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Add respawn script to dynamic spawned helo
ringoray replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok cheers dude. Thank you. -
Add respawn script to dynamic spawned helo
ringoray replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
like this in vehicle init 0 = [this,5] execVM "vehicle_respawn.sqf" -
Add respawn script to dynamic spawned helo
ringoray posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, I have created a base using the objectgrabber method. Question is, how would I attach a script to these spawned helos/units/objects? For instance, I want to attach a re-spawn script to the helicopters spawned in at the mission start. Thanks in advance for any help given. -
Hey man, nice work, would you know how to add your own picture to code instead of the default one? Maybe if to find (a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa") and add custom made pictures to that folder? Got it already
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Is there any way to improve performance with AI?
ringoray replied to redpiano's topic in ARMA 3 - TROUBLESHOOTING
Best way to save performance, I found, is to use scripts that spawn and de-spawn AI accordingly. DAC is a very good script and EOS is pretty good too. These scripts can spawn in AI when you get a certain distance from a trigger or marker used to create groups of AI and de-spawn them when you are finished an objective or move away from the marker or trigger. Check them out here: http://www.armaholic.com/page.php?id=25550 http://www.armaholic.com/page.php?id=20262 -
adding arsenal code to spawned ammobox.
ringoray replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I looked at BIS_fnc_ObjectMapper and seen the parameters. So I am wondering is this what I have to do? _arrayOfObjects = [_this select 2] call BIS_fnc_objectMapper; { if (typeOf _x isEqualTo "Classname") then {["AmmoboxInit",_x] spawn BIS_fnc_arsenal;}; } forEach _arrayOfObjects; I checked the Function and this is what it says regarding parameters, sorry if I am getting this all wrong, as I said I am dumb when it comes to understanding scripting. File: objectMapper.sqf Description: Takes an array of data about a dynamic object template and creates the objects. Parameter(s): _this select 0: position of the template - Array [X, Y, Z] _this select 1: azimuth of the template in degrees - Number _this select 2: objects for the template - Array / composition class - String / tag list - Array _this select 3: (optional) randomizer value (how much chance each object has of being created. 0.0 is 100% chance) - Number Returns: Created objects (Array) Yup this was wrong too, but found this code, credit to Swiss Maverick for this one. All that has to be done is add this code to your init.sqf and it works great. { _x allowDamage false; _x addAction ["<t color='#ff1111'>BIS Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}]; } forEach nearestObjects [getpos player,["B_supplyCrate_F"],15000]; Thanks for your input and help dude. -
adding arsenal code to spawned ammobox.
ringoray replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok thanks again I'll give it a go. -
adding arsenal code to spawned ammobox.
ringoray replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok got ya thanks for the help, appreciate it. ---------- Post added at 00:00 ---------- Previous post was at 23:58 ---------- So I would put the class name of the ammo box where it says blah in that code you posted? -
adding arsenal code to spawned ammobox.
ringoray replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep that's what I am looking for. Where would I put that code you posted? Sorry scripting is not my strong point and thanks a lot for your quick response. -
adding arsenal code to spawned ammobox.
ringoray posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey all, is it possible to add the arsenal code to an ammobox that I have spawned in dynamically using the objectgrabber.sqf method? Thanks in advance for any help and input given. -
How to use Virtual Arsenal like the Virtual Ammobox System?
ringoray replied to Frankdatank1218's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, is it possible to add the arsenal script to a spawning ammo box? I have created a dynamic custom camp which spawns in at the start of the mission via game logic and I would like to have the arsenal script run on these boxes, thanks for any help in advance. -
Disable an AddAction for EAST player.
ringoray replied to ringoray's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers again, basically when a player using LEA scrolls his mouse he has the option to 'Apply loadout' as well as all the usual changing to binoculars and weapon and such. I am running insurgency with LEA allowed on the server. So I want the 'apply loadout' option to be unavailable to opfor players. Thanks for your help anyway man, appreciate it much. -
Disable an AddAction for EAST player.
ringoray replied to ringoray's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers for the response, but where would i implement that code? -
Disable an AddAction for EAST player.
ringoray posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, was wondering how you would go about removing an addAction command for East players. For instance disabling the 'apply loadout' from LEA for East players? Thanks in advance for any help. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
ringoray replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Hey guys is there a way to make 'apply loadout' only available to blufor units? I have insurgency on my server and don't want apply loadout available to Opfor units for obvious reasons. Cheers!