esham
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Everything posted by esham
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Join, or Die. - An ArmA III Modification
esham replied to JPhillips's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
I joined a long time ago. Great theme though. The threat is very real and this mission is educational in my opinion. I'm not a mission maker or anything like that but I have thought of a mission like this where the UN is the enemy along with a illegitimate government. I'm looking forward to playing this and checking out the Armalite. Thank you Patriot. /salute -
Made this maze because I always wanted one. It's also a MP mission for up to 5 players. There is also some AI units in the maze to keep you company while you make it to the exit. There is no scripting involved and pretty much left it open for anyone to modify and make it a lot cooler. If you want the 3D file or the maze template let me know. I figure I had to name the maze so I named it Bungle (As in Mr. Bungle). I hope you all enjoy trying to make it out of this hell hole. Armaholics Download page
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Thanks RommelFucks :) I updated my post and added the 3D Editor Maze Template.
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Made this maze because I always wanted one. It's also a MP mission for up to 5 players. There is also some AI units in the maze to keep you company while you make it to the exit. There is no scripting involved and pretty much left it open for anyone to modify and make it a lot cooler. If you want the 3D file or the maze template let me know. I figure I had to name the maze so I named it Bungle (As in Mr. Bungle). I hope you all enjoy trying to make it out of this hell hole. Armaholics Download page
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How to use the 3d Editor. [Tutorial]
esham replied to DeclaredEvol's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there is specific way I can add enemy AI in 3D editor and convert them from 3d to 2d. I managed to get it to work with objects but having a hard time with AI. -
Arma 3 Scripting Tutorial For Noobs
esham replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I began losing hope that I can learn scripting. This has brought my hope back. Thank you for helping me understand and being able to wrap my head around this stuff. I did not know the difference between strings, arrays and such let alone what the underscores meant. I would love to read more of your tutorials. -
I might as well post this since it's pretty quiet around here. Another one bites the dust. This should give you guys a good laugh.
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Yea I agree, make a ticket.
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Make sure all your playable units have maps.
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I'm looking for a Unit as well. Armaholics has recruitment ads in the front page and community forums. Lots from your part of town.
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Good mission, especially if you need to practice flying. Had a hard time holding her (MH-9) steady but it was fun. Thanks.
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Respawn with Custom loadout
esham replied to slrruthless's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This one is mine that I'm messing with. It works and it will give you more of a idea. I noticed you need a vest at least to hold the ammo. You can always add more to it. ////////////////////////////////////////////////////////////////// // Having fun with LoadOuts ////////////////////////////////////////////////////////////////// waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallassigneditems _unit; removeallcontainers _unit; removeallweapons _unit; removebackpack _unit; removeuniform _unit; removevest _unit; // Headgear, Uniform & Vest _unit addheadgear "H_Cap_red"; _unit adduniform "U_C_Poloshirt_tricolour"; _unit addvest "V_Chestrig_khk"; // Trinkets _unit additem "itemgps"; _unit additem "itemwatch"; _unit assignitem "itemgps"; _unit assignitem "itemwatch"; // weapons, attatchments & ammo _unit addweapon "arifle_MXM_f"; _unit addmagazine "20Rnd_762x45_Mag"; _unit addmagazine "20Rnd_762x45_Mag"; _unit addmagazine "20Rnd_762x45_Mag"; _unit addmagazine "20Rnd_762x45_Mag"; _unit addmagazine "20Rnd_762x45_Mag"; _unit addmagazine "20Rnd_762x45_Mag"; _unit addPrimaryWeaponItem "muzzle_snds_H"; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addweapon "hgun_Rook40_F"; _unit addmagazine "16Rnd_9x21_Mag"; _unit addmagazine "16Rnd_9x21_Mag"; _unit addmagazine "16Rnd_9x21_Mag"; // ETXTRA Commands // _unit addbackpack "B_Kitbag_Base"; // _unit addvest "V_Chestrig_khk"; // _unit addweapon "NVGoggles"; // _unit assignItem "NVGoggles"; if(true) exitWith{}; In the init field null = [this] execVM "loadout.sqf"; this addeventhandler ["respawn","_this execVM 'loadout.sqf'"]; I do get a "Cannot connect to the positioning system." message when loading. I think that's a bug, I'm not sure. what command is it to get my weapons already loaded? -
norrin's ArmA2 scripts ported to ArmA3
esham replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does Aerial Taxi work for a MP Mission? -
norrin's ArmA2 scripts ported to ArmA3
esham replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice script, I even got a bonus life for reviving :) -
Multiple spawn bases for players.
