FartParty
Member-
Content Count
73 -
Joined
-
Last visited
-
Medals
Everything posted by FartParty
-
Making the AI Sandstorm fire?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oh okay, so the fireAtTarget would have to be in a script, then? ---------- Post added at 19:21 ---------- Previous post was at 19:12 ---------- I think i'm getting close, but still not there What's wrong with this? if (! isServer) exitWith {}; while {this} do { _shotFired = roc1 fireAtTarget [Target, "rockets_230mm_GAT"]; sleep 2; _shotFired = roc2 fireAtTarget [Target, "rockets_230mm_GAT"]; sleep 2; _shotFired = roc2 fireAtTarget [Target, "rockets_230mm_GAT"]; sleep 20; }; ---------- Post added at 19:21 ---------- Previous post was at 19:21 ---------- that is arty.sqf, called from a trigger ---------- Post added at 19:31 ---------- Previous post was at 19:21 ---------- nevermind, i got it working thanks for your help! -
Making the AI Sandstorm fire?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks! and that would go in the init, right? -
What is midnight to Bohemia Interactive?
FartParty replied to SlappyPankake's topic in ARMA 3 - QUESTIONS & ANSWERS
What they mean is that they will be sending the update to STEAM at midnight their time As to when STEAM decides to push the update, that is up to them -
ARMA 3 Addon Request Thread
FartParty replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Kind of useless, but I'd love a camera "weapon" for newscasters, and maybe even a microphone -
Using Kegety's spectator script with respawns?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks, this works perfectly! ---------- Post added at 23:29 ---------- Previous post was at 23:28 ---------- all i have to do now is find a version if his spec script that doesn't spit errors at me constantly then i'm done -
Using Kegety's spectator script with respawns?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
eh, thanks, but no luck you're still stuck in spectate mode forever thanks though, i'm learning a lot -
Using Kegety's spectator script with respawns?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
that wouldn't exactly work, as the player is alive the entire time the script is running he is killed, respawns, and chooses "spectate" from an object at his spawn then when he is teleported away, the spectate script should be ended -
Using Kegety's spectator script with respawns?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
anybody at all? -
I'm working on a mission that mimics rush from battlefield 3 I'm almost done with it, but i can't figure out how to do the bomb the idea is, blufor plants the bomb, which takes about 30 seconds to do opfor then has two minutes to defuse the bomb, which also takes 30 seconds how would i do this?
-
ARMA 3 Addon Request Thread
FartParty replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd love to see a terrain/units/weapons mod that recreates the Russian invasion of Afghanistan Also a mod that allows you to set the throttle of any ground vehicle, so you can lock it at a certain speed say you use page up and page down to set your speed to 40km/h you retain the ability to steer with the mouse or a/d, but the car drives itself and maintains 40km/h if you hold w, you will speed up until you release w, and the car will return to 40km/h however if you hold s, the car will stop, or slow down if you only tapped s -
Custom main menu scene?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes, but i'm talking about the initial one upon starting the game for the first time -
I think everyone's seen dyslexci's video on the advanced fog, but the fog settings in the editor still use the crappy original fog I just assumed that it hadn't been implemented yet, but I saw somebody had made a mission with the new fog How do I use it?
-
anyone?
-
I recently reinstalled Arma 2 and I've run into a problem The game starts fine, and I can goof around in the editor all I want, but the moment I click on multiplayer, the game freezes, at which point I alt-tab out and find that it's managed to boot me off of my wifi connection oddly enough, the same exact thing happens with Call of Duty 4 and World at War, but none of my other multiplayer games are affected. I've checked and they're all allowed through my firewall and I'm running them all as administrator, but still the problem persists. what else can I do?
-
i'm working on a weapon model that i hope to learn to add to arma 3 i want to make unique attachments to go with this weapon, like scopes and silencers and the like my question is, how do i go about doing this? should i make the entire weapon as one model and hide the attachments as needed, or model the weapon and attachments in separate pieces?
-
i took a beginning class in maya at my college so i'm kind of familiar with it i already have a model "ready" and i just need to learn to texture it, and get it working in arma
-
thanks for doing this, this is exactly what i needed waiting for you to get to texturing/exporting to O2 are the steps any different if I use maya instead of 3dsmax?
-
I've been working on a couple of missions that recreate the "Rush" gamemode from the battlefield series, and i've run into a problem The spawns move correctly and on that side, everything works, but JIP's still spawn at the original spawn, instead of moving to the new one if they've joined after the spawns moved How can I get a JIP player to spawn at the correct location?
-
Syncing JIP's to moving spawn?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, but a friend gave me some code I could use for that however, there's something wrong with my init, and i can't figure it out if (isNil "ine_score") then {ine_score = 0}; if (!isdedicated) then { waitUntil {!isNull player}; if ((side player) == blufor) then { player addEventHandler ["Killed",{ ine_score = ine_score + 1; publicVariable "ine_score"; }]; }; }; {_x unassignItem "NVGoggles";_x removeItem "NVGoggles";_x additem "ItemGPS";_x assignitem "ItemGPS";} foreach allUnits; onPlayerConnected ' "respawn_west" setMarkerPos (markerPos "respawn_west"); "respawn_east" setMarkerPos (markerPos "respawn_east");' if (!isDedicated) then { waitUntil {!isNull player}; sleep 0.1; if (time > 60) then { _pos = switch (side player) do { case blufor: {markerPos "respawn_west"}; case opfor: {markerPos "respawn_east"}; }; player setPos _pos; }; }; I'm getting a "missing ;" error, but i can't figure out what's wrong with it -
Triggering a Module Dynamic Spawn Problem
FartParty replied to taltsinth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
bump, i need this too -
Hi, I've got a mission with some triggers that I use as zone restrictors, to kill anyone who goes inside them Those work well, but I need some of them to disappear when the mission objectives have been completed I use "name" setMarkerPos getMarkerPos "name" to move the visual indication of the boundaries around, but I can't get the actual triggers themselves to move also, would the hint "text" command show the text for all players (this is a multiplayer scenario)? If so, how can I make only one person see the hint? Thanks
-
full physics ha
-
Moving/Deleting Triggers?
FartParty replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks, i thought the deletevehicle command wasn't working, but i was just using quotation marks couple last things, how can I make it so that an ammo box never runs out of supplies, and how can I make a respawn ticket system for blufor (opfor has infinite respawns)?