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yamajin82

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Everything posted by yamajin82

  1. yamajin82

    suitcase help

    sorry about that, the script is carry.sqf: switch (take) do { case 0: { _scase = _this select 0; _man = _this select 1; _scase attachto [_man, [-0.23,0,-0.15],"Pelvis"]; _scase setdir 75; _scase removeAction act1; act1 = _man addaction ["Drop Case","carry.sqf","",1,false,true,""]; take=1;scase = _scase;taken=true; }; case 1: { _man = _this select 0; detach scase; scase setvelocity[.5,.5,-.5]; _man removeAction act1; act1 = scase addaction ["Take Case","carry.sqf","",1,false,true,""]; take=0; }; }; and in the suitcase init: take=0; act1 = this addaction ["Take Case","carry1.sqf","",1,false,true,""] and on the officer: suitcase attachto [officer, [-0.03,-.105,-0.27], "LeftHandMiddle1"]; suitcase setdir 90 I'm very new to editing so I'm not sure where I would put the suitcase setposatl, any help is greatly appreciated.
  2. "we can now focus on bringing content additions." So we can now expect more content packages on a regular basis? Things are getting good here, very much looking forward to release!
  3. yamajin82

    Discussion on "Axed" Features

    The game has always been improved by modding, no matter the release state. It sucks that BIS can't add all the features we want but at least somebody will add in a lot of them. I just want a good game experience and I don't really care who gives it to me.
  4. yamajin82

    Beta Classnames

    Are there any class names for the MK20 and sub machine guns that have both a IR laser and suppressor?
  5. Just finished downloading and searched editor for new units, couldn't find anything new but maybe I missed something. Anyone else find anything of interest?
  6. very excited about the work you are doing!
  7. That's looking very promising, I'll give it a go tonight and report back, many thanks! ---------- Post added at 18:40 ---------- Previous post was at 18:34 ---------- I'm not at home right now but I'm pretty sure this is what I used: //act1 = this addaction ["Take Case","carry.sqf",[0],1,false,true,"",""] taken = _this select 3; take = taken select 0; switch (take) do { case 0: { scase = _this select 0; _man = _this select 1; scase attachto [_man, [0.035,-.055,-0.22], "LeftHandMiddle1"]; scase setdir 90; scase removeAction act1; act1 = _man addaction ["Drop Case","scripts\grab.sqf",[1],1,false,true,"","side player == civilian"]; _man addEventHandler ["killed", "detach scase;_man removeeventHandler [""killed"",0]"]; }; case 1: { _man = _this select 0; detach scase; scase setvelocity[0,0,-.3]; _man removeAction act1; act1 = scase addaction ["Take Case","scripts\grab.sqf",[0],1,false,true,"","side player == civilian"]; _man removeeventHandler ["killed",0]; }; };
  8. Hi, I am working on a mission where an enemy officer is carrying a briefcase that bluefor needs to retrieve. I've got the briefcase working (attaches to the players torso rather than added to his inventory) and I need a trigger for task accomplished upon retrieving it. Any help would be awesome, thanks!
  9. I'm trying to get a group of enemy AI to go as fast as possible to an objective without any stopping. I know the ForceSpeed command sets the top speed limit but I want the group to press on no matter what. Any ideas? Thanks
  10. yamajin82

    AI speed settings

    If I wanted vehicles to do the same, as in go to the objective without stopping for anything, would I encounter the same issues as I did with ground troops?
  11. yamajin82

    A3B Arcade Helicopters

    Genius! I was just hoping for something like this, thank you sir!
  12. yamajin82

    AI speed settings

    I just started messing with the editor last week, all I know is what I've learned from forums and youtube, so I am in no way doubting Kylania in any way shape or form. If anything doesn't work when I try is absolutely from my misunderstanding. Kylania and others who have posted so far to help me, thanks a million, this forum is an incredible resource because of folks like you. So here is what I did that didn't work. I put a group of AI on the ground, gave the leader a waypoint 100m away, set the way point as CARELESS, speed at FULL, and I also gave each soldier this disableAI "AUTOTARGET"; Then I put myself in an enemy chopper above them and took a few shots, they continued to walk and a few would occasionally take a few shots back at me. I'm sure I missed something, any ideas?
  13. yamajin82

    AI speed settings

    Thanks for the input fellas. I just gave this a go and the AI group just walks regardless of the speed being at FULL or NORMAL. I want a full sprint to the objective if possible.
  14. yamajin82

    AI speed settings

    Right, the group will be under fire from CAS strike and I want them to get to their objective as quick as possible without stopping at all to fire or take cover
  15. Hi, I have a number of friends who I know would love playing ARMA. I want to sway them with some incredibly awesome videos that really show off the content that ARMA has to offer. I am aware of the ShackTac community videos for ARMA 3, and am looking for more of similar quality and length (not too long, even though those are the most interesting to me). These can be of just gameplay and don't have to be only from ARMA 3. I look forward to seeing what you all come up with.
  16. Hello, I am trying to make a mission where a dive team is being inserted into the water from about 5 meters. I've tried putting an invisible helipad on the water and the one time that it worked the heli went too low and sunk. Every other time the heli goes off to the beach and unloads there. Any suggestions on how to go about getting them to drop into the water where I want them to? Thanks, I'm just getting into the editor so I don't know much yet.
  17. I got the helocasting figured out well enough. I still have to command my ai teammates to disembark but I plan on making it a co-op mission anyway. I also got the boats to unload using int "eject", which is great but as soon as the ai are out of the boats they try to get right back in. I think one way to get around this would be to set the speed of the boat at a constant, hopefully moving on with no regard to the ai's desire to get back in. Anyone know the command for a boat keeping a constant speed?
  18. that would be fantastic if you or somebody could direct me to it!
  19. oh, looks like the invisible helipad is working. Now I have a similar problem getting the ai to get out of boats in the water rather than going to a coast. Any ideas would be appreciated, thanks
  20. I tried the helocasting example but it won't load since the class names have changed
  21. Thanks, I'm looking for something that will automatically boot the dive team out so it can be played SP and MP, the trigger idea is along the lines of what I was thinking. What kind of trigger do I need to set up?
  22. Here are a few that I took recently http://steamcommunity.com/id/yamajin82/screenshots/
  23. yamajin82

    missing A3_SOFT_G_GALKIN

    sorry I'm pretty new to all this stuff, can someone explain where I find the files to replace Galkin with Ifrit? I looked at my .pbo files and tried to open them in notepad but that didn't work. Can someone be so kind as to explain the whole process? I can't play many of the missions I've downloaded from armaholic. Sorry to be the noob here
  24. yamajin82

    New STEAM patch update 25th March 2013

    I was using the NoBlur and deleted it, bam, working now. Thanks Gliptal. I didn't try the other fix, I couldn't find those subfolders.
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