone know when BIS is actually releasing arma III as this can't have been the launch!!! This would have to be an EA launch -
Arma 2 vanilla/oa MP map editor roads/plants
GODSPEEDSNAKE posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, Im working on upgrading a map and adding some roads to a new spot on namalsk and Chenarus, I have spent ages placing buildings and such using @Jon_mapeditorupdate and @mapOA however neither has the original roads that Arma 2 and OA uses, I dont want to use an addon that will require clients to have to download the addon but I have been searching high and low for ANYTHING but nothing has come up... Anyone have a quick solution or knows how to unlocks the roads for the editor?? Regards, GODSPEEDSNAKE -
Moving a object from point 'A to B' and 'B to A' using another object.
GODSPEEDSNAKE replied to zippy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys will look into and test it... -
Hey guys I been searching for days and can't seem to work out how I can move an object "over time" not just setpos getpos, but have it slowly move to the new setpos location. Basically I have a brick wall that I wish to move under the ground when the trigger is activated. Right now it just appears and disappears, hoping I can make it move underground like a door. Any help is greatly appreciated... Warm Regards, GODSPEEDSNAKE
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Moving a object from point 'A to B' and 'B to A' using another object.
GODSPEEDSNAKE replied to zippy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to make that object move over time so it doesn't just 'pop to the setpos position? make it look like its 'moving' the the setpos?? Regards, GODSPEEDSNAKE -
How would u keep say random module spawned AI out of a certain area?
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Kill player/AI within the zone?
GODSPEEDSNAKE replied to Pundaria's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey sorry for the noob question I did as this thread said yet ai keep spawning in the area?? -
Can I create a restricted area where modules don't spawn animals or vehicles?
GODSPEEDSNAKE replied to DArmstrong's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yep hoping for the same... -
Spawning a module
GODSPEEDSNAKE replied to sakura_chan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to spawn any module via a trigger so that it activates then? Regards, GODSPEEDSNAKE