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pvtdancer

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Everything posted by pvtdancer

  1. pvtdancer

    arti modules/sync ?

    Do you only want it synced to 1 player like a squad leader or a whole team? I bet there is a command to sync it to the whole opfor\blufor side
  2. pvtdancer

    air lift vehicle script

    AHHHH I seee now. I don't have anything for that. hopefully someone else can help.
  3. pvtdancer

    air lift vehicle script

    I would try using the new module if you're not against them :D have you used them yet? there is a good video on using support modules and you just apply it to the air extraction support type. You call in the chopper when it arrives it hovers lets you in then you command it to go to whatever location you specify. Of course I could be missing what your end goal for the mission is. EDIT: Here is the post with the helpful guides on different subjects.
  4. pvtdancer

    air lift vehicle script

    how so? not just a transport but like a medical evac that triggers on an injury? If you're just talking about calling in extraction you can use the new support modules they work pretty well and are very cool but have some bugs
  5. pvtdancer

    setting up Module sites

    Unfortunately that doesn't cover the fast travel feature that this thread was based on. Manzilla I'm thinking at this point that this module is missing a piece we need that is what actually syncs it with the players in question, like how we sync support to players. Mind you that is just an assumption. I'm basing that on the fact that the fast travel tab shows up in the map with briefing's and tasks but when we click on it nothing shows up just like it wasn't properly setup. Of course it may be required to create a teleport script that links to the map but I'm doubting that's all it is. Also there are some sites that don't work at this point as well like the AA base and a couple others they won't spawn any AI but the other ones work and work well... except fast travel ;) but thanks for trying.
  6. Can you lay out your settings for the trigger and the 2 support modules? screen shots will also work :D
  7. You would want to sync it with a Trigger. So lets say your mission is to take the enemy base. You will setup your trigger to be "Opfor>notdetected" that trigger will activate ass soon as all the opfor are eliminated. Which should disable the request until that point is captured. Someone can correct me if I'm wrong but this is how it should work.
  8. LOL This is awesome! I was just about to put a thread for this last night but said meh I'll do it tomorrow. Thanks!
  9. Thanks! I'll give it a go it will be a great learning experience. I'm hoping to get these missions working so I can share them with all you guys! Just want to make sure it works with both ways of hosting first.
  10. I know that the Dedicated server isn't at a point of actual release but i've been using it to test different things on my server box as well. When I run a mission on it none of the tasks I have set show up. Now running the same version and files from my PC and hosting locally Tasks are all there and working just fine, has anyone else ran into to this as an issue? my tasks where setup using the new modules.
  11. pvtdancer

    I need help

    If you're completely new start here http://forums.bistudio.com/showthread.php?148594-ArmA-3-Editor-Tutorials-Building-Simple-Missions After you get the basics and ideas of what you want to do start searching here for scripts people are using. best way to learn IMO
  12. pvtdancer

    Support module help

    Can you post the options you're using?
  13. Works great I love the ability to quick load my items from the save slot. I use this in combination with a different script that keeps my load out after death so you respawn with your previous setup items and ammo.
  14. First off thanks for these videos! I knew some of the basics but you have helped me realize the potential of some of these items I never considered! I was curious if you plan on creating a tutorial on adding in fast travel or if you knew how to use this feature as I'm having issues getting it working. PM me if you don't wish to discuss it here.
  15. pvtdancer

    setting up Module sites

    Sorry for the double Bump. If you are also interested in finding out the answer to this please bump it don't just look at it and leave! I'll keep working on figuring this out but I have a feeling I won't be able to do it on my own. if anyone is interested in trying this out tonight PM me and I'll get you my vent info.
  16. Wow man! Props, this will be fun to play with and see whats overall possible. now we will need to go find a refill station for our air tanks. ;)
  17. pvtdancer

    setting up Module sites

    BUMP; Thanks ffur2007slx2_5. Please if anyone has any ideas at all how to get this working correctly I would be greatly appreciated. This right here would make my mission! :D Well it would start making it something. It's rough but getting better and I still have lots of work to do to accomplish what I really want to do.
  18. This sounds awesome! I'll be adding this to one of my missions tonight I think. Thanks!
  19. Hey All, I'm in the process of creating different missions and I have down the basics but I'm trying to finalize one of my missions by adding in objectives. I have created my Triggers which right now are set to alert the players when the area\bases are cleared of OPFOR soldiers. Unfortunately I don't really like how it shows up in the middle of the screen plus it doesn't show up in the briefing as an actual task to accomplish. My question is. When making a briefing.sqf file can I just follow any instructions that were made for ARMA II or is there a newer\better way of doing it then creating the file off of a premade template? Thanks for the help in advance as scripting is not my strongest suit.
  20. pvtdancer

    Briefing.sqf

    Thanks for that Task master 2 now I'll just need to learn how to set that up. I'm trying to make a mission with multiple tasks and doing it by hand and linking the task to each player and enemy for a basic base capture style mission is a daunting task. So finding a short cut like this to cut down on steps is amazing! the mission I'm building towards is going to end up being so complicated I'm scared to think about it.
  21. pvtdancer

    Arma 3 hands on @ Gamescom 2012!

    While its still pre alpha I think it looks good! I'm excited.
  22. pvtdancer

    Arma 3 Community Alpha - Announcement!

    huh never had that issue with BF3 Gossamersolid and I didn't know anyone who did. Honestly I never had that many issues with BF3 it always worked well for me. and I still really love playing it. even though its not as good as 2 or 1942 its still a lot of fun. But I still am really interested to see what we will be testing in the beta if it will be the basic training in the camp they were showing at E3 or if we will get something else to test
  23. pvtdancer

    Arma 3 Community Alpha - Announcement!

    I was in both and I was happier with the beta in the sense of the game but I liked the original damage model in the alpha better. but what do you mean by bad? in the sense of testers or do you mean the game? sorry I know this is off topic, well only kinda because we are talking about the lack of good testers when in an open or give away kind of alpha\beta...
  24. pvtdancer

    Arma 3 Community Alpha - Announcement!

    But thats the problem! Open alpha's bring in people who are looking for a free game to play and then when they are crashing or glitching they rage and spread bad rumors about the game it was like that with BF3. sorry I keep bringing up BF3 but a large portion of the testers were HORRIBLE me and 3 other members friended each other and worked everyday to try and keep the forums constructive but there were so many flamers trolls and idiots it just worries me is all. I hope it works for the Dev's sakes I really do.
  25. pvtdancer

    Arma 3 Community Alpha - Announcement!

    Well to get into the alpha the Dev's require you to get them some elbow grease and head light fluid. :D JK
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