Lewis909
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How do you activate a Trigger by Blowing up a satchel charge
Lewis909 replied to Lewis909's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could you explain how to do this? -
How do you activate a Trigger by Blowing up a satchel charge
Lewis909 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I have been looking how to activate a trigger by touching off a charge/satchel charge. Unfortunately I haven't been able to find a way of doing this, would anyone here be able to help. Thanks Lewis -
Will this loadout script work?
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Liquid Pink it works perfectly. Cheers Guys and thanks fro the help. -
RH Mk18 pack 1.1 for OA / CO
Lewis909 replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the info, BTW your work is awesome really enjoying using the packs in game. What are you currently working on? -
RH Mk18 pack 1.1 for OA / CO
Lewis909 replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Has anyone had any issues trying to get RH_mk18dcglaeot to work, I keep getting an error message saying it doesn't exist? -
Will this loadout script work?
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahhh so I need to change the "This" in the Remove Weapons Backpack section and "This", in the Backpack AddWeapon etc.? Thanks so much for your help. Cheers -
Will this loadout script work?
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So the script will look like this: _unit = _this select 0; removeAllWeapons this; removeBackpack this; this addBackpack "DE_Backpack_Specops_EP1"; clearMagazineCargo (unitBackpack this); unitBackpack this addMagazineCargo ["30Rnd_556x45_Stanag",6]; unitBackpack this addMagazineCargo ["PipeBomb",2]; unitBackpack this addMagazineCargo ["Mine",2]; //Primary _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "30Rnd_556x45_Stanag"; _unit addMagazine "PipeBomb"; _unit addMagazine "HandGrenade_West"; _unit addMagazine "Laserbatteries"; _unit addWeapon "M4A3_CCO_EP1"; //Equipment _unit addWeapon "Laserdesignator"; _unit addWeapon "NVGoggles"; _unit selectWeapon "M4A3_CCO_EP1"; And in the Units init I place: _null = [this] execVM "yourscriptname.sqf"; ? -
Will this loadout script work?
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got his working in the init line of a unit. I would like this to be triggered via a .sqf file so I can easily edit it outside of the game. I have looked everywhere and I can't seem to find out how to execute the .sqf file. basically I want to have different loadout .sqf's and get different units to use them depending on the setup that I want. I hop this makes sense. Cheers -
Will this loadout script work?
Lewis909 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi just creating a test loadout .sqf. This is my first attempt and I was wondering if it will work, currently at work so I can't test it. ////Main Loadout removeAllWeapons this; {this addMagazine ["30Rnd_556x45_Stanag",5]}; this addWeapon "M4A3_CCO_EP1"; {this addMagazine ["HandGrenade_West",5]}; this addWeapon "Binocular"; this addWeapon "NVGoggles"; this addWeapon "ItemGPS"; ////Back Pack load out learMagazineCargo (unitBackpack this); (unitBackpack this) addMagazineCargo ["Laserbatteries",10]; Cheers -
Need some advice on how to create a rescue mission.
Lewis909 replied to Caballero89's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a question around this. Once you have placed the unit and the it spawns at one of the markers is it possible to have a waypoint automatically spawn at that location as well. Also is it possible to: 1. Have the Hostage location only appear on the map once something triggers it. 2. Is it possible to automatically generate a waypoint to one of these makers. 3. If it is possible and you do create a waypoint with a given status like "MOVE", how would you then go about creating more waypoints after that? 4. Once these waypoints have been created how would you sync one of these waypoints to a Helicopters "LOAD", Waypoint. Cheers -
Helicopter Extraction issue - Help needed!
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Glad it work's and can be of help! -
Helicopter Extraction issue - Help needed!
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So it worked? I guess if you increase the "GET IN", waypoint completion area it will land when you are further away from it. -
Helicopter Extraction issue - Help needed!
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
so in the example mission: Heli is landed. You go to the way point. Throw Green smoke heli moves it also Triggers a GET IN waypoint for the player. If you move closer to the get in waypoint you will see it move to being over or in the heli and it will move closer to the team and hover very low to the ground. -
Helicopter Extraction issue - Help needed!
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think this is what happen. but what I was experiencing when I was using the blackhawk as the helicopter set to limited, neverfire, careless it would just land and never take off. Change the strobe to green smoke and it worked perfectly. -
Helicopter Extraction issue - Help needed!
Lewis909 replied to Lewis909's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Fixed! The IR Strobe was causing issues so I replaced it with smoke.