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A really simple "mortar- fire" script
SturerEmil84 replied to SturerEmil84's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I must admit I havn't realized the function error... Can't run game at the moment to check. Are you running your game with CBA installed killzone? -
A really simple "mortar- fire" script
SturerEmil84 replied to SturerEmil84's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry man ... I was still a bit sleepy and thought you talked about the same error we discussed here, because the line you quoted in your post was the old, wrong one... Change it to: _pos = [[[(getMarkerPos _marker), _radius]]] call BIS_fnc_randomPos; Then it definetly bombards your marker -
A really simple "mortar- fire" script
SturerEmil84 replied to SturerEmil84's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did get this error... maybe read the thread first??? -
A really simple "mortar- fire" script
SturerEmil84 replied to SturerEmil84's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, you made me a happy gamer again -
A really simple "mortar- fire" script
SturerEmil84 replied to SturerEmil84's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot mate, that small change did the trick... Really appreciated... -
A really simple "mortar- fire" script
SturerEmil84 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, after a load of tries I finally decided to ask for some help... I'd really love to have a "simple - to- use" mortar fire script. Nothing too fancy, just spawn a mortar- bombardement (81mm at best xD) with "x" shells around a "y" radius on target "z". This is what I tried to use: /*//////////////////////////////////// Script by J.Shock Open to editing and public use!!! I do ask that this header remain with the script. *//////////////////////////////////// /* To use the Simple Mortar Script (SMS): 1. Put down a marker and name it. 2. Alter the following call line to suit your needs, default values defined below: null = ["A", 100, false, 1, 15, 5, 300] execVM "scripts\arty.sqf"; 1 - Your marker's name (default is empty string, "") 2 - Radius around marker for bombardment (default is 100m) 3 - Use smoke rounds instead of HE (default false) 4 - Number of bombardments (default 1) 5 - Number of rounds (default 10) 6 - Time before bombardment starts after script call (default 5 seconds) 7 - If more than 1 bombardment, as defined by argument #4 time between each bombardment (default 300 seconds, 5 minutes) 3. Enjoy the Show! */ _marker = [_this, 0, "", [""]] call BIS_fnc_param; _radius = [_this, 1, 100, [0]] call BIS_fnc_param; _useSmk = [_this, 2, false, [true]] call BIS_fnc_param; _iter = [_this, 3, 1, [0]] call BIS_fnc_param; _numRounds = [_this, 4, 10, [0]] call BIS_fnc_param; _startTime = [_this, 5, 5, [0]] call BIS_fnc_param; _timeBetween = [_this, 6, 30, [0]] call BIS_fnc_param; if (isServer) then { if (_startTime > 0) then { sleep _startTime; }; for "_i" from 0 to _iter step 1 do { if (_useSmk) then { for "_s" from 0 to (_numRounds) step 1 do { _pos = [[[(getMarkerPos _marker), _radius]], "ground", ["water", "out"], {}] call BIS_fnc_randomPos; _smkRnd = createVehicle ["SmokeShellArty", _pos, [], 0, "NONE"]; sleep 5; }; } else { for "_m" from 0 to (_numRounds) step 1 do { _pos = [[[(getMarkerPos _marker), _radius]], "ground", ["water", "out"], {}] call BIS_fnc_randomPos; _mrtRnd = createVehicle ["M_Mo_82mm_AT_LG", _pos, [], 0, "NONE"]; sleep 5; }; }; if (_iter > 1) then { sleep _timeBetween; }; }; }; much thanks to J.Shock... Now to my problem, when using this script, I get an error in line 65, saying that my _pos variabel is undefined. I made a marker called A and used following call line in a trigger thats working... null = ["A", 100, false, 1, 15, 5, 300] execVM "scripts\arty.sqf"; I'm pretty sure my mistake is hidden in that line: _mrtRnd = createVehicle ["M_Mo_82mm_AT_LG", _pos, [], 0, "NONE"]; Please help!!! ... and thanks in advance. -
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Hell in the Pacific - a full conversion WW2 mod [Reboot]
SturerEmil84 replied to daoarge's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I can't fcking wait... How long? :ph34r: Greetz and keep it up.- 205 replies
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- Pacific War
- WW2
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Problem with creating short- cut's to mods...
SturerEmil84 replied to SturerEmil84's topic in ARMA 2 & OA - GENERAL
Don't get me wrong... Mods do work... it's just those shortcuts I can't get to work for the live of me... -
Hello everyone... I recently decided to reinstall Arma 2 and Arma OA after a longer break. For the first time I used the Steam - Version of those games and I instantly did run into some problems... In the past, I always used to modify my game- shortcuts to load any mod I wished by just double- clicking on said shortcuts. After me "updating" to the steam version, this seems no longer possible... I did create a working shortcut on my desktop with the following target: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe" -nosplash It's working just fine... But as soon as I try to add: -mod= @Pacific;@CBA (for example...) The whole thing resets to Arma 2 OA, with the content of Arma 2 missing... If I do manually start Hell in the Pacific and CBA, they do start just fine... Really need help here... Thanx.
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arma2 Oa ww2 warships release
SturerEmil84 replied to cervantes's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Noooo... still one week to go without internet- connection at home (yep, just discovered this while at work... sloooow day today) and you release something as promising as this... :p Patience is a virtue. And @Domokun: As said I havn't tested by myself, but what speaks against making a mission using both I44 and this mod? Are there any incompatibilities? And yes, Isola di Capraia or maybe (FDF)Podagorsk would be my first ideas map- wise :) Greetz. -
Iron Front as mod in Arma 3
SturerEmil84 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cool... good to know... I already did ask myself, how those new functionalities would interfere with the IF- units. Please also note... that IF already had it's own bipod- deployment- system... No idea how this is going to work with the new bipod system... ? Anyways, keep on working and see ya around xD... Greetz. ---------- Post added at 01:35 ---------- Previous post was at 01:20 ---------- I just tested the M3 Halftrack version... the M3 Scout version and the captured German 251'er... None of them crashes my game... :confused: Greetz. -
(CSA38) Czechoslovak army 1938 - Munich crisis [WW2]
SturerEmil84 replied to petrtlach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If there is any possibility... please include at least a little of those Polish - 1939 (known from Arma 2 CO "September '39 - mod") - units into your Arma 3 version... I really don´t want to step on your toes... but I did love matching your "German Infantry" against those guys of the "September '39 - mod"... Greetz.. and a big please... xD- 954 replies
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- ww2
- czechoslovak army 1938
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Iron Front as mod in Arma 3
SturerEmil84 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here you go: https://dev.withsix.com/projects/lib-issue-tracker/wiki/IFA3_LITE_manual_install Greetz. Edit: Mhhh, maybe I should bother reading the whole post before quick- replying next time. :rolleyes: -
Iron Front as mod in Arma 3
SturerEmil84 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very much appreciated mate... Greetz. -
WW2 warships release on arma3 engine
SturerEmil84 replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow, this looks simply amazing... Greetz.