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Phonix644

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  1. Hey guys, I am wondering if it is possible to put a Rebreather onto a soldier's face and keep it on there without it coming off. It comes off when you come out of the water, automatically. Thanks to 'Byrgesen' for the code, that's what's been used so far. Thanks guys :)
  2. Perfect mate! Worked like a charm Thank You! Yeah my problem was I wasn't doing both additem and assignitem. Also thanks for your script for your guy, I was able to get other stuff out of that :) My only question now left would be is there a way to make the diver have the rebrether on regardless of in the water or on land? I Might have to start another topic though.
  3. Hmm still no luck mate - I am trying to add this to a diver, and it should be able to work - any other ideas?
  4. Hey Guys, I am trying to spawn soldiers in already wearing night vision but are unable to do so. I have searched and all I could find was this: this assignItem "NVGoggles"; and this assignItem "V_RebreatherB"; But neither seem to work :/ Any ideas? Am I using the wrong code? Thanks guys :)
  5. Thank you very much Austin, that worked perfectly - I have been trying to get this working for days so thank you very much once again. And woops, sorry I accidently went too the wrong area.
  6. Hey guys, So I am trying to add a muzzle to the EBR. This was achievable when using Dslyecxi "Paper Doll Gear Selector", but when exported it did not come with the gun. I have tried using this code: {this addMagazine "20Rnd_762x45_Mag"} forEach [1,2,3,4, 5]; this addWeapon 'srifle_EBR_Hamr_point_grip_F'; this addPrimaryWeaponItem 'optic_Hamr'; this addPrimaryWeaponItem 'acc_pointer_IR'; this addPrimaryWeaponItem 'muzzle_mzls_H'; Focusing on the line, this addPrimaryWeaponItem 'muzzle_mzls_H'; - dose not sadly yield results. I have tried other muzzle codes with no success. Is there a way to add a muzzle/silencer to the EBR? Or is it just that the game wasn't designed for the use of the EBR with a muzzle and therefore it's not possible? With that said it is possible with the paper doll gear selector. Thanks guys.
  7. Thanks mate for the information, the script: ?!(alive truck1) && ?!(alive truck2) && ?!(alive truck3) comes up with an error, but: not (alive truck1) AND not (alive truck2) AND not (alive truck3) Works perfectly. Thanks for explaining the types of exec syntax that's pretty helpful. It's weird for executing scripts with "[] exec "Script.sqs";" it doesn't work with !alive RGeneral and !alive MGeneral, but for everything else it does such as scripts like Play Sound "escape" or others. Anyway thank you very much, solved the issue for me.
  8. Hey Guys, I am very basically trying to run a script via a trigger, but have been unable to find out how to do so. I have looked through Google and the forums and have turned up empty. My Condition is: !alive RGeneral and !alive MGeneral I have tried using this, but I have come to realise this only works in the initialization of units: this exec "countdown.sqs" So my question is does anyone have a code so that I can call this script from the trigger? I cannot do this with a unit because I need this to occur at the end of my mission after the condition has been met. Thanks
  9. Ok thanks mate, it is indeed very strange, I finally fixed it with your help and a hunch. For Anyone Else who has this problem with ACE: 1. Download the above file that F2k Sel linked and Open it in ARMA 2 or OA VANILLA FIRST - OR if making an extraction Make it in ARMA 2 or OA VANILLA First SEPERATE to your other mission. 2. After you have created it in Vanilla ARMA, save it, and then play it in ACE, it is best NOT to edit it in ACE, so edit it in Vanilla and then save it and open it in ACE. NOTE: If you have an ARMA mission in ACE then make a new mission in vanilla if you are creating an extraction and make the extraction in that, then merge your ACE mission with the extraction mission. Now it will work in ACE, but ultimately it is imperative that it is edited in Vanilla before importing to ACE. Big thanks to you F2k Sel, I wouldn't have figured this out without you, been trying to get this working for a couple days now so cheers mate.
  10. Ah thank you, I missed that, somehow the script was still working though - the "unit in helo" one, I have changed it now and it still works, but sadly did Not fix the waypoint issue. The helicopter continues to land, I get in, it takes off and goes directly up in the air, and just stops. If you want to take a look at the issue in game to see what I mean, I have uploaded it - https://hotfile.com/dl/189964919/175e504/heliextract.Desert_E.rar.html
  11. --------------------------------SOLVED-----------------------------SCROLL DOWN---------------------------------- Hey guys, I have been trying to make a simple helicopter extraction, but have been having a strange issue. I have searched through google and the forums, and have been trying to get this working for days but have been unable too. I have my Basic extraction: 1. Player on the ground 2. Load Waypoint placed near invisible H with "dostop chinook; chinook land "get in"" 3. Move Waypoint next to it with "((!alive unit1) OR (unit1 in helo)) AND ((!alive unit2) OR (unit2 in helo)) AND ((!alive unit3) OR (unit3 in helo))" This all works fine, it waits, when I get in the helicopter takes off. But when it takes off though, it refuses to follow any waypoints - it simply goes up in the air about 50 meters and hovers there. I want it after picking me up, to take me to another location and drop me off, but as said before, it refuses to move. I have tried move waypoints, transport unload waypoints, none work. I tried changing the behaviour to careless and speed to full, and still does not work. I have also tried this in both ARMA 2 OA Vanilla and ACE, still nothing works. I also used the extraction template from here and I get the same result - http://www.armaholic.com/forums.php?m=posts&q=17577 So I am thoroughly confused as to why this occurring, everything else in the game works fine. Any ideas?
  12. Thanks for the reply mate, Yeah I do have a bot in the drivers seat and need to get him to eject and me into the player seat. Assume that: Player1 is the bot Player2 is the human So I put this into a trigger (blufor present): player1=(driver Heli); player1 action ["Eject", Heli]; deleteVehicle player1; player2 moveindriver Heli; But that doesn't work, do you know what I am doing wrong? Cheers Mate
  13. Hey Guys, I am trying to find out how to make on a trigger or such, how to teleport a player who is in the gunner seat of a helicopter to another seat, such as the pilot seat. I couldn't find any other posts on this. Thanks Guys
  14. thanks mate, appreciate that at least someone helped :D
  15. Hi, I am making a pvp map where both sides have to advance quickly to a tower and capture and hold it. I want to have a trigger where when Opfor or Blufor enter the trigger area they have to wait in it for a certain amount of time (3min?) before they win. I have the activation on anyone - repeatedly - present - countdown(down know about this one) - type: end 1 But don’t know what to do from here, Some help on this matter would be appreciated. Thanks :D PS: Can anyone provide the PVPMissionWizard? the download link doesn’t work anymore :/ - http://www.armaholic.com/page.php?id=6357
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