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yamajin82

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Everything posted by yamajin82

  1. How would one go about doing that?
  2. Hello, I'm making a mission where I need to differentiate between friend and foe while in thermal view from a helicopter. Is there any way to do this? A periodic flash or any kind of visual clue that would be obvious from a somewhat shaky view (I know the infantry helmets are a dead give away but its hard to really get that zoomed up on them without the screen shaking all over the place) would be great. Thanks!
  3. yamajin82

    Farooq's Revive

    I'm still struggling to get this working. I just created a new mission to test it out. Copied the folder into my mission, put the line in the init.sqf, start the mission in editor, get the hint that revive is intialized, but no revive function. Please help, its driving me nuts! I've used it previously with no issues but the last two missions have been like this, any help would be appreciated.
  4. Nothing eh? How about forcing the little hexagons over people on the same team as you, but I would need it for people not in my squad, any ideas on that?
  5. yamajin82

    Farooq's Revive

    Interestingly it works with any SP version, ie when I load it in editor by my self as well as when I select it in scenarios from the play menu in game. It will initialize in MP when creating a game from both the multiplayer save file from editor as well as from the workshop file but the revive function will not work.
  6. yamajin82

    Farooq's Revive

    Yeah I just tried switching the value to 2 where anyone can revive with a medkit and its the same issue. Teammates just die and there is no option to revive. When I die however I get the spectator screen and the hint that tells me how far away the closest medic is but nobody is able to revive me.
  7. yamajin82

    Farooq's Revive

    I noticed a few other posts similar to the issues that I'm having. I have a pop up message when I start the mission that says 1.4d initialized, but the actual revive only works when I preview it in editor. When I go to try it in multiplayer or my steam workshop version I still get the initialized message but there is no option to revive (I have it set to revive mode 1 where anyone can revive, so I know its not a medkit issue). Can anyone help me out here?
  8. Hello, I am making a mission where you are patrolling from town to town and only want the enemy AI to engage if I am say within 50m of them or so. As of now I am getting essentially what I want with a trigger making me captive from the start, then when I enter their vicinity I have a trigger set to not captive, then once I have cleared out the enemy I have another trigger that sets me to captive again. This works to a certain extent but I was wondering if there is a more tidy and smart way of doing it? Thanks.
  9. aha! works brilliantly! Thanks for your time guys. Tajin, would this also work for each member of my squad if I just made triggers for each member and attached each trigger to them?
  10. Thanks everyone! Tajin, your suggestion sounds promising. When I put I get an error that says "Type String, expected nothing". I don't know much about scripting, any ideas?
  11. yamajin82

    Farooq's Revive

    I love this script but I seem to get random issues with it. I have a mission right now where it works when I preview my mission as Single Player in editor, it also works on the same mission as a multiplayer mission in editor, but when I run it in multiplayer and my friends join me I don't even get the "Revive initialized" hint. Anyone have a clue as to why that would be?
  12. would this work for the new mobile artillery units as well or does this only apply to the M8 mortar units?
  13. yamajin82

