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fragoutlet

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About fragoutlet

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  1. fragoutlet

    Arma 3 Coding

    Actually you will be doing most of your work outside the game editor, where you will be compiling this and that... There is not much need for a fancy GUI thing that would hardly ever be used.... To put some fruit in a basket is like a once in a while ordeal... But if you want it so bad... Start modding.. The editor is more for placement and tinkering
  2. Thanks for the dev-heaven post, I reported it on the Feedback Tracker...
  3. What's up with these transparent menus? And the color scheme chosen for these menus? It's just impossible to read or edit anything in the game.. Is there somewhere i can change this setting? I litterly can't even see what i'm typing in these objects, or reading the in game function editors, etc.. Is just impossible.. Am I the only one suffering this pain?
  4. for the more realistic action you want, probably easier to make a model and tie those actions to that model and bring it in game.. otherwise i would think its more less, area based trigger way points, with countdown timers... The triggers only trigger based upon what you tell them.. For example, if Opfor present and no Blufor, start countdown, after 10 seconds, remove bomb...
  5. Not sure if you can edit those items, will have to wait for someone experienced to shine in, but for some free logic, you don't necessarily need to have to use the satchel item. Maybe use something else, or ficticiously set it in the trigger area.. :D
  6. i believe you should be using execVM, if I read the docs correctly exec is deprecated. for asyn... _handle = player execVM "test.sqf"; waitUntil {scriptDone _Handle}; (sqf functions launched with execVM will run asynchronously from its caller script/function. )
  7. Is it possible to actually change a players "faction" via script? Even if not blufor/opfor, but blufor/civilian? which would be probably a lot less harmful then tru enemy switching as far as triggers etc would be concerned....
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