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Posts posted by Waffle_SS
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I am currently in the process of lowering the volumes myself for my unitCould you please send your version to me also? I play with a group of ~60 people and it would be nice to be able to use these without sound issues.
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Get in sound and bus engine are ear-rapingly loud. Civilian units/uniforms are completely broken and appear invisible or just crash arma.
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Is anyone else having issues with the secondary movement mode, moving multiple objects at the same time, and rotating an object around a user-defined axis? For all 3 of these functions, I have issues where the object will move far away. If I try to move multiple objects, they scatter about a 1km away and spread out from each other in random directions.
EDIT - seems to be an issue with certain objects that breaks the functions for all objects.
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_rank = rank player; [player,call { if (_rank == "PRIVATE") exitWith {"CfgUnitInsignia classname"}; if (_rank == "CORPORAL") exitWith {"CfgUnitInsignia classname"}; // ... etc }] BIS_fnc_setUnitInsignia
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I would assume making the gunner turn out would be the best way of achieving this, although I don't know how to do so.
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player enableSimulation false;
This will freeze all animations on the player, although that may be a bit overkill for what you want to do.
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Is there a fix to make this script work again? Currently, you just slip and slide off of the ship.I found a temporary fix. I didn't test it on the custom ship, but it works with regular objects. In "attachToWithMovement.sqf" find (ctrl+f) (line 53)
_attachThis setVelocity [ _vel select 0, _vel select 1, (_vel select 2) + STICK ];
and replace it with:
_attachThis setVelocity [ 0, 0, (_vel select 2) + STICK ];
This seems to prevent the player from sliding after moving.
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I await happily for the working streetlights alduricI already have a quickfix script if your interested.
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You guys should really set the map size in the cfgWorlds class so certain scripts will be able to work.
Also, I have a working fix for the street lights if you guys are interested.
It automatically replaces the old ArmA 2 lamps with the ArmA 3 equivalents in an efficient manner.
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wouldn't it HAVE to bethis addMagazine ["30Rnd_65x39_caseless_mag", 5];
If you want 5 rounds in a magazine, then yes...
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The addaction command is local to the client it runs on, meaning the script that adds the action to what you want has to be running on everyone's computer or they wont have it.
http://community.bistudio.com/wiki/addAction
Either put the addAction code in init.sqf, or have your "exec.sqf" executed by a trigger/unit initialization field. ex: execVM "exec.sqf"
You can then use the "condition" parameter of addAction to show/hide based on true/false.
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If you want to save a single date, use a specific variable for it:
timeStamp = date; sleep 1; hint str timeStamp;
if you want to save multiple times and be able to add onto it, create an array:
if (isNil "timeStamps") then { timeStamps = []; }; timeStamps set [count timeStamps,date]; sleep 1; hint format ["Timestamps: %1\nFirst timestamp: %2\nCurrent timestamp: %3",timeStamps,timeStamps select 0,timeStamps select (count timeStamps - 1)];
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If you want it to be really simple:
init.sqf:
sleep random 1; if (isNil "traitor") then { traitor = player; hint "This is a message that is private to the traitor."; };
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init.sqf:
clientCode = nil; "clientCode" addPublicVariableEventHandler {call (_this select 1)};
trigger activation:
clientCode = compile format ["hint '%1 has called for support'",player]; publicVariable "clientCode";
This was just off the top of my head (and will only work in multiplayer), so I can't confirm that 100%. This may help you if that doesn't work.
http://forums.bistudio.com/showthread.php?172867-Simplest-to-broadcast-a-message-globally
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_pos = screenToWorld [0.5,0.5]
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Depending on how compatible 404 Wasteland was made, it should be able to use ACE weapons and vehicles without any editing. If anything, you would just have to add modules for ACE features.
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The coords of Stratis and Altis in ArmA 3 actually make them in spitting distance of each other. Last time I checked you could fly East from Stratis for about 4 minutes and you would "be" in Altis technically. They won't connect the two maps because they would have to decrease the detail of the overall map due to the limitations currently in place. If anything they will have a campaign setup so that once you are close enough to the other map, it go through a loading screen and place you in the correct position on the other map. I've already managed to do this in ArmA 3 Beta.
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The only way to can change config parameters is to make a mod/modify your game pbo's, which would mean your mission would no longer be compatible with the rest of the ArmA 3 community.
You may be able to change some parameters if you create a description.ext in your mission folder, but last time I checked what you could do was very limited.
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I don't seem to understand what the problem is, but you and the creator could add me on steam and talk to me about it.
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If you want it to only tow cars:
while {alive car1} do { if ((car1 distance _vehicle) < 5) then { if (_vehicle isKindOf "Car") then { _vehicle attachTo [car1,[0,-1,2]]; removeAction 11; hint "car attached"; }; }; };
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_staticGunner = { private ["_gun","_group","_newUnit"]; _gun = _this select 0; _group = _this select 1; while {alive _gun} do { if (typeName(gunner _gun) != "OBJECT") then { _newUnit = "RUS_Soldier_GL" createUnit [getMarkerPos "M2ai2",_group,"",1,"corporal"]; _newUnit moveInGunner _gun; if (true) exitWith {}; }; sleep 1; }; };
// Adding HMMWV M2 enemy, static guns, and infantry to man them private ["_aiGroup","_aiGroup3"]; _aiGroup = createGroup east; _aiGroup setVariable ["Mission",1,true]; _aiGroup3 = createGroup east; _aiGroup3 setVariable ["Mission",1,true]; // Adding group using spawnvehicle [getMarkerPos "devilsm21st",random 360,"BRDM2_INS",_aiGroup] call BIS_fnc_spawnVehicle; //Adding vehicle via createvehicle _veh = "HMMWV_M1151_M2_CZ_DES_EP1" createVehicle (getMarkerPos "devilsm21st"); _veh addeventhandler ["fired", { (_this select 0) setvehicleammo 1; (_this select 0) setFuel 1; } ]; sleep 0.5; _newUnit = "RUS_Soldier_GL" createUnit [getMarkerPos "M2ai1",_aiGroup,"",1,"Major"]; _newUnit moveInDriver _veh; _newUnit = "RUS_Soldier_GL" createUnit [getMarkerPos "M2ai1",_aiGroup,"",1,"corporal"]; _newUnit moveInGunner _veh; _newUnit = "RUS_Soldier_GL" createUnit [getMarkerPos "M2ai2",_aiGroup,"",1,"corporal"]; _newUnit moveInCargo _veh; _newUnit = "RUS_Soldier_GL" createUnit [getMarkerPos "M2ai2",_aiGroup,"",1,"corporal"]; _newUnit moveInCargo _veh; _aiGroup setVariable ["Mission",1,true]; //set skills for the above units { _x setSkill ["aimingAccuracy",1]; _x setSkill ["aimingShake",1]; _x setSkill ["aimingSpeed",1]; _x setSkill ["endurance",1]; _x setSkill ["spotDistance",1]; _x setSkill ["spotTime",1]; _x setSkill ["courage",1]; _x setSkill ["reloadSpeed",1]; _x setSkill ["commanding",1]; _x setSkill ["general",1]; } forEach units _aiGroup; //sleep 0.5; // Reduce Damage for createvehicle spawned vehicle _veh setVariable ["selections",[]]; _veh setVariable ["gethit",[]]; _veh addEventHandler [ "HandleDamage", { _veh = _this select 0; _selection = _this select 1; _selections = _veh getVariable ["selections",[]]; _gethit = _veh getVariable ["gethit",[]]; if !