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Joe98

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About Joe98

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  1. Joe98

    Help with Custom Loadout

    Place 10 enemies on the map. Give them specific rifles and equipment They should be numbered from 0 to 9 Write a script that deletes (say) 5 of them at random. Presto! You now have 5 enemies and every time you start the mission they will have a different set of weapons! .
  2. Instead of giving the player 3 AI players, give them 9 AI players with 9 different load outs. Then he orders 6 of them into a trigger area. The trigger area deletes any AI that enters the area. Leaving him with 3 AI to command.
  3. Place yourself on the map in a place where you can watch the action. Place a car on the map, on say, a runway. Make the driver "playable" Give the car a way point Start the mission and make sure he drives to the waypoint OK Start the mission a second time and hit the command that puts you into the shoes of the driver. Quickly check the speed the car is driving. As far as I know, you cannot set the speed in Kph. Instead you can set the speed to either, Limited, Normal, or Full. Set each of those speeds and then check what the speed actually is.
  4. Joe98

    Condition OR

    Place 2 cars on the map. Name them car1 car2 Place a trigger on the map. In the condition field: !(alive car1) || !(alive car2) This means the trigger will fire if either car1 or car 2 is destroyed. Enter the map with a rocket launcher and fire at one car or the other. As soon as either car is destroyed, the trigger will fire. .
  5. Another way: Place 1 weapon cash on the map. Arrange it so that it starts at one of 3 places at random. Each of those 3 places has a trigger, when the cash appears the trigger causes a marker to change size from size zero (in effect invisible) to a large size which makes it visible. .
  6. A bit on Synching = = = = = = = = = Place yourself on the map in a place where you can watch the action. Place 2 other men on the map. All the men are separate, none of them report to any other man. Give both men some waypoints. For man 1: Waypoint 1 is 50 meters to his front: Waypoint 2 is 100 meters further on: Waypoint 3 is 50 meters further on: Waypoint 4 is 50 meters further on for a total of 250 meters For man 2: Waypoint 1 is 100 meters to his front: Waypoint 2 is 50 meters further on: Waypoint 3 is 50 meters further on: Waypoint 4 is 50 meters further on for a total of 250 meters Now Synch both of the waypoint 1's to each other and Synch both of the waypoint 3's to each other Both men start together but man 1 reaches his waypoint 1 first. Because they are Synched, he will stop and wait till man 2 has reached his first waypoint. Then with man 2 having a 50 meter lead they both continue to both their waypoints 2 and then onto their Waypoints 3. At which point man 2 will stop and wait till Man 1 has reached his Waypoint 3. Then both men will continue and reach Waypoint 4 at the same time.
  7. I have used unlimited ammo when testing a map: To give a unit unlimited ammo = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]
  8. Joe98

    SHK_intercept

    Armaholic seems to be down. I have not been there in ages. Hope everybody is well.
  9. Joe98

    Mortar Ammo

    this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}] Place a soldier on the map and ensure he has only one magazine of ammo. Hit Preview and fire off the magazine. With the above command in his init he will never run out of ammo This I used in Arma 2 to test missions It should work in Arma3 and it should work for mortars
  10. Joe98

    Check if target is present

    Give the 4th vehicle a name. Set up a trigger so that only that specific vehicle will fire the trigger. Use the hint command so that when the trigger fires a message appears on your screen saying that the 4th vehicle has arrived. .
  11. To find the class name of weapons and magazines = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Place this in the init field of any aircraft, vehicle or soldier: hint format["%1 %2", weapons this, magazines this]; To find the class name of ammunition = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Fire the weapon, aircraft bomb or whatever the weapon is: this addeventhandler ["fired",{hint format ["Weapon name : %1 Ammo name : %2",_this select 1,_this select 4]}] .
  12. Joe98

    Trigger problem

    I refer to post 6 in this thread and I now understand what he was trying to say. Create 3 triggers and name them: t1 t2 t3 Now create a 4th trigger. In the activation field of the 4th trigger: triggerActivated t1 && triggerActivated t2 && triggerActivated t3 If the 3 triggers are activated the 4th trigger will fire. Thank you to Pierremgi as I have learnt something today!
  13. Joe98

    Trigger problem

    Place 3 boxes on the map box1 box2 box3 Place 3 triggers on the map trigger1 trigger2 trigger3 trigger1 is used to delete box1 with the command deletevehicle box1; trigger2 is used to delete box2 with the command deletevehicle box2; trigger3 is used to delete box3 with the command deletevehicle box3; Place a 4th trigger on the map. When all 3 boxes are deleted trigger 4 will fire. The command is: !(alive box1) && !(alive box2) && !(alive box3) . .
  14. Joe98

    Adding code to init object

    You need to do it via the editor. .
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