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dpatt711

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Everything posted by dpatt711

  1. So my mission has three different types of units. Uniformed Militia (No restriction), Militia (Civ clothes, handguns only), and Civs (No weapons). How do I ensure that civs wont be able to pick up weapons, and that the non-uniformed militia wont be able to pick up rifles.
  2. So I'm trying to set up a D-Day-esque mission where AI heavy gunners are on top of the hill with LMGs. However the heavy gunners will only fire in slow controlled 2-4 round taps. I want the AI to fire several second long bursts and want bullets to be flying all around with a lower chance of getting hit. I've tried everything from a looping forceWeaponFire command, to setting unit recoil to 0, using new suppress commands, etc but I cannot get AI to do uncontrolled sprays. Any advice?
  3. Rope01 = ropeCreate [Crane01, [-14.43, 0, 0.675], Pod1, [0.935, 2.98, 0.79]]; Crane01 is a the "Mobile Crane (Hook)" and Pod1 is a Taru Passenger Pod. However no rope is created.
  4. dpatt711

    Rope Create not working?

    Got the ropes to appear, but when I try to shorten the length, the pod spazzes out and flies into the crane at mach 1.
  5. Flying a drone while it's trying to follow the terrain height is borderline ridiculous. Seems like should be basic functionality. I'd also like to see a 3D compass somewhere on the HUD like any other targeting pod or multi-band camera since the early 80's has. But this is of course a minuscule problem compared to the AGL issue.
  6. _pos = position Center; _pX = _pos select 0; _pY = _pos Select 1; while {not (isNull Center)} do { for "_i" from 1 to 5 do { private ["_dX","_dY","_tX","_tY"]; _dX = (random 250) - (random 250); _dY = (random 250) - (random 250); _tX = _pX + _dX; _tY = _pY + _dY; _bum = "Sh_82mm_AMOS" createVehicle [_tX, _tY, 10]; sleep 1; }; sleep 1; }; I put that in arty.sqf and in init.sqf I put _arty = [] execVM "arty.sqf"; This worked in Arma 2 any one know how I can get it to work in Arma 3?
  7. Flight Characteristics - Same as A-10C Cockpit - Same as A-10C Differences from A-10C - Has Anti-Radiation Pod, HMCS Armament - Pylon 1 - Aim-9X *2 - Allows to be fired accurately off-boresight (For use with HMCS) Would prove useful for taking out helicopters and could also be used against slower planes IWCS (In worst case scenario) Pylon 2 - GBU-12 - Precision laser guided bomb, for taking out moving armor or artillery that is not a threat to air units (since it requires you flying directly over it) Pylon 3 - AGM-65H*3 - Short range missiles, for taking out armor or artillery that can be a threat to air units, these can be used against stationary targets at longer ranges than AGM-65D. Pylon 4 - CBU-105 - Wind corrected cluster bomb Pylon 5 & 7 - Mk-82 *3 - Dumb Bombs Pylon 6 - SEAD Pod Pylon 8 - CBU-105 Pylon 9 - AGM-65D *3 Pylon 10 - Targeting Pod Pylon 11 - GBU-12 Gun - 1350 rounds of 30mm Combat Mix A pair of AGM-88 HARMS can be placed either on station 5 & 7 or 4 & 8 This will allow the A-10 to support ground troups as it does in real life but also be able to assist other air units by having SEAD capabilities, since the foe is technologically advanced they will have medium-long range radar SAMs (Im assuming the mechanic for players to control will be either like the artillery computer or optically-hit-a-key-and-get-lock) and ground troops will not have to go miles out of their way to kill of SAMs. Will work great on Limnos
  8. dpatt711

    Air Burst/Delayed Fuse Munitions

    Is it supposed to be fuse or fuze?
  9. How do I make it so that the action of a trigger can change based on who enters it, like say the trigger starts as nothing, but then Joe joins, is there a way to make the trigger change to Joe setDammage 0, but then if Mike joins aswell it changes to Joe setDammage 0; Mike setDammage 0; is that even possible? I'm basically trying to make a vehicle/weapon shop.
  10. Say I only want Joe Schmoe to be able spawn a vehicle, and not John Doe, how do I make it so only Joe Schmoe can spawn in an item? Also how do I get vehicles to spawn without them having to be on the map first?
  11. More simplified addAction, able to sync it with an object and have simple parameters, text, what script to run and allow for arguments so you don't need to change your script to change arguments
  12. I tried reading but everything went over my head, I want to make a script so when you walk up to a radio tower you get a scroll wheel option and have it run a script with these arguments (this is what I put in a trigger to make it work) nul=[(getPos artytarget),75,6,1,["Sh_82mm_AMOS"]] execVM "arty.sqf"
  13. dpatt711

    addAction Help!

