dreadpirate
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Posts posted by dreadpirate
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Thanks for posting more inits! Where did you find them by the way?Tonic from Altis Life has dug up a lot of vehicle textures here:
Also, just discovered there is a script to make the Taru black:
0 = [this] execVM "\a3\Air_F_Heli\Heli_Transport_04\Scripts\Heli_Transport_04_pods_black.sqf"
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Can I suggest that if you're going to use this in Multi-player, you use setObjectTextureGlobal instead of setObjectTextureBeerkan makes an excellent point about setObjectTextureGlobal.
Also Beerkan, any chance of releasing those redressing scripts? Really like the look of those units.
Anyway, Civilian Zamak:
this setObjectTextureGlobal [0, "a3\soft_f_beta\Truck_02\Data\truck_02_kab_co.paa"]; this setObjectTextureGlobal [1, "a3\soft_f_beta\Truck_02\Data\truck_02_kuz_co.paa"];
Civilian Zamak Fuel:
this setObjectTextureGlobal [0, "a3\soft_f_beta\Truck_02\Data\truck_02_kab_co.paa"]; this setObjectTextureGlobal [1, "a3\soft_f_beta\Truck_02\Data\truck_02_fuel_co.paa"];
Civilian Zamak Repair:
this setObjectTextureGlobal [0, "a3\soft_f_beta\Truck_02\Data\truck_02_kab_co.paa"]; this setObjectTextureGlobal [1, "a3\soft_f_beta\Truck_02\Data\truck_02_repair_co.paa"];
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Bandit Clothes (reskin of Worker Coveralls) (you can replace 'bandit' with 'black', 'grey' or 'urbancamo' for different skins)
this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_bandit_co.paa"];
Nice find! Between these, the sage uniforms and the woodland uniforms, you can make entire new armies without installing a single mod.....
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I made two triggers and synced them both to the respawn point.
First Trigger:
Activation: OPFOR
REPEATEDLY
NOT PRESENT
Second Trigger:
Activation: BLUFOR
REPEATEDLY
PRESENT
(F7) Modules
Category: Multiplayer
Module: Respawn Position
(F5) Synchronize
Hold left mouse button on First Trigger and drag a line to Respawn Position and release.
Hold left mouse button on Second Trigger and drag a line to Respawn Position and release.
Seems to work ok.
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Norrin's Aerial Taxi script works in A3. Almost exactly what you ask for.
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Sync a spawn point to a trigger with condition: <enemy side> NOT PRESENT
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All the doors in Takistan start wide open - the module in Arma 3 editor to shut doors has no effect.All the doors in Takistan start wide open in Operation Arrowhead.
The A3 editor module uses the door classnames for Altis & Stratis buildings.
ie it's not a problem with AiA TP.
Try this:
//mr_book.PXS.Pvt Door Closing script. //Closes all doors within a certain radius //Place a Game Logic in the centre of the desired area. //On Activation: nul = [this,1000] execVM "closeAllDoors.sqf"; //1st parameter is a Game Logic at the location where you want to close the doors //2nd parameter is the radius. Don't recommend using radius over 1000. private ["_y","_houses","_zeroes","_ones"]; if (!isServer) exitWith {}; _houses = position (_this select 0) nearObjects ["house", (_this select 1)]; _zeroes = ["dvere","dvere1l","dvere1r","dvere2l","dvere2r","dvere_spodni_r","dvere_spodni_l","dvere_vrchni","vrata1","vrata2","vratal1","vratar1","vratal2","vratar2","vratal3","vratar3"]; _ones = ["door","door_1_1","door_1_2","door_2_1","door_2_2","dvere1","dvere2","dvere3","dvere4","dvere5","dvere6","dvere7","dvere8","dvere9","dvere10","dvere11","dvere12","dvere13","dvere14","doorl","doorr","door_01","door01_a","door_02","door02_a","door_03","door_04","door_05","door_06","door_1a","door_1","door_2"]; { _y = _x; {_y animate [format ["%1", _x], 0]} foreach _zeroes; if ((worldname=="Utes") or (worldname=="Chernarus")) then { {_y animate [format ["%1", _x], 0]} foreach _ones; } else { {_y animate [format ["%1", _x], 1]} foreach _ones; }; sleep 0.0001; } foreach _houses;
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Delete FC2grp.
