Kieran
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Posts posted by Kieran
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Noticed this is quite abit more yellow compared to the promo video?
Is this intended?
thanks agian
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Did you check to see if you have enough gas?Tested Working:
open:
yourgatename animate ["door_1_rot",1]
close:
yourgatename animate ["door_1_rot",0]
Awsome! it worked lol
And yep kylania one from the editor
now i can get my guys to piss :)
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Still can't figure this out
Is their a way to make an invisible solider so i can place the sit animation and give the appearance that the toilet is unused but the door is open
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I have tried using
obj animate ["hatch_1_rot",1];
then synching the trigger to the toilet but with no such luck
Not sure if this command still works
Also tried
vehgate animate ["door_1_rot",1]
But again no luck to be had :eek:
Has anyone done any thing similar? or could lend a hand in trying to sort this out
thanks
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interesting.
Do you think it would be possible via scripting to create your own map borders?
For example if i wanted my mission to take place in one of the large towns in altis would i be able to not render the whole island but only the section i am interested in?
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I'm not sure how the outside of the map works.
so apologizes if am talking nonsense.
Is the outside of map being rendered when the game playing no matter what position you are on the island?
if so then surely that's a huge fps drain.
I randomly traveled over 42KM from the nearest coast to the edge of the map
surely all that water,textures,and marine life is not going to be any good for performance on the main island?
Perhaps their is an option to remove all that extra room via scripting?
or at the very least show the water on the map instead of the black
http://cloud-2.steampowered.com/ugc/901008520048834173/44A8038B09B4367841EE71F625AA7AE30D519CD9/
http://cloud-3.steampowered.com/ugc/901008520048841188/EA337C23CBFA738A120EBC9243021E5235D85948/
Also the seafloor that far out is a nice texture haha :)
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Thanks man finally got it working!
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Thanks guys
I tried
UNIT switchMove "";
And the unit stopped after the trigger countdown has been reached good!
problem is the AI will not go to the waypoint?
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Darn..
No luck yet, don't understand why it wont work?
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Hey
Currently i'm having trouble getting this to work.
I have an AI doing an animation then a trigger on a countdown
once the countdown is finished i want the AI to stop the animation and move to the waypoint set.
Problems
The ai will either not do the animation at all, then move to the waypoint after the countdown
or
the animation will play and wont go to the waypoint at the end of the countdown.
Here is the code i am using
Waypoint #1
this switchMove "InBaseMoves_repairVehiclePne"; this disableAI "ANIM";
Trigger > TYPE:Switch > ACTIVATION: Anybody >TIMER: 15
Waypoint #2
Move
Trigger is synchronized with waypoint #1
Any help will be greatly Appreciated :)
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Don't know if this helps for you.
But i had this problem and when ever i loaded a 512x512 it seemed to work
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There are no dogs in ArmA 3...(The Pastor was the dog, I think. The only animal you can use in the script for the forseeable future is the rabbit. Seriously)
in the config their appears to be a black alsatian in the works?
hopefully!
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lol, throwing zeds into an otherwise conventional war would be a new take on the genre though!Good thing we have the assets to be prepared for the invasion
http://cloud-2.steampowered.com/ugc/903258706408002439/1F8BB0F057D18699C2BBECF82DD310BF13128B76/
http://cloud.steampowered.com/ugc/903258706408004708/4786878BFA997416FFA695AF15584CEBDEFDC7EE/
:rolleyes: oh bis
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Hopefully they add it in as part of the campaign units
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So would i place Trigger in car, inside the way point for load?
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Hey all,
Currently i'm having trouble getting this trigger to work.
aim is to have a car holding its position at point A
Once trigger has been tripped, Car will go to point B and wait until player has entered the car before heading to point C
(Point A)
Car with waypoint on hold.
(Point B)
Next way point is set to Load
condition: waituntill_TriggerActivated = 1;
Trigger is synched with way point Hold
(Point C)
Waypoint set to move
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Looks like they might be adding? not sure though
http://cloud-2.steampowered.com/ugc/903258706284026178/673FF1FA94DEA06C7F56B044FDAE0A7C1F91CC7C/
Seems to have the women using weapon animations so you never know
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Also being able to copy and paste map markers ingame would be good
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I'm sure the missile for the Opfor anti air vehicle is just a placeholder.. LOL
http://cloud-2.steampowered.com/ugc/903258706275147639/A1BCA55352B5E9FEC7923C34D6DC8DDFB07F785B/
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Awsome work!
Just wondering on how you manged to get the weapons attached to the wall? :D
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Awsome this is helping alot! the reason for the respawn script for each mine is because i don't want it to spawn randomly
it has to be in the exact position it was in before it was exploded.
For example I placed a Trip wire inside the building just at the door.
I don't want it after it explodes to re spawn in the middle or outside the building.
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Awsome thanks will try it!
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private ["_hasname","_delay","_deserted","_respawns","_noend","_dead","_nodelay","_timeout","_position","_dir","_effect","_rounds","_run","_unit","_explode","_dynamic","_unitinit","_haveinit","_unitname","_type"]; if (!isServer) exitWith {}; // Define variables _unit = _this select 1; _delay = if (count _this > 1) then {_this select 1} else {30}; _deserted = if (count _this > 2) then {_this select 2} else {120}; _respawns = if (count _this > 3) then {_this select 3} else {0}; _explode = if (count _this > 4) then {_this select 4} else {false}; _dynamic = if (count _this > 5) then {_this select 5} else {false}; _unitinit = if (count _this > 6) then {_this select 6} else {}; _haveinit = if (count _this > 6) then {true} else {false}; _hasname = true; _unitname = APERSBoundingMine_Range_Mag; if (isNil _unitname) then {_hasname = false;} else {_hasname = true;}; _noend = true; _run = true; _rounds = 0; if (_delay < 0) then {_delay = 0}; if (_deserted < 0) then {_deserted = 0}; if (_respawns <= 0) then {_respawns= 0; _noend = true;}; if (_respawns > 0) then {_noend = false}; _dir = getDir _unit; _position = getPosASL _unit; _type = typeOf _unit; _dead = false; _nodelay = false; // Start monitoring the vehicle while {_run} do { sleep (5 + (random 20)); if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true}; // Check if the vehicle is deserted. if (_deserted > 0) then { _nearPlayers = false; { if ((_x distance _unit) < PARAMS_VehicleRespawnDistance) exitWith { _nearPlayers = true; }; } forEach playableUnits; if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8) and !_nearPlayers) then { _timeout = time + _deserted; sleep 0.1; waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0}; if ({alive _x} count crew _unit > 0) then {_dead = false}; if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; if !(alive _unit) then {_dead = true; _nodelay = false}; }; }; // Respawn vehicle if (_dead) then { if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;}; if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;}; if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit;}; sleep 0.1; deleteVehicle _unit; sleep 2; _unit = _type createVehicle _position; _unit setPosASL _position; _unit setDir _dir; _dead = false; // Check respawn amount if !(_noend) then {_rounds = _rounds + 1}; if ((_rounds == _respawns) and !(_noend)) then {_run = false;}; }; };
Here is the code i am trying to use but with no luck.
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How are you placing the minefield in the first place? Set that up as a script and then just clear and run the script again.The mines are placed via the Editor
[RGG]EpochMod|Active Admins|AI Missions|Highloot| Hardcore|
in ARMA 3 - MULTIPLAYER
Posted · Edited by Kieran
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