    Well here is the script _pos = _this select 0; _radius = _this select 1; _number = _this select 2; _interval = _this select 3; _types = _this select 4; waitUntil{ _random = random (count _types); _random = _random - (_random mod 1); _round = createVehicle [(_types select _random),[(_pos select 0),(_pos select 1),(100+random 50)],[],_radius,"NONE"]; _round setvelocity [-15+random 30,-15+random 30,-30-random 20]; _number = _number - 1; sleep _interval; _number <= 0 }; So I would make another scipt that requires no arguments, that essentially calls this script and includes the arguments? Also the tower is Transmitter Tower (big) 1 when I mouse over in editor
  14. Edited, still does not work.
  15. Initial Thoughts - Lighting = Amazing Graphics & Animations for the Most Part Look Excellent (The fact that hands are always on the wheel is SWEET!) Game seems to run a little bit smoother at max (Reasonable view distance) than Arma 2 The Underwater diving is fun and amazing. The map is well designed, can't wait to see Altis (I hope there are more cities) TrackIR works Bug Reports (Cause I can't find the formal bug reporter only the tracker) When people are prone at distances past 50m, they are 70% underground When Mortars are aimed near civilians they miss (If you were building a hardcore mission and didn't want that safeguard that would be a problem) When a car hits someone going 100+kmh, they do not die. When an ATV hits someone going 55kmh it bounces off them. If you have an Xbox controller plugged in, it automatically changes control scheme and button indicator to xbox controller. If you touch the ground while swimming, the animation gets glitchy. Picture In Picture Quality is low even at Ultra - Mostly Aliasing Issues What I want More Faction Options/Triggers in Editor - In Arma II it was nearly impossible to switch a units faction mid-game GUI + 3D/2D Load Out In-Editor Editor - Self Explanatory, allows you to scroll through weapons and equip them without having to find them in a text database on the web somewhere. GUI + 3D Structure Editor - Allows you to view a structure before placing it, also would allow rotation without having to put in code. 3D editor - To see where you are placing units and buildings so you can position them inside buildings That's all I have so far.
  16. I was just concerned cause it happened on pavement aswell
  17. name1 dotarget name2; name1 doFire name2; If they are civilians you might need name1 selectWeapon Colt1911; name1 dotarget name2; name1 doFire name2;
  18. I know to give a player a partially filled magazine it is this addMagazine ["6Rnd_45ACP",3] And that would add a 6Rnd_45ACP magazine with 3 bullets in it to the player. But what I'm trying to do is add it to a backpack using addMagazineCargo command if I use same syntax it will add three fully filled clips to the backpack. I would rather not go through the game files and make a 1Rnd_45ACP, 2Rnd_45ACP, 3Rnd_45ACP, etc
  19. I put this addMagazine "30Rnd_545x39_AK";this addMagazine "30Rnd_545x39_AK"; this addWeapon "AKS_74_U";this selectWeapon "AKS_74_U" in the init of an AI civ (named k1). then in a trigger activated by radio alpha I put in init k1 doTarget player;k1 doFire player; and the AI immediately started firing upon me. When I put addMagazine "30Rnd_545x39_AK";this addMagazine "30Rnd_545x39_AK"; this addWeapon "AKS_74_U";this selectWeapon "AKS_74_U" into multiple AI's and in a radio alpha tirgger put player addRating -15000 they all fire upon me. So it works!
  20. Basically I am making a survival mission- I need to spawn back-packs around the world with random locations every-time. Location MUST change every load- Amount of Bags I would LIKE to have it change- Type of Ammo in Each Bag MUST be random from a list- (I don't want it spawning .50cals or pipebombs) Any one want to help?
  21. If it relies on examples, do they apply to Arma 2?
  22. What you could do is a doTarget doFire type thing (Sorry I'm bad with syntax) and find a way to get rid of the missile fire-er after firing (Probably teleport underground and kill via setDammage)
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