    Farooq's Revive

    I'm relatively new to editing but I have your script in my init.sqf and it says that it is initialized but I am unable to drag or revive my teammates, any pointers for a beginner? Thanks!
  14. Hello, I did some digging in the forums and I found this old thread about a civilian kill counter: http://forums.bistudio.com/showthread.php?109166-Civilian-kill-Counter I tried all the varieties of what is shown in the thread and got it to work in single player but when I save the mission as MP it no longer works. I am a total noob when it comes to this kind of thing so can anyone tell me if there is any reason why this shouldn't work in Arma 3 Multiplayer? Here is essentially what is in the thread that I had working in SP: init.sqf execVM "check_for_civ_death.sqf";// run on server side check_for_civ_death.sqf MC_DeadCivilianCount = 0; MC_DeadCivilianLimit = 10;// limit amount of civ casualties allowed MC_EndMission = false; [] spawn { waituntil {MC_EndMission}; playSound "start"; cuttext ["Game over. Civilian casualties are at an unacceptable level. Hearts and minds, boys...","PLAIN",2]; sleep 10; endmission "END2"; }; MC_fnc_deadCivilians = { hint parseText format["<t color=""#80FF00"">Civilians dead: %1, Watch Your Fire 10 is the limit.</t>"]; if (_this >= MC_DeadCivilianLimit) then { MC_EndMission = true; publicvariable "MC_EndMission"; }; }; MC_eh_killed = { private "_side"; _side = side (_this select 1); if (_side == WEST) then { MC_DeadCivilianCount = MC_DeadCivilianCount + 1; publicvariable "MC_DeadCivilianCount"; if isdedicated then { if (_this >= MC_DeadCivilianLimit) then { MC_EndMission = true; publicvariable "MC_EndMission"; }; } else { MC_DeadCivilianCount call MC_fnc_deadCivilians; }; }; }; if isserver then { { if (side _x == Civilian && _x iskindof "Man") then { _x addEventHandler ["killed", MC_eh_killed]; }; } foreach allunits; } else { "MC_DeadCivilianCount" addpublicvariableeventhandler { (_this select 1) call MC_fnc_deadCivilians }; }; [] spawn { waitUntil{!isNil "BIS_fnc_init"}; waituntil {!isnil "BIS_alice_mainscope"}; waituntil {!isnil "bis_fnc_variablespaceadd"}; [bIS_alice_mainscope,"ALICE_civilianinit",[{_this addEventHandler ["killed", MC_eh_killed]}]] call bis_fnc_variablespaceadd; };
  15. Hello, I recently discovered the animation viewer and have been looking at all the different animations. Through some of my forum searching I have found how to get a unit to do a certain animation (in this case I have some hostages with their hands on their heads, activated by reaching a waypoint). Being a complete noob, can somebody please explain how I would get a unit to get out of the surrender animation to resume normal behavior? I referenced Jester's youtube video on hostage release and I can get them to join my group but they are frozen in the hands on head animation. On the captives I have: officer playMoveNow "CutSceneAnimationBaseZoZo"; officer switchMove "TestSurrender"; On the release trigger I have: [officer, civ1] join p1; officer setcaptive false; civ1 setcaptive false; officer enableAI "move"; civ1 enableai "move"; Like I said, I'm a total noob to this stuff so if you have any suggestions on how to improve the surrender animation or how to get out of it I would greatly appreciate it. Cheers!
  16. yamajin82

    help with using animations

    Works like a charm! Kylania thanks as always!
  17. yamajin82

    help with using animations

    Alright, I've tried a variety of solutions to get the hostage to release the "surrender" animation but no luck. His hands will come down, but he is then stuck in place, unable to move but has joined my group. My latest attempt was a mix of methods found on the forums including: On the Hostage named H1: removeallweapons this; removeallitems this; removeheadgear this; removevest this; this unassignitem "nvgoggles"; this removeitem "nvgoggles"; this setcaptive true; (at one point there was also a " this disableai "move"; added in there but I took it out to see if it was conflicting with my trigger) Hostage has a waypoint with this in the init: H1 playMoveNow "CutSceneAnimationBaseZoZo"; H1 switchMove "TestSurrender"; On the trigger (from a post by Kylania): { [_x] joinSilent (thisList select 0); _x setCaptive false; _x enableAI "MOVE"; } forEach [H1, H2]; Any ideas as to why my hostage is stuck in place? The trigger is working to get his arms down and join my group but won't budge. Also, Kylania, if you read this, you da man! ---------- Post added at 03:11 ---------- Previous post was at 03:10 ---------- Oh I also tried this and it didn't work either
  18. This is all sorts of win, thank you good sir. Love the new sounds!
  19. Very cool stuff, thanks for posting it
  20. yamajin82

    Development Blog & Reveals

    Things I want now: Sitrep for the week and new content. That is all for now
  21. Would any of these suggestions work as a makeshift IR strobe that would be visible from the air?
  22. Hello, I am working on a mission that has an officer carrying a suitcase in his hand, I have the script working well enough that he can hold it and I can retrieve it but when I kill the officer carrying it, it is often clipping through the ground and as a result it is sometimes unrecoverable. My question is how do I get him to drop it like he does his weapon, where it detaches from him right before he falls and rests like it should on the ground. Phase 2 of my question is if the AI officer gets in a car, the suitcase is left hovering at the height it was when it was in his hand while he drives away without it. Is there a way to either hide it and have it still attached to him or simply add it to the vehicle's inventory? Thanks everyone!
  23. yamajin82

    suitcase help

    So I entered the on death drop to my .sqf and its still clipping through the ground. I'm assuming that I entered the code wrong. In my carry1.sqf the lines of code are inset by one space further each time, for example: xxxxxxxxxxx (space)xxxxxxxxxxxxx (two spaces)xxxxxxxxxxxxxxx (three spaces) xxxxxxxxxxxxxxxxx Do I need to maintain that format or can i just go with: xxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxx Thanks!
  24. yamajin82

    suitcase help

    haha yeah, I dug it up in an old post from 5 years or so ago and was surprized it actually worked at all so I was pleased, but any improvements will be awesome. You guys are collectively the man! Oh, and I was just being lazy with copy&paste, all the ; are there.
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