Jump to content

3l0ckad3

Member
  • Content Count

    167
  • Joined

  • Last visited

  • Medals

Everything posted by 3l0ckad3

  1. Howdy,, nice mod Does anyone know how to make the mortars not spam so many shots at once on the script version ? Would be nice if they had to wait a short while before cracking off another shot to avoid the mortar mini gun effect lol Cheers :)
  2. We are trying to run MCC on a dedicated server but do not want it as a dependency for people connecting to the server, is there something I'm overlooking ? Thank you in advance for any help or time vested into this question. Cheers!
  3. 3l0ckad3

    [WIP] Los Santos map

    Duuuuude,, I logged in just to say Fuckin' rights man; 'bout damn time someone did this! I will be following this for sure.
  4. Is this reliant on scripts or does the vehicle need extra seats ? Making a mission of a convoy moving through the woods to encounter an IED and Ambush,,, and I would love to have them in and out of the vehicle.. I have googled it to death but I can't seem to find my solution,,, I just keep finding how to put units in vehicles lol Thanks a ton for any help :)
  5. https://www.youtube.com/watch?v=gCowVgQMlv8 Found something on my travels
  6. Title says it all.. Since BI took the ID's out of the editor I can no longer delete wrecks or undesirable map objects. Creating a mission and I do not want destroyed vehicles or garbage in the vicinity.. Thank you in advance :)
  7. Yes,, map objects..... Since they removed id's from the editor I no longer know how to remove the wrecks... Thank you lala shall try :)
  8. Title says it all, I need to damage a turret on a Marid to send a clear message to the occupants it is time to move before they get overrun,, tryin' to keep the fluency natural on the players part. Brief description is the vehicle drives through an IED and loses its tires, motor, and 'turret', so then the troops must destroy the vehicle then move to a safe point, but I do not them to be overpowered against the assaulting forces, thus I need help. I used this line to damage the wheels, how do I damage the turret ? bomb="R_60mm_HE" createVehicle (getPos IED); deletevehicle IED; t1 setHit ["wheel_2_1_steering", 1]; t1 setHit ["wheel_2_2_steering", 1]; t1 setHit ["wheel_2_3_steering", 1]; t1 setHit ["motor", 1]; ------------------------------------ t1 setHit ["turret", 1];(?so how do I do this?)
  9. 3l0ckad3

    SetHit Turret ?

    In the end I just locked the turret and booted the gunner, the mission has already been played. Thank you for your responses tho, looking into them now.
  10. Basically I did a unit capture to fly my chopper in more sound then the ai can, but when I land I can't seem to get them out of the chopper on their own, and the one command I do have seems to toss them out mid air. I have googled into dust and would love to learn to do it, I just seem to be left scratching my head. Cheers in advance! -------------------- Lucky I just found my fix for those who come behind. unassignVehicle player;
  11. Thanks,, this actually works much better..
  12. 3l0ckad3

    Zombies & Demons 5.0

    That human centipede movie was grotesque lol great addition lol
  13. 3l0ckad3

    Zombies & Demons 5.0

    Sweet! Thanks for the reply :)
  14. Yes, and now when the vehicles are destroyed the convoy still continues on,, Great job!
  15. Here you go http://www43.zippyshare.com/v/xovQuBp0/file.html
  16. I don't know if you been answered, but here you are, I do not suggest going over Limited unless all your cars are the same with the same gearbox ratios and or wheelbase, 'cause they will start acting goofy and it will get very choppy, but if you have vehicles that run simular you can knock it up to NORMAL np.. Cheers, an hope this helps. Line 16 convoyMove.sqf _x setSpeedMode "LIMITED";
  17. 3l0ckad3

    Zombies & Demons 5.0

    Hello ryandombrowsky; I have a question for you,, is there a way to turn down the power a little bit on the normal zombies, for instance, there should be no reason only one of them should knock back an armored vehicle, would be cool if there was a bunch of them together aside from the obvious powerhouses lol Great mod tho! I'm not normally into this thing on here, but you made it so fun! Cheers man..
  18. Is there an action to have a leader put his weapon down when all his bodyguards are dead ? I already scripted up to the point where he loses his weapon by a weapon removal syntax, and then he is set to captive via trigger and is joined into the group. Would be nice if I could get him to set his weapon down or have a chance he loses his set captive state and fights to the death, but if that is not possible I would just like him to set his weapon down. This is where I'm at in my trigger, o1 being the officer, an b1 being the guard. Condition: !alive b1 && !alive b2 On act: o1 disableai "move"; o1 setcaptive true; removeallweapons o1; o1 action ["Surrender", o1]; hint "works"; [o1] join p1; Eventually I would like for the trigger to call an sqf, but for now I'm okay with the rudimentary approach. Thank you once again ARMA community :)
  19. 3l0ckad3

    Need help with an action.

    It works perfectly, and does exactly what it should, thanks to you it will keep people more on edge ;) Thank you so much! I just had to add null = before the [] to spawn it. Cheers! just adding a AmovPercMstpSnonWnonDnon_Ease animation to it now :)
  20. 3l0ckad3

    Need help with an action.

    Yeah things are weird on this game, constantly running around to find a fix for something that should work.. It is okay tho, I like the challenge and I learn so much more when I don't get my way easy lol
  21. 3l0ckad3

    Need help with an action.

    Okay I will try this, thank you so much for your reply and time :)
  22. 3l0ckad3

    Need help with an action.

    Good morning Grumpy Old Man. I could not seem to get this working via trigger or script.. I removed the global values for the trigger and it did not work still, so,, I turned to the sqf and it still wouldn't work but my other commands did, so I tried putting a sleep on my commands to allow for the animation of him setting his weapon down, and still no luck.. Could I ask that you elaborate more. I'm new to scripting and all tho I am doing this for a mission, this is mainly for educational purposes as I'm trying to expand my understanding of the game. Thank you truly for your reply and solution.
  23. Short, sweet, and to the point.. Anyway you could please keep troops from running in front of your fire. Nothing like spraying some hate on the enemy,, and one of your troops decides he would like to become a casualty too. Then of course your rating goes down and your own guys turn on you.... I know how to fix it with commands, but it makes you vulnerable to fire when you can't shot or cover them because they like your tunnel of death.. Cheers.. Great work you guys been doing! I'm a fan for life <3 No hate :)
  24. I have looked to no avail; need help.. I'm trying to accomplish markers on the map without triggers if at all possible.. So far I can run them via trigger activation or via sqf.. So the question; how do I just create it on the map ? Another words, I would rather script it in an sqf and it exist in game without the influence of a trigger. This is where I am.. And thank you in advance for your time.. On a side not I'm also looking to learn creating triggers via script too.. KEEP in mind my spawn and wp sqf are not included here for simplicity of asking broken down questions.. trigger Act: nul = execVM "markers\markers.sqf"; markers.sqf s1 = createMarker ["mrk1", [4000,4200]]; s1 setMarkerShape "ELLIPSE"; "mrk1" setMarkerColor "ColorRed"; "mrk1" setMarkerSize [100, 100]; "mrk1" setMarkerBrush "SOLID";
  25. Once again thank you so much, can't believe I didn't think of that..
×