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thetrooper

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Everything posted by thetrooper

  1. thetrooper

    British voices and units

    Happy Days! That sounds great. Thanks.
  2. thetrooper

    British voices and units

    There was an old post for the Beta (now closed), but i'de like to reopen this discussion. Is there anyone out there a fan of BAF thinks they're going to miss British voices in Arma like I do ? Old link: http://forums.bistudio.com/showthread.php?147731-Will-there-be-british-armed-forces-in-arma-3 I've actually resorted back to editing and creating missions in Arma2 probably because of the large extent of objects available to the user. Also, used to doing my own British voice acting. Somehow, British accents don't really work with an American unit. What's your thoughts?
  3. thetrooper

    Linking unit to module

    Thanks. No idea why I was looking up the word link when it's synchronize!
  4. Does anyone know in script how to link a unit to a module? For example artillery requester and then unlink it?
  5. Does anyone know if there are non-steerable parachutes in Arma3 (for para)? I did find a script for 'B_Parachute_02_F', it actually works however the soldiers aren't visible until on the ground probably because it's not meant for infantry. Any other way of doing it? This is the script below. Put in innit field of the unit and set to InCargo. chute = "B_Parachute_02_F" createVehicle [0,0,0]; chute setPos [getPos this select 0, getPos this select 1, 75]; this moveIndriver chute;
  6. It wouldn't add any value to the game play with gore. How about the other way around, no blood but the models can break apart? Or is that still classed as bad violence and would there be a possibility of some nut case trying to cut people up?
  7. I'm now using PBO Manager, works just fine :)
  8. I'm still having problems. I have an error "MSVCP110.dll". What version of Virtual C++ Redistributable did you install? I tried the 2012 (latest). I had a look in my windows/syswow64 and have msvcp100.dll and msvcp120.dll in there. No msvcp120.dll However there is in /system32
  9. yep, as above, I installed that as well. No difference I found the 'msvcp110.dll' in windows/system32. took a copy and moved to the location of the eliteness.exe file. Then came up with a new error message. Seems to be looking for the file in a place where should either be system 32 or sysWow. Stuck on this one.
  10. Hi, I'm having a couple of difficulties and have a couple of questions. FIrst take this script: _null = this spawn {_this setObjectTexture [0, "\A3\soft_F\Offroad_01\Data\Offroad_01_ext_BASE05_CO.paa"]}; OK, this sets the object texture so it doesn't randomise. In this case Offroad_1. Question 1. When it was random, I prefered it when it was red. How do I set it to that, and is there a list for what's available for each vehicle? Question 1. Is it possible to create my own skin for this and place it in my mission folder for instance the path I would use would be {_this setObjectTexture [0, "\mytext\myownTexture.paa"]}; Would this work?
  11. ok, got issues. Can someone point me in the right direction with the Eliteness and dll install. Downloaded the Eliteness 3.10.04.installer, DePbo4.11and PAA plugin for Photoshop. Eliteness installs and places in X86 folder. There's a docs and bin folder in here. Tried extracting DePbo and tried both of these folders, i also followed direction to place in the windows/system folder. I also installed Microsoft Visual C++ 2008 Redistributable Package (x86). Instead, I keep coming up with the following message despite anything I try to do. Any ideas?
  12. thetrooper

    CfgIdentities issues

    Thanks, yeah I did get it working in the end. For what ever reason I had to close the game and reopen. The save didn't work at first but it is now, hence the edit. Changing skins is a new one. Hopefully there's a list out there for vehicle textures.
  13. I have a offroad truck, keeps changing colours, how do I set it to just the one?
  14. Hi I'm interested to do some retexturing, but I have a couple of questions to make things a bit more clear first before I messing things up. I'm building a mission (possible own textures). For instance union flag on arm instead of US one. I'm not a addons fan, but can/would it be installed within the PBO created for the mission? For instance, I don't want a mission where you have to install an addon as well as, looking for a quick simple PBO and play. Also, when retexturing is it a simple case of setting up a new class to point to a new image? Hope this makes sense. I'm new to this.
  15. Anyone see why when I jump in-game there's only one magazine? I've got two listed here. removeallweapons ff2; removeheadgear ff2; removeallassigneditems ff2; ff2 addmagazine "16Rnd_9x21_Mag"; ff2 addmagazine "16Rnd_9x21_Mag"; ff2 addweapon "hgun_P07_F"; ff2 additem "itemMap"; ff2 assignitem "itemmap"; ff2 adduniform "U_IG_Guerilla2_3"; ff2 addvest "V_Rangemaster_belt"; ff2 setcaptive true;
  16. I've got two vehicles (car1 and car2), if car1 gets within 10m for 5 seconds, car2 blows up (using a setDamage 1 in act. Want to put this in a trigger. will put this as 'repeatedly'. Any ideas how to write the top line?
  17. Guys, I'm having a drama. Anyone got any ideas? I used to use the script below for executing a unit in a position within a building. It seems SetPos is useless now. Game won't load up. Script simply spawns a unit into a building in a certain position. Well, it used to until Arma3. unit setPos ((nearestBuilding this) buildingPos 10);
  18. thetrooper

    unit in a building

    Hmm, back to the old way for the moment then with the new elevation option. Trial and error
  19. I noticed in Stratis life there are offroad police vehicles. Is there a way I can add these into editor? Can we get the sirens on and maybe with sound? We need a scripting/editing section now in this forum under Arma3 I think
  20. So far, I really love it. Fluid and got the old days OFP buzz about it. The showcases kick ass. As for Altis? Quite honestly took my breath away and still exploring. I'm into building missions and campaigns without mods so anyone can simply down;load and play. Keeping it simple. There's some things missing though which is fine if released later. I can wait. The thought of not releasing certain things though would be disappointing. 1. More planes. Ok, we know it's not FSX, but it does add to the effect with a jet screaming overhead, especially in war. (Can we have a couple of static civi aircraft for the airport? Airport sounds if possible ;) I got an idea for that place 2. More Customizable equipment. More headgear and uniforms. union flag on MTP uniform or other flag options. Maybe even upload your own flash to uniform to make it more personal etc. 3. British voices There's so much potential here in ARMA 3 with the Altis map. I know BI are going to kick everyone's asses on this anyway. I hope it grows immensely like Arma2 did and much more.
  21. thetrooper

    More aircraft in ArmA 3

    I've spent quite a while looking at Arma3 today. Nice touch on the Airport on Altis. It would be nice to have some Civ passenger planes to drop in on editor. Not to fly, but for effect as Objects? Just a thought. Adds realism and life to it. Just looks like a waste of space at the moment. On that note, sounds for airport environment. I agree with gagagu. I don't bother with mods because you end up installing so many small ones which no-one will use on MP. Maybe someone needs to take control and starts grouping the best ones together suited to ARMA3.
  22. The Lion of Sakhe Required: Operation Arrowhead You are an apprentice of war. The Russians have invaded. As a young male, you only have one dream in your village...To become a Mujahedeen fighter and rid of the Soviets from your land. It starts with a quiet day in your village, a safe haven for the men you want to join. A quiet day about to change. From FOB Jackson Required: BAF You are about to arrive from Camp Hessian to FOB Jackson. Stay switch on, this is as close to realism as it can get. Creators Notes: Two missions created of two separate campaigns. Let you know what you think.
  23. Hi, got an isue. I have a trigger and in the Consition I want it to activate oly if two units aar in the list, but also if a trigger has been activated. Would the following work? I seem to remember that this doesn't? unit1 in thislist || unit2 in thislist AND triggerActivated othertrig;
  24. thetrooper

    Condition problem

    Ok that helps. One last thing, is there a script to say in a condition, if a trigger not activated?
  25. thetrooper

    Condition problem

    this is the confution, I'd like either one of the units to enter, not both, so OR is what I'm after, but I want the other trig to have been activated as well. Hope this makes sense.
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