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Joe98

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Everything posted by Joe98

  1. I have finally found the answer. This applies to every vehicle on the map. I will use a Prowler as an example: Enter the Virtual Arsenal and select the Prowler. Click on the "spray paint" icon and note that the vehicle comes in 4 colours. Exit the Virtual Arsenal and open the editor. Search the editor and select the Prowler. Note the Prowler is available to 3 separate factions: NATO (Arma 3), NATO (Pacific), CTRG Place all 3 vehicles on the map. Then, right click on the first and select "Set Appearance" and note that it comes in 3 colours Then, right click on the second and select "Set Appearance" and note that it comes in the same 3 colours Then, right click on the CTRG Prowler and select "Set Appearance" and note that it comes in - just one colour named "Dazzle". Therefore, between all the vehicles, they do come in 4 colours. So, if you find a colour in the Virtual Arsenal that you like, now you know how to select the colour!
  2. As a test, place the trip wire INSIDE the door and then order an AI soldier to enter the building.
  3. Unfortunately that does not work. I used Red Widget 7 and exported it to single player it comes out as: Red%20Widget%207.Malden . .
  4. Your are right, that is not the cause of the problem. I wish to create a SP scenario and upload the scenario so other players can play it. The scenario is on the map named Malden. I name my file Red Widget 7 and it comes out as Red%Widget%7.Malden I add underlines and come out with Red_Widget_7.Malden Now I wish to get rid of the Malden name. In Arma 2 you could do so by typing the name in another cell in the editor. So, how do I name a file in Arma 3, avoiding the % and avoiding the island name?
  5. Thank you. How do you open this menu item?
  6. I have been playing Arma 3 for 5 years. In the Virtual Arsenal I have created a series of soldiers and their load outs. I am now about to get a new desktop PC. I wish to copy these soldiers and use them again Where are these soldiers saved on the C drive? Each soldier has a name. I have searched my C drive for a few of them with no success. .
  7. Joe98

    Where to start?

    Arma 3 is a descendant of Operation Flashpoint First install Steam - its free Second buy the game and download the game. I bought the game way back in early 2015. I had slow internet in those days and the download took 22 hours! Play around a bit. Note that if your internet is turned off you can still play the game. The game was released in early 2013. Since then, the developers have sold a few add-ons. The add-ons include maps and equipment. The add-ons are well worthwhile. Players have uploaded thousands of scenarios. Some scenarios will include some small unimportant item, such as a bush, that came with an add-on. If you don't have that add-on you cannot run that scenario (most of the time). If you havn't used Steam please be aware that from time to time Steam will do an automatic update when you least expect. Once you have this game or any game, if the game gets an update, it will download automatically when you least expect. So, if you wish to play with humans online, check for updates before you join the game.
  8. Joe98

    Hint Timer?

    I know a simple way. First, use a trigger to produce a hint. Make sure it works just fine. Second, in the activation field of the trigger, type: time > 8 and the trigger deactivates after 8 seconds meaning the hint turns off.
  9. For me this is easy, for a beginner this is hard. You must start with simple things in this editor and work your way up to more complex things Create a simple mission. It must have: Intro, Mission, Outro Win, Outro Lose Outro Win can occur when Blue Force wins and Outro Lose can occur when Red Force wins. Trigger 1: When all of Red Force are dead, this fires Trigger 1 and Outro Win happens Trigger 2: When all of Blue Force are dead, this fires Trigger 2 and Outro Lose happens. So, create a mission, Human v AI, and do as I have said and see how it all works. Then create a mission, Human v 2 x AI, and do as I have said and see how it all works. Then create a mission, Human v 3 x AI, and do as I have said and see how it all works. You will see that it is easy once you get the hang of it. .
  10. Joe98

    Mk6 mortar switch ammo key?

    Another solution is to have 2 mortars. One only has HE and the other only has smoke. .
  11. "Ace" is not relevant. The explosives come standard in the game. .
  12. You could perhaps place a satchel charge in the vehicle and detonate the charge remotely. .
  13. I am making a single player scenario. Just for testing, the command is done by a trigger before the first waypoint. I started with the command in the trigger: hint "Trigger ON ON ON"; deleteWaypoint [group unit_01, 1]; The message appears but the waypoint is not deleted. So, today I started again. My intention was to provide a link to my mission. I moved the hint to the back. The message appeared and this time the waypoint was deleted correctly! I changed the index number and those waypoints were deleted correctly! I then moved the hint to the front again. The waypoints were deleted correctly! All this implies that I started with a typing error. At the very beginning, I deleted the command and typed it again. I feel that typing error is not likely and yet it is the only explanation. Thank you to everybody! PS: For longer commands, I have always used Notepad and copy and paste into a init field to avoid typing errors. .
  14. I have a soldier with 4 waypoints. An event has occurred and I wish to delete waypoint number 2. According to the wiki, the command is: deleteWaypoint [_grp, 2] What do I use in place of: _grp .
  15. Right I have changed it to 2 then changed it to 3. My character continues to go to ALL the weaypoints! The command does not work! My first thought is that I typed the command incorrectly but it seems the command does not work. .
  16. The 4 waypoints have index numbers: 0,1,2,3 I wish to delete the second waypoint. I used this in a trigger: deleteWaypoint [group unit_01, 1]; How is it faulty? .
  17. In my test the waypoint was meant for me. And the result was described as above. In your test, I wonder if you tested with AI soldiers. Anyhow, from your link to the WIKI in a post dated way back in 2008 even before the GFC: In order to change the behavior of a unit currently following a string of waypoints, it is not enough to use deleteWaypoint. The path of the unit is calculated by the waypoints present at start, and the unit will continue according to the original waypoints even if you delete them by using this command. To achieve the wanted effect, you should rather use setWPPos to the units current position (thereby stopping the unit), and (after a small delay) use deleteWaypoint to remove the waypoints.
  18. I followed that instruction and it does not work. Rather this command makes the waypoint invisible but the waypoint is still there. People have posted to the wiki is that the waypoint is still there. Therefore the command does not seem to work as intended. .
  19. So, what is the name of the group? (I did not name any group)
  20. Why not start with a red marker?
  21. Joe98

    Raising the dead?

    In a vaguely related answer........ one time, in the opening sequence, I wanted a few dead bodies lying around and so set the health to zero. In testing, I walked past them and one said to the other "enemy left"! As a result, in the final mission, I made sure the player was out of earshot and I got the result I wanted! 😀
  22. I have had missions where there were 6 conditions. If any 2 conditions were met then the scenario ends. So I created 15 triggers. Each trigger has a message stating which 2 conditions have been met. If condition 1 and condition 2 are met fire trigger 1 If condition 1 and condition 3 are met fire trigger 2 If condition 1 and condition 4 are met fire trigger 3 If condition 1 and condition 5 are met fire trigger 4 If condition 1 and condition 6 are met fire trigger 5 If condition 2 and condition 3 are met fire trigger 6 If condition 2 and condition 4 are met fire trigger 7 If condition 2 and condition 5 are met fire trigger 8 If condition 2 and condition 6 are met fire trigger 9 If condition 3 and condition 4 are met fire trigger 10 If condition 3 and condition 5 are met fire trigger 11 If condition 3 and condition 6 are met fire trigger 12 If condition 4 and condition 5 are met fire trigger 13 If condition 4 and condition 6 are met fire trigger 14 If condition 5 and condition 6 are met fire trigger 15
  23. So dont spawn the units and the problem goes away. Instead, create the units and place them in an out of the way location on the map. Then, use triggers to move them to new locations. Much better than spawning.
  24. Ok, create a trigger. Within the trigger write a command that provides ammo to soldiers. Now find a clever way to position that trigger. You can even use one trigger to move another trigger to another location.
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