anusmangler
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Posts posted by anusmangler
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you need to (save as)>use the menu to tab to(save as single player) or something like that. or you can hit preview. if you want i can look at your mission. message me a link
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you have to select the unit (pilot) then with WP selected double click the heli (get in), then click another point of the map and with the same unit selected set another point to "move". he'll move to the heli then get in, then fly to were you put the move WP. simple
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A few Questions! please keep in mind Im trying to make a 2-8 person campaign when suggesting solutions. thanks
1. Is there a way (using the strategic map) selecting a mission then having a TASK related to the mission you picked show up in your journal. I would just give a point for the units to walk to through a trigger but in the create tasks mod doesn't have a option for "objects in synchronized triggers" I thing theres a way to use a trigger for something called "simple tasks" but i forgot how if even possible.
1a. If there is a way to do that, I would also know if there's a way to do that so after the mission/task is complete they are deleted from the strategic map and journal like in the campaign.
2. If there is no way of do that.....Is there a way to spawn into another units "body"....with you load out you selected in a "Hub" style base (very similar to the campaign) (maybe something with the weapon pool, but idk im not at experienced as most people here)
3.Global time, is there a way to add a action to a tent so that the squad "rests" and wakes up 1-3-5 hours later currently i have- (this addAction ["skip 1 hours","_hours = 1;(_hours * 3600) setOvercast overcast;skipTime _hours;_nil = [] spawn {0 setFog 0;}"]; this addAction ["skip 3 hours","_hours = 4;(_hours * 3600) setOvercast overcast;skipTime _hours;_nil = [] spawn {0 setFog 0;}"]; this addAction ["skip 5 hours","_hours = 5;(_hours * 3600) setOvercast overcast;skipTime _hours;_nil = [] spawn {0 setFog 0;}"];) in the init of the tent but it only changes time for me not other real people im playing with. I want the time to change for everyone. Is this possible?
THANK YOU!!!!
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yeah i didnt understand what he's talking about. Im talking about the sites modual.....I guessing no one knows or no one has played with it
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No I'm talking about fast travel....like in the sites modual. I figured since that is whats its called, that's what it meant. idk. ANYWAY yeah does the fast travel thing work or is it still a feature they haven't added yet
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Phaedin can you go into a little bit more detail here. I'm figuring this is in a SQF. How about something for a rifleman shooting a target? thanks so far guys
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Does anyone know if its still not working or is there some way of getting it to work? just playin around with alot of ideas right now and I this would be kinda cool, maybe. thanks in advance.
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"if (isServer) then {0=[this]spawn{while{alive driver (_this select 0)}do{driver (_this select 0) action ["LightOn", (_this select 0)]}}};" plop that right into the heli's init (without quotes) and it will work.
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the "unitShooter" still only throws grenades....which blows my mind because i took them from him. so idk how that happens. any other solutions? or something i could be doing wrong. I dont want them to shoot another unit....I want them to fire at a static target like "simple target 1" so when you walk by it looks like guys are in a firing drill session.
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So now i have this "u1 dotarget e1; u1 dofire e1; u1 selectWeapon "arifle_MX_F"; person lookAt markerPos "e1"; u1 fire ["arifle_MX_F","30Rnd_65x39_caseless_mag_Tracer"]; " and the unit only throws grenades at the target...anyway of him firing his rifle?
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Ive been trying to get a single unit to fire at a target. I atleast got him to look at it, trigger on act : person selectWeapon "arifle_MX_F"; person lookAt markerPos "targetmarker"; person fire ["arifle_MX_F","30Rnd_65x39_caseless_mag_Tracer"]; person being the units name and targetmarker is the marker with the name i would like him to shoot at. any help or something im doing wrong?
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Hey guys, anyway to force those military symbols that are over the groups heads in "commander mode"? even on elite....but I dont want to be in commander mode. Just so you can flip over to your map and see how the current war is going. so you may fill a whole in where enemies may be slipping through. solutions? I know someone out there is a master at this.
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I have a bunch of missions that loosely tell a story. I would like to make them into a campaign. Anyone know how to do that? also I would like to give the players a quantity of weapons ammo and items that carry over from mission to mission so the players cant abuse VAS or ammo boxes. Im trying to go for super realism as much as possible. I know BIS has their campaign set were you have to do a mission to unlock the next mission. Anyone that can help on any of these questions would be awesome. thanks!
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I would like to know this as well. This has always baffled me. i think it has something to do with the [into,outro] tabs......
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thanks one thing isnt clear though. Do i add there "class names" or just type [night vision] count 2; ? can so so me a quick example of what it would look like? thank for for taking the time to answer the question in the first place. Im not "new" to the editor, ive worked a few thngs into a describtion.ext but im by no mean experienced
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How do i do that?
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well how do you add weapons to it? what do you mean limitations?
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is there anyway to get VAS to work before you get "in game" like in the lobby? by lobby I mean the screen with the map and what not with briefing and stuff in multiplayer games. I notice the tab "team" has a inventory menu that would like to function at VAS. OR if thats not possible how do i put things in that inventory pool? thanks everyone! I just notice my friends abuse the "privileges of VAS" like in a gun fight and they run out of ammo...just go to the truck with a unlimited supply. instead of having to share ammo and thing about shoot uncontrollably
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thanks everyone....the tactical beacon way didnt work for me. nothing happened. just burnt husks of the cars where there no fire or smoke. thanks cobra4v320, however that code worked.
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I want my vehicles that i have from the start exploding to never stop being on fire or smoking....can this be done? I have them start with 0 heath/armor and have the set vehicle damage modual set to 1 for extra insurance that they explode. But after about 2-4 mins the fire and smoke fizzle out and the "effect" is lost. please help Im sure its a simple thing. thanks in advanced
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awesome man thank you....now i hate to sound like a ass, but how about dynamic weather? I really didnt mind the fog and the rain but it just seemed to stay like that forever now if it could change back.....anyone have a addon/script/ idea?
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example please...on my tent I have " this addAction ["Rest for 1 hours","skiptime 1"]; this addAction ["Rest for 3 hours","skiptime 3"]; this addAction ["Rest for 5 hours","skiptime 5"]; "
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although I would agree with you, this is cridical to the mission. you are "sleeping" so you can decide what time to strike the base. you can either do a early morning thing. I night thing, mid day all out assault, or late evening. its up to the player......so any way of fixing this problem?
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ok so how does one use skip time without the weather changing. I have a addaction hooked up with a skip time thing and it works great. however if i "skip" a few days in it gets REALLY foggy or rains and thunders all the time and it never goes back to being sunny? how do i stop this?
Hard questions, experienced editors please!
in ARMA 3 - MISSION EDITING & SCRIPTING
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BUMP! nothing about global time?????