esham replied to Solores's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your answer might be in here. Read it 100 times if you have to. Armed Assault Editing Guide - Deluxe Edition - English version -
When I first began playing FPS games back in 2001 my friend James taught me how to place my hands on the keys. He showed me that Q and E were for strafing Left and Right. What I didn't realize for a long time was that he played with Q and E to strafe because he had a disability and was missing a left ring finger. I got so used to playing with Q and E that I never changed it and it feels real good. As far as driving and Flying, I do use A and D to make my turns. So... the keys I have change thus far are not many but this is what I got so far. Q Strafe Left E Strafe Right A Lean Left (x2 A to stay leaned and evasive left) D Lean Right (x2 D to stay leaned and evasive right) G Gear (I had to put this back where it was) C Stand Up (Toggle) Mouse 5 Combat Pace Toggle Num 5 Grenade (Razer Naga KeyPad) Mouse 4 Adjust Num 8 Toggle View (Razer Naga KeyPad) Num 7 Push to Talk (Razer Naga KeyPad) Caps LK Walk and Toggle Walk (2x)
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I wonder if soon we will need a microchip just to play ARMA3. Seems like that's where we are headed.
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Steam is slave powered.
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When I apply the exact same line as vinc3nt I don't get the same face. I only get the facial hair from the desired face with a random face. For example this Assistant gets this face below using this setFace "face10_EP1"; when it should be like this guys (notice the same facial hair). I have the same issue with other AI's and never seems to work right. Just random faces that won't change much but the facial hair does. Iv tried editing with my arma2oa.exe and the arma2oa.exe that's in the expansion/beta folder. I have the latest patch ARMA2_OA_Build_101245 and running no mods. How can I fix this issue? I'm guessing these maybe some of these lines don't work with some units? So far i have issues with some of the Civilians like the Functionary (black suit).
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Lifted Objects Fall back to the Ground
esham replied to esham's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After converting my 3d sqf to 2d sqm it changed the way my script looked. From my previous post to this (using a different object this time as a example.) class Item143 { position[]={3966.8306,359.20578,11661.803}; azimut=-93.840271; id=244; side="EMPTY"; vehicle="Land_A_Castle_Stairs_A"; skill=1; }; Now would it be ok if I added a init field under the skill for each object I wish to suspend? For example. class Item143 { position[]={3966.8306,359.20578,11661.803}; azimut=-93.840271; id=244; side="EMPTY"; vehicle="Land_A_Castle_Stairs_A"; skill=1; init="this enableSimulation False;"; }; I don't have the server init file only the mission.sqm. (I would need to ask the admin for the init file) but was hopefully hoping I can do it this way instead? -
Lifted Objects Fall back to the Ground
esham posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I edited a Chernarus mission with a base for my friends dayz server. Using the 3d editor I set up the castle and made all the right adjustments. Of course converting back to 2d to merge with the original mission file we go ahead and upload it to the server. Everything works fine just that the objects I suspended from the ground are falling back down not staying levitated. My friend has no issue with this and I guess we use the exact same tactic for editing the mission. I was hoping if anyone knew what I was doing wrong. Thank you. -
Lifted Objects Fall back to the Ground
esham replied to esham's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm sorry, I'm not to familiar with scripting. I really wish I was and do want to learn. But where do I place this line? Does it go in my mission.sqf? for example this is my a piece of my mission.sqf and a object (Bag of Goods) suspended from the ground. _vehicle_13 = objNull; if (true) then { _this = createVehicle ["Land_bags_EP1", [4515.6045, 8497.7813, 3.3981621], [], 0, "CAN_COLLIDE"]; _vehicle_13 = _this; _this setDir 0.48552921; _this setPos [4515.6045, 8497.7813, 3.3981621]; }; Does this line (_object enableSimulation false; )of code go between the curly brackets or does it go into a different file effecting all objects? I also have similar code regarding this object in the .biedi I will go learn scripting after this. Thanks again.