Then deleteVehicle FC1veh and FC2veh
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Hi DreadPirate! Can you point me out on a weapon with ACOG that actually works like you intended in game? So I can check those you mentioned ;)After looking at it some more, I realise that there are no other weapons with the exact same sight, so if it's a no go, I understand.
But here are some weapons with the properties I mentioned (ie Iron sight option and no night vision while using the main sight):
"M4A1_RCO_GL"
"M4A3_RCO_GL_EP1"
The following are slightly different. They have a main sight (ACOG) which you can't use with night vision and a red-dot sight mounted on top which you can use with night vision:
"BAF_L85A2_RIS_ACOG"
"BAF_L85A2_UGL_ACOG"
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I'm not sure if this is something you can fix via config, but how about changing the ACOG sights on "m16a4_acg" and "M16A4_ACG_GL" to work like the other ACOG sights in the game?
ie Iron sight option and no night vision while using the main sight
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Maybe if you told us what was in your init string and / or script then someone could help you?
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Wow! Unit-specific respawns? How long has this been going on? I had no idea this even existed.
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Hey guys, I've got a simple mission working with 5 zones, the first zone starts at the beginning of the mission and the other 4 are deactivated at the beginning. Is there a way I can detect that all the enemies in the first zone are dead and trigger the second zone to start? Then after all the enemies in the second zone are down, start the next zone and so on...?Sure, place a trigger over the first zone that activates when the enemy side is not present, with activation "activateZone2 = true"
Then set the condition on Zone2 to "activateZone2".
Repeat for the other zones.
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There's a "bis_fnc_showRespawnMenu" and "BIS_fnc_respawnMenuPosition", but I haven't figured out how to call them yet.....
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Can't they just hit "Escape" and then "Respawn"?
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Thank you!
Any chance of a tutorial for "Seize" mode with an AI Zeus (ie co-op rather than ZvP).
I've worked out "Sector Control" and "Defend", but I'm struggling with "Seize"
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hi cool scripti am trying to get this code to work with your script
(group this) setVariable ["GAIA_ZONE_INTEND",["1", "MOVE"], false];
but i dont know how
thx
Try:
0 = [this, "INIT=", "(group _proxyThis) setVariable ['GAIA_ZONE_INTEND',['1', 'MOVE'], false];"] execVM "Jebus.sqf"
Two things to note:
- Use "_proxyThis" where you would usually use "this" in a function call.
- Use single quotes instead of double quotes inside the init string
Hope this helps
- Use "_proxyThis" where you would usually use "this" in a function call.
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Thank you Foxhound!
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Updated script
- Switched to using nearEntities instead of nearestObjects (improved performance)
- Changed activation and reset to detect players (allows for friendly / neutral patrols)
Download
- Switched to using nearEntities instead of nearestObjects (improved performance)
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The best you can do is setFuel to 0 when the plane leaves the runway.
Can anyone think of a workaround to simulate taxiing to a certain position?
Maybe attachTo an invisible object and setting velocity and direction?
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You asked a similar question and got a few alternatives here:
http://forums.bistudio.com/showthread.php?191068-FIA-being-OPFOR
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AAF Orca
this setObjectTexture [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa"];
Civilian Orca
this setObjectTexture [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa"];
Civilian Mohawk 1
this setObjectTexture [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]; this setObjectTexture [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]; this setObjectTexture [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"];
Civilian Mohawk 2
this setObjectTexture [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]; this setObjectTexture [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]; this setObjectTexture [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_ion_co.paa"];
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List of all hidden texture inits
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Thanks Beerkan! I'll post some redressing scripts of my own when I'm finished tweaking them
Imperator_Pete raises some good points I think most of us want alternative textures for enemies rather than players. If you want to use them for players who might change uniform or respawn, things get much more complicated, as noted