-
Content Count
438 -
Joined
-
Last visited
-
Medals
Everything posted by thetrooper
-
Hi all. I remember is Arma2 that you can create a height for an object using the following. en1 setPos [getPos en1 select 0, getPos en1 select 1, 500]; I've got a bug in my script which I can't find at the moment, don't know if this script still works in Arma3? Basically I've spawned an aircraft but want it to be flying.
-
Sounds like a good idea to me
-
Aircraft and weapons.
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorted it now. Works good? ;) -
Hi all. I was wondering is it possible to remove all weapons on the Wipeout aircraft and then only replace with the guns and script MORE than two Air to Air Missiles? Maybe 4 missiles?
-
altitude of vehicle
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah that's fine. I managed that one. I actually used en1 setPos [getPos en1 select 0, getPos en1 select 1, 500 in the end which does work in an SQF file as the vehicle is spawned. Problem is it starts off at that height. But AI decides to change it and go for a dive straight away. Don't know how to solve that one. -
Hi All, Does anyone know if there is a way to detect if an aircraft weapon has been fired (players aircraft)? In this case the cannon or AA missile? Want to put it in a trigger as a condition. Any ideas?
-
detect if aircragt weapon fired
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, obviously needs to go in a SQF file. So, en1 is my plane so I put that at the beginning instead of this as its not in the vehicle init file. en1 addEventHandler ["EnFired",{ if ((isJpilot1 driver (_en1 select 0)) && (_en1 select 1 == "Cannon_30mm_Plane_CAS_02_F" || _en1 select 1 == "Missile_AA_03_Plane_CAS_02_F")) then { En_fired = true; _en1 select 0 removeAllEventHandlers "EnFired"; }; }]; En_fired is in a trigger tready to fire off another sqf file. Hmm, not working. :confused: -
detect if aircragt weapon fired
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah that's going to take sometime to digest. I was thinking something along the lines of using setVehicleInit -
Spawn a jet problem
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's cool. It's all learning :) -
Wonder if someone can help me please. I'm trying to spawn a sigle jet (To-199). The following screen isn't working. enGrp = createGroup east; en1 = enGrp createUnit ["O_Plane_CAS_02_F",markerPos "p1",[],0,"CAN_COLLIDE"]; en1 setUnitRank "CAPTAIN"; It looks fine to me me though :confused: I've tested this and for some reason the jet appears and disappears very quickly. Does Anyone know why, is this a bug?
-
Spawn a jet problem
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi IT07. The main reason I need to spawn is because I don't want the opfor jet to be visible for a while. I tried a eneblesimulation, hide object approach but still appears on radar etc. Also to spawn cuts back on lag if there's a lot of units about. By the time a unit spawns then lots are dead by that time so its no problem. Otherwise, there's no problem creating it in editor but sometimes a spawn is required so accidents don't occur :) Hope that makes sense. -
detect if aircragt weapon fired
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It works for the player. However I'm trying to do something similar with an enemy aircraft which has been spawned. Obviously can't pt this in its init (obviously with its weapon magazine classes). Any ideas how I can get around that? -
Aircraft and weapons.
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've noticed a small problem. It's ok to clear everything from the To-199 (csat aircraft). But can't seem to load magazines onto it? Leter on if I do a; en1 addWeapon "Missile_AA_03_Plane_CAS_02_F"; en1 addMagazines "2Rnd_Missile_AA_03_F"; It doesn't work, just allows to select weapons but not actually have ammo? -
altitude of vehicle
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok cool. I noticed that there's a drop down box for special. Is there any way to script 'flying' option? -
Never thought of Aerobatics, another good idea if that's what people like. It's an idea at the moment I will move forward as I love flying, but there's not much in that way of a community set up. On the dogfight level can have a community of various teams battling it out, competitions etc. Each team has it's own paintowrk on whatever type of aircraft they fly. For Aerobatics, can have your own display paint work. Type away anymore ideas.
-
detect if aircragt weapon fired
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That works well. Thanks for that champ :) -
detect if aircragt weapon fired
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gatling_30mm_Plane_CAS_01_F or the Missile_AA_04_Plane_CAS_01_F been fired. The magazines below if that helps 1000Rnd_Gatling_30mm_Plane_CAS_01_F 2Rnd_Missile_AA_04_F -
detect if aircragt weapon fired
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm guessing AA is the trigger. will that detect for only the player? That's kind of what I will need. For this scenario I will need to create a separate one for opfor aircraft. I was thinking more on the lines of if a particular weapon has been fired to narrow it down. Don't know if that makes things better? -
Set texture problem
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, yeah I know exactly what you mean. I have managed to sort it. Explained below. The game will cache jpg or PAA. No getting around that I'm afraid. I rename the file everytime to get around the caching while designing skins. First off, don't use jpg...Can't remember why but there is a good reason. Use PAA, and like you said it will appear messed up if the scaling is not correct so you will need to get the right scaling. As far as signs go, there are only two sizes and they are square (small and large). I can't think of the dimentions off the top of my head. I found them on youtube. -
Aircraft and weapons.
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got it ;) Thanks for the help. -
Aircraft and weapons.
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You mean it doesn't show on pylons correct? -
Simple syntax issue
thetrooper replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your responses. Works a treat ;) -
Hi all, I can't work out how the following combined would work. Description: any of the four units in a trigger area, but 2 enemy units must be dead. (ff1 in thislist || ff2 in thislist || ff3 in thislist || ff3 in thislist) && (!(alive enldr) && !(alive en1)); Doesn't look right. If helps to simplify. The four units are in a group called FFGrp. Any help would be much appreciated
-
Thanks. I'm a big fan of the simple ways to get things done. Hopefully they'll sort it then
-
Hi all. Just installed the Arma3 Tools from Steam. I've had some problems with lip sync. Initially was tried using an old version then discovered Arma3 Tools. Unfortunately it doesn't seem to be working for me. Has anyone managed this successfully yet? I know there was problems before these tools came out. I'm using 'Say' command. wav file 16 Bits Mono at 44100 Hz. Any help most appreciated.