(_selection in _selections) then { _selections set [count _selections,_selection]; _gethit set [count _gethit,0]; }; _i = _selections find _selection; _olddamage = _gethit select _i; _damage = _olddamage + ((_this select 2) - _olddamage) * 0.25; _gethit set [_i,_damage]; _damage; } ]; // add static gun _biggun = "DSHKM_TK_INS_EP1" createVehicle [6938.8813,11350.258,3.0517578]; _biggun addEventHandler ["HandleDamage",{false}]; _biggun setDir 120.91074; _biggun addeventhandler ["fired",{(_this select 0) setvehicleammo 1}]; sleep 0.5; // make AI for gun and tell them to move in as gunner _newUnit = "RUS_Soldier_GL" createUnit [getMarkerPos "M2ai2",_aiGroup3,"",1,"corporal"]; _newUnit moveInGunner _biggun; [_biggun,_aiGroup3] spawn _staticGunner; // static gun ends // add static gun2 _biggun2 = "DSHKM_TK_INS_EP1" createVehicle [6911.6792, 11406.456, -0.10166994]; _biggun2 addEventHandler ["HandleDamage",{false}]; _biggun2 setDir 196.36488; _biggun2 addeventhandler ["fired",{(_this select 0) setvehicleammo 1}]; sleep 0.5; // make AI for gun and tell them to move in as gunner _newUnit = "RUS_Soldier_GL" createUnit [getMarkerPos "DevilsAI",_aiGroup3,"",1,"corporal"]; _newUnit moveInGunner _biggun2; [_biggun2,_aiGroup3] spawn _staticGunner; // static gun ends // Make AI with RPGs "TK_INS_Soldier_AT_EP1" createUnit [getMarkerPos "DevilsAI",_aiGroup3,"",1,"corporal"]; "TK_INS_Soldier_AT_EP1" createUnit [getMarkerPos "DevilsAI",_aiGroup3,"",1,"corporal"]; "INS_Soldier_AA" createUnit [getMarkerPos "DevilsAI",_aiGroup3,"",1,"corporal"]; "RUS_Soldier_GL" createUnit [getMarkerPos "DevilsAI",_aiGroup3,"",1,"corporal"]; "USMC_SoldierS_SniperH" createUnit [getMarkerPos "DevilsAI",_aiGroup3,"",1,"corporal"]; "USMC_SoldierS_SniperH" createUnit [getMarkerPos "DevilsAI",_aiGroup3,"",1,"corporal"]; // Stop them running away _aiGroup allowFleeing 0; _aiGroup3 allowFleeing 0; // Add Waypoints for M2 _this = _aiGroup addWaypoint [[6934.8335, 11336.827, 0], 0]; _this setWaypointCombatMode "RED"; _this setWaypointBehaviour "AWARE"; _waypoint_3 = _this; _this = _aiGroup addWaypoint [[6962.9517, 11343.79, 0], 0]; _waypoint_4 = _this; _this = _aiGroup addWaypoint [[6909.5718, 11323.544, 0], 0]; _waypoint_5 = _this; _this = _aiGroup addWaypoint [[6973.5161, 11344.028, 0], 0]; _waypoint_6 = _this; _this = _aiGroup addWaypoint [[6933.4819, 11334.185, 0], 0]; _this setWaypointType "CYCLE"; _waypoint_7 = _this;
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if (isServer || isDedicated) then { private ["_units","_i","_unit"]; while {true} do { _units = playableUnits; for "_i" from 0 to ((count _units)-1) do { _unit = _units select _i; if ((alive _x) && (_x iskindOf "Man") && (primaryWeapon _x != "")) then { hint format ["%1 is one badass motherfucker",_x]; sleep 1; }; } forEach _units; }; };
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just use this once:
{ _x addAction ["BTK Cargo Drop","BTK\Cargo Drop\InitAction.sqf"]; } forEach (nearestObjects [player, ["Air"], 30]);
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Personally, I wouldn't use a trigger for that. But if I were to use a trigger, I would do:
If your using a trigger radius:
Activation: select player's side
Condition: this & player hasWeapon "EvMap"; On Act: hint "A player has 'EvMap'";
Otherwise, just make a trigger with:
Condition: player hasWeapon "EvMap"; On Act: hint "A player has 'EvMap'";
RDS A2 Civilian Pack
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
I've been having these issues before the last ArmA patch, so that's something else.