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Magirot

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Everything posted by Magirot

  1. The wiki does say that "Guarded triggers do not activate, they only define guard points." More info on using them is on the waypoint entries: [1] [2] I can't really help since I haven't used them beside the simplest ways, and am already out of ideas if creating the trigger during the mission doesn't work.
  2. Is the content of the supporter edition key interchangeable from the regular version on Steam, though? Because it's classified as a retail key, so it cannot be activated on Steam if you already own the game. You have to give the key itself.
  3. Magirot

    Arma 3 monster

    it hungers
  4. Yeah, it seems to work. I'm still wondering what's the difference between them... I remember that I tried setPlayable in Arma 2, when I didn't know of addSwitchableUnit, but it didn't work for me back then. Does setPlayable maybe add the unit as selectable when you join the server, but doesn't make it respawnable when you die in-game, while addSwitchableUnit does the opposite? I have to try to test them, I guess.
  5. At least so far in the alpha, new patches break all mission that have grouped triggers, and they need to be updated in the editor. All they usually require is a "save -> reload -> save into folder" round, and if the triggers are grouped to world objects, they need to be grouped again. If they're not your own missions, you have to wait for the creators to update them (or unPBO them and do it yourself).
  6. So is it best to use both setPlayable and addSwitchableUnit?
  7. After 0.58 was released, our night scenario MP mission became pretty confusing, since flares seem to be weirdly bugged after the lighting tweaks of that version. The flare provides hardly any lighting, most of it when it's very near the ground and about to burn out anyway. Here's a comparison screenshot: http://i.imgur.com/vfYOxKe.jpg I thought it would be a very common problem and didn't bother to make a feedback ticket. The fact that it's still around in 0.60 and I can't find a ticket suggests that this wasn't very smart of me. However, it got me wondering if anyone else even has this problem? Or is it somehow very dependent on the circumstances? I know everyone in our MP group had the same problem during the session, at least. Or is it actually intentional? Flares would seem pretty much useless in that case.
  8. Oh. Well, that would make sense. Though with the lack of illumination, you won't notice them unless you're looking in the direction where they are. Shouldn't there still be some feedback lighting that would make you turn your head? :|
  9. Like this: http://i.imgur.com/ud3Kpzy.jpg (half a second before it burned out) There's some light, but it's not very useful, especially compared to what it was before 0.58.
  10. Magirot

    Stance indicator

    Did you try to reset your profile settings?
  11. Double click on the car, there's a huge box that reads "INITIALIZATION" next to it. Copy the code into that. No need for the debug console. Screenshot ---------- Post added at 17:26 ---------- Previous post was at 17:16 ---------- Okay, correction incoming (I should've tested this myself instead of assuming stuff). animate and setObjectTexture do not work through object initialization. Here's another way: 1. Name the car as something (the field above initialisation), in this case I used policeoffroad 2. Create a new trigger (F3 -> double click somewhere) 3. Write "true" as the condition (instead of the original "this") 4. Add this into the trigger's On Act. field: policeoffroad animate ["HidePolice", 0]; policeoffroad setObjectTexture [0, "\A3\soft_F\Offroad\Data\Offroad_ext_BASE02_CO.paa"]; policeoffroad setObjectTexture [1, "\A3\soft_F\Offroad\Data\Offroad_ext_BASE02_CO.paa"]; This works for me, at least. Sorry for the confusion.
  12. Shouldn't it work from the initialisation field in multiplayer, since it's run on every client? Try putting this in the car's init field: this animate ["HidePolice", 0]; this setObjectTexture [0, "\A3\soft_F\Offroad\Data\Offroad_ext_BASE02_CO.paa"]; this setObjectTexture [1, "\A3\soft_F\Offroad\Data\Offroad_ext_BASE02_CO.paa"]; Change the number in BASE01 to change between colours. 02 is white, according to Larrow's post, so I put it there.
  13. You can put isServer on the trigger's condition, so only the server goes through it. So if the trigger's condition field now reads "this", try "this && isServer"
  14. Magirot

    Locking Doors

    Is there any indication that the door is locked? I could imagine players (including me) getting confused with their action menus if it just removes the open action.
  15. Magirot

    hint problem multiplayer

    I'd guess the easiest way would be to check if the triggering unit is player, as in local to the computer. _unit = _this select 0 if ("HandGrenade" in magazines _unit) then { _unit removeMagazines "HandGrenade"; _unit addMagazines ["HandGrenade", 3]; if (_unit == player) then { hint "BLABLABLA"; } }; Why define "act" as itself on deactivation, by the way?
  16. Magirot

    Non-usable inventory items

    And also much more atmospheric. Maybe (hopefully) there'll be some from the game's own campaign.
  17. Cyrillic support was in A2, right? I wonder why it was removed, hopefully it'll be added in the proper game release at least.
  18. It's much easier to just copy the OA missions folder to your A3 folder, only temporarily if necessary. I doubt most of them will currently work correctly, though.
  19. If you link actual mortars to the artillery module, you can leave the amount of artillery missions as unlimited and just adjust the ammo slider on the mortars. They are limited to 16 rounds on default in any case. For virtual artillery there's probably an init command to adjust their ammunition, but I can't find any documentation on it.
  20. I'm not sure what to try, but disableAI worked fine, as did adding the animal to the player's group through createUnit. I suspect most things work normally.
  21. Yes, they work fine on other objects. Woah, this approach seems to work nicely. Thanks! I still wonder if the missing actions is something intentional or otherwise forced by the circumstances. I wouldn't want to flood the feedback site with not-so-important stuff.
  22. I don't think they're listed yet. A few posts back I listed the ones found in the in-game config viewer: G_Diving, G_Shades_Black, G_Shades_Blue, G_Tactical_Clear, G_Sport_Blackred and None. You can use addGