saltatormortis
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Everything posted by saltatormortis
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Anyone know how to make a chemlight ignore gravity but still light?
saltatormortis replied to iconoclastdx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
a quick and dirty solution: - place an invisible Helipad - spawn chemlight with an attachto (with offset) -
please give the whole command that you are using with all needed aditional infos ps are you refering to a trigger? then is it triggeractivated
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can you give the possibility for the server to set the reload times? ps good work with v3 keep it up
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Advice on !alive script isssue
saltatormortis replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
how can we know? to me it looks like a partial code... but in the part i see no _civ,_sqname,_spawnpos,_pos,_drivespeed are not set and there is a space missing on the first !alive -
Magazines should be a proxy
saltatormortis replied to roberthammer's topic in ARMA 3 - BETA DISCUSSION
@RH dont forget that it was then a differend weapon than the one with the stanag not one with a dynamic magazine -
Lock/unlock doors on a builing
saltatormortis replied to piedebeouf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i hope i understand it right you createt your own game logic for this? then in the sqf: _activated = [_this,2,true,[true]] call bis_fnc_param; //... if (_activated) then { // your code }; maybe you have to add it to the discription but its not rly needed -
Third-Person Limiter Thing
saltatormortis replied to outlawled's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the progress with this solution is great and needed for every public match! and something like this is needed by default but it need to improve more in reaction time. (the unit is flashing out on the end while switching) maybe against the unit flickering on perspective switching a transistion from black to normal or a slower "out scrolling" is it a line of sight script with hide object? -
Is it possible to remove fatigue
saltatormortis replied to SpecterM's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
you cant disable client sided the Farigue (woudnt it be unfair that you have it only disabled?) in the init row of the unit you place in your missioneditor add a "this enableFatigue false;" (likeSpamurai already said) -
Is it possible to remove fatigue
saltatormortis replied to SpecterM's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
with setFatigue you can force it always to 0. hope this helps -
Weapons or Items not spawning
saltatormortis replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
idk but arnt there new commands: addPrimaryWeaponItem addSecondaryWeaponItem addWeaponGlobal -
Collectable items like suitcases or documents
saltatormortis replied to Bastirip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
tryed the items command inside a trigger? -
identityTypes for Helmet's
saltatormortis replied to Cunico's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
are you searching for a config for helmets, create your own addon and add a new helmet Kiory's random hat madness! in this addon is are unbinarized helmets if your trying to give the unit a helmet addHeadgear or assignItem (if already in inventory) if you want to see that the item is some kind of helmet typeOf adn isKindOf i hope i coud help -
Trigger via Inventory Item
saltatormortis replied to 51-50's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
synchronizeObjectsRemove synchronizeObjectsAdd synchronizedObjects items this are the commands you are searching PS i think this is the wrong section :-) mission editing is more matching -
Help with gatling gun
saltatormortis replied to liukang168's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
the rotation max must be increased because now it will turn 360° for one magazine found an old example for a revolver in the forum: http://forums.bistudio.com/showthread.php?134599-Proper-settings-for-hidevalue-and-revolving-animation-for-ammo-belts -
question about making a weapon w/ attachments
saltatormortis replied to FartParty's topic in ARMA 3 - MODELLING - (O2)
silencer and other attachments (exept grips and grenadelauncher) are seperate models attached via proxy. there are already 2 example modles and a config guidelines in the biwiki easy to find if searched i hope this helped: http://forums.bistudio.com/showthread.php?151659-M16A4-Example http://forums.bistudio.com/showthread.php?152359-SA80-Ris-L85-Ris-Release-%28Finally!%29 http://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines -
Grenade Launcher ironsight Flip-Up issue - Need help
saltatormortis replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ah its done ok i deledet my suggestion -
The "repacking" of two belts together is relative fast. Dont forget that you have to unclip two bullet and use this free parts to clip them togeher. The longest part is the repacking in the box bot that is even faster as a 30 rounds mag (open magazine) but please dont forget to remove a bullet for each new mag. can you make a buddy belting for the MG? i mean cip a new mag together with the loaded one? Ill love this to keep the supressive fire online but dont forget that you need a bigger amount of bullets left on the belt:-)
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Left handed option?
saltatormortis replied to Swifty_MARSOC's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
like the off hand shooting! improves the shooting and the low siluette in cqb -
greate work.. the biggest problem is that the (binarize) tools arnt up to date.. one of the dev wrote that the currend version can´t make all the stuff thats possible in A3. (eg the not reapearing mag) will you give the community your unbinarized (simplifyed) model to learn from your progress?
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Cannot edit unbinned cpp file.
saltatormortis replied to kocrachon's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
take the "Arma unbin" to unbinariize the A3 files http://www.armaholic.com/page.php?id=229 -
Grenade launchers and foregrips are attachments too
saltatormortis replied to thechaos's topic in ARMA 3 - BETA DISCUSSION
ill be happy if we can bring it down to 2 versions of guns in the create: with ugl and with bottom rail i see the problem not with the animations, because we can have multible reload animations, but with the mempoints for the ugl -
3ds Max/Maya Animation Support for ArmA 3?
saltatormortis replied to dealman's topic in ARMA 3 - MODELLING - (O2)
hmm? in my version are 3 fbx inside. but we need anoutput after it in .rtm maybe you ask smokie he had used maja for his animation pack before he was hired by BI there was another tut with another software for animating too dont remind where i have found it -
Newby help - Vertice limit
saltatormortis replied to DLM_Blaze's topic in ARMA 2 & OA : MODELLING - (O2)
searching so hard? even its only on the top 10 last posts on this section? http://forums.bistudio.com/showthread.php?146777-Size-limits -
How to Import Arma 2 Weapons in Arma 3 [german video/ english tutorial]
saltatormortis replied to dekoplayer's topic in ARMA 3 - BETA DISCUSSION
wrong section nice work -
Suggestion: Weapon Modification
saltatormortis replied to Lantanek's topic in ARMA 3 - BETA DISCUSSION
jeah but there must be a reason why they make it this way.. 2 reasons are crossing my mind immediately: - animations (reloading/holding) - the shooting from the launcher on this point would be interesting why they make it so. until we have example models we can wait only for a word from a DEV. if the 2nd reason only is right then we could make one Launcher model and one with a bottom rail. but it the animations are the reason (holding) then theres no solution in my mind instead a hand full of models for the bottom rail.