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ryanbeckey0

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Everything posted by ryanbeckey0

  1. ryanbeckey0

    Start in empty helicopter

    place a blufor helicopter and name it AIR1 set it to playable and flying place your squad and in the squad leaders init type " {_x moveincargo AIR1} foreach units group this " would this be a workaround for you?
  2. the helicopter lands, does the transport unload then carries on its waypoint path. if its not moving after the transport unload waypoint, then you havnt given it another waypoint to go to trust me i use this command alot ---------- Post added at 19:35 ---------- Previous post was at 19:34 ---------- make sure its on never fire aswell or it will fly around and engage the enemy seeing as you dont understand me very well, ill do a quick step by step guide 1.place a group of soldiers, and in the init of the squad leader put this " {_x moveincargo AIR1} foreach units group this " 2.place a helicopter and name it " AIR1 " 3. give the helicopter, 2 waypoints. 1st one is transport unload 2nd is a move waypoint to move it away from the landing zone 4. place a helipad and name it " drop " 5. in the transport unload waypoint onact field type " AIR1 land drop " and change it to never fire,safe 6. preview
  3. Doesn't the land command make the helo do a full-stop landing? nope, it will land on the helipad you have named "drop" ---------- Post added at 19:31 ---------- Previous post was at 19:30 ---------- set the helicopters waypoint to safe and never fire
  4. to get around that issue, place a invisible or visible helipad and name it drop then in the transport unload waypoint onact field type - heli land drop (assuming the helicopter is named heli) this way the helicopter will land and disembark the troops
  5. there is a new module which changes units to a different side
  6. ryanbeckey0

    this stop true

    he has Unit1 setunitpos "down" which forces the unit to prone position
  7. ryanbeckey0

    this stop true

    isnt it dostop unit1/this ?
  8. ryanbeckey0

    Naval mine depth

    you dont need code anymore, just when you place the mine on the left you will see elevation/height just change that to -0.5
  9. go to game options, click difficulty, click the difficulty your playing on and just disable crosshairs or whatever you want
  10. ryanbeckey0

    ALICE Module - no more?

    go to modules then sites-civilians sites-village
  11. if anyone wants to know how to use the live feed modules, heres a quick tutorial on what i've found so far place live feed init,source,target sync all the modules together sync target and source to the unit you want to watch sync init to the player maybe you guys can make a manual for the new modules?
  12. if you want to watch a friendly unit. heres how place live feed init,source,target sync all the modules together sync target and source to the unit you want to watch sync init to the player (doing it like the OP said makes the camera always focus on to your player, not the unit)
  13. ryanbeckey0

    UAV Command

    sorry to hijack but while the dev is here, is the high command module also not ingame? or has it been renamed
  14. ah ok, then i think you would need a eject.sqf glad i could help :)
  15. ryanbeckey0

    Minefield

    yeah, you should also check out the opfor/blufor sites, some of them actualy populate the area for you. putting guards in the towers etc. and random patrols
  16. ryanbeckey0

    Minefield

    nvm about any of that just go to modules then sites then choose minefield, all the options you ask for can be adjusted with the ingame module sliders/settings :) if you have questions just send me a PM
  17. ryanbeckey0

    About Wasteland

    people are playing wasteland because theres not that many missions floating about,and its a good way to find bugs and polish the PVP or animations
  18. ryanbeckey0

    UAV Command

    i dont even think theres a UAV in the alpha?
  19. you dont need flyinheight or anything for them, just give them a waypoint and change the height/elevation in the new waypoint settings to -5 also just give the boat a transport unload waypoint, it will make all the passengers disembark so step by step 1. place AI boat, place a group of divers ( keep the group of divers and boat seperate, dont put them in the same group) 2. in divers groupleaders init put it to {_x moveInCargo ab} foreach units group this; 3. name the boat to ab and give it a transport unload waypoint 4. give the group of divers a waypoint and change the waypoint elevation/height to -5
  20. hey use this instead diver setPosASLW [(position diver) select 0, (position diver) select 1, -10]; just change diver to the name of your unit also heres the list of all new script commands --- https://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List
  21. ryanbeckey0

    The Giant Alpha Media Thread

    http://steamcommunity.com/sharedfiles/filedetails/?id=130935153
  22. ryanbeckey0

    Development Blog & Reveals

    even further than that, iv heard of firefights up to 2000 meters
  23. a high command mission if the high command module has been upgraded would love to see a HC module with all of the waypoint types
  24. ryanbeckey0

    Warfare missions at release

    keep in mind its a alpha,not a demo seeing as we only get a couple guns and vehicles i dont think there will be enough content for a full scale warfare mission (made by BIS anyway) maybe the community will cook somthing up
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