mpreuett
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Hi Folks, Has anyone heard of any plans to convert WICT to Arma 3? Or does anyone know of anything similar in the works?
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Custom weapon loadout for planes
mpreuett replied to mpreuett's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Anyone have anu suggestions for this one? -
Custom weapon loadout for planes
mpreuett replied to mpreuett's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've been able to add custom loadouts to an a-10, but i'm trying the following for an F35, but just can't get it to work. Any suggestions? _vehicle = _this select 0; _type = typeOf vehicle _vehicle; if (_type == "F35B") then { _weapons = weapons _vehicle; _vehicle addMagazine "12Rnd_Vikhr_KA50"; _vehicle addMagazine "12Rnd_Vikhr_KA50"; _vehicle addMagazine "12Rnd_Vikhr_KA50"; _vehicle addMagazine "12Rnd_Vikhr_KA50"; _vehicle addMagazine "12Rnd_Vikhr_KA50"; _vehicle addMagazine "12Rnd_Vikhr_KA50"; if(not ("VikhrLauncher" in _weapons)) then {_vehicle addweapon "VikhrLauncher"}; }; -
Custom weapon loadout for planes
mpreuett posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Greetings folks, I've searched the forums here and culled together some information on custome weapon loadouts for vehicles, but I must be getting something wrong somewhere. I'm wanting to put an init line in vehicles that looks like this: [this] execVM "loadouts\a10.sqf" and my script looks like this: _vehicle = _this select 0; removeAllWeapons _vehicle; _vehicle addweapon "Mk82BombLauncher_6"; _vehicle addMagazine "6Rnd_Mk82"; Shouldn't this simply remove all weapons and add just the mk82 launcher and one six round magazine when the vehicle is first initialized? I must be missing something simple here. Can anyone offer some assistance? This is for OA if that makes a difference. Thanks in advance. EDIT: Figured it out. -
Dynamic-AI-Creator (DAC) V3.0 released
mpreuett replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Folks. Great stuff here. I'm using the script version and I'm having problems, I have 6 zones set to start on mission start, but only a couple of the zones are starting, and it seems to vary every restart on which zones will start. Any ideas on what I may have missed? -
Adding Score to specific players in MP mission
mpreuett replied to mpreuett's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ty, I had everything but the public variable event handler. -
Adding Score to specific players in MP mission
mpreuett replied to mpreuett's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How would I create a script on the server to accept the player id and the score to add? Any thoughts? -
Adding Score to specific players in MP mission
mpreuett posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Folks, I'm trying to add score to specific players in our mission and can't seem to make it work. I've got some scripting that recognizes those players and sends them a welcome message, but when I do a player addScore xxx the score doesn't update. Any ideas? Thanks in advance for any assistance. -
Add Action after vehicle respawn
mpreuett replied to mpreuett's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's what i'm using. I completely missed the init. Thanks. -
Add Action after vehicle respawn
mpreuett posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Folks, I have an issue that I am trying to solve. I have two C130's that I have the following as the init: veh=[this] execVM "vehicle.sqf";this addaction ["Bombs Away!","carpet.sqf"]; These are the vehicle respawn and carpet bomb action. Everything works fine on the initial load, but when these two respawn, the carpetbomb action doesn't get readded. I'm looking for a way to have the action readded after a respawn. I see the following lines in the vehicle.sqf file: if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCOmmands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; I'm not quite sure of the syntax, but I think this is where I need to add some scripting to add the action back on respawn based on the unit name. The two unitnames are c130 and c130_1. Anyone have any suggestions on how to accomplish? Thanks in advance.