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pedwards3x

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About pedwards3x

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  1. As far as I know there's a bug right mow where choppers wont land if enemy units are close to helipad. I have seen this happen with a blufor chopper so maybe its possible with opfor too?
  2. pedwards3x

    Warning : Noob Questions

    To get it to simply leave after it unloads just make another MOVE waypoint after your unload one. I believe you can omit the chopper for that trigger, cant remember how tho lol
  3. Great stuff. I just started editing with arma3 and I have a text file of all the different resources I've pulled together. I'll throw that on here later. Just takes some time and patience and lots of Google :)
  4. If you just copied and pasted my code you need to make sure that your player unit is named "user" or if you want change every reference of user to "player" in my script. Make sense?
  5. pedwards3x

    Warning : Noob Questions

    For the chopper taking off I would think you could make a trigger that is activated when blurfor units are non present and use a time out to make it kick in after they are gone for 10 secs or so. Then just link that trigger to waypoint that makes chopper fly away. Also check this out for new commands in arma 3 and their usage: http://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List
  6. Yup I saw that is already a reported bug on the site.
  7. I believe that they are addGoggles "G_Diving"; Try that and see what happens.
  8. Easiest way to change loadouts is with an external script like this: removeAllWeapons user; removeAllAssignedItems user; removeVest user; removeHeadgear user; removeUniform user; removeBackpack user; user addUniform "U_B_Wetsuit"; user addBackpack "B_FieldPack_blk_DiverTL"; pack = unitBackpack user; clearMagazineCargo pack; pack addItemCargoGlobal ["U_B_CombatUniform_mcam_vest",1]; pack addItemCargoGlobal ["V_PlateCarrier2_rgr",1]; pack addItemCargoGlobal ["H_HelmetB",1]; pack addMagazineCargoGlobal ["30Rnd_65x39_caseless_green",6]; pack addMagazineCargoGlobal ["16Rnd_9x21_Mag", 3]; user addWeapon "hgun_P07_F"; user addWeapon "arifle_Khaybar_F"; user linkItem "V_RebreatherB"; user linkItem "ItemMap"; user linkItem "ItemCompass"; user linkItem "ItemWatch"; hint "SEAL Insertion Loadout Applied"; Save that in the mission folder as a *.sqf file and then in the init line of your unit call it like this: script = [] execVM "myFirstScript.sqf";
  9. Anyone know how to force a weapon given to a player to start with a magazine? When I add magazines to the player they just go into the inventory, so when the player spawns they have mags but have to reload in order to put one in their weapon to start. Any way to fix that?
  10. pedwards3x

    Helipads

    Thanks man I never even thought to look in signs! Works like a charm now!
  11. Just posted this on another similar thread - "To do this you have to grab whatever vest the player is wearing and throw that into a variable. Then using the addItemCargoGlobal command you can add items into the vest via the variable. Check out this post for a great example of it. Hope that helps..." http://forums.bistudio.com/showthread.php?148078-SCUBA-insertion-combat-clothes-in-backpack-script
  12. pedwards3x

    transport chopper

    I can get an AI chopper to land but it only lands at pre-determined helipads. I cannot find a way to make my own...
  13. To do this you have to grab whatever vest the player is wearing and throw that into a variable. Then using the addItemCargoGlobal command you can add items into the vest via the variable. Check out this post for a great example of it. Hope that helps... http://forums.bistudio.com/showthread.php?148078-SCUBA-insertion-combat-clothes-in-backpack-script
  14. pedwards3x

    Helipads

    Can anyone tell me if it's possible to add invisible helipads in the alpha editor yet? If so how do you do it? If it's not possible is there any other way to make AI land a chopper at any given spot on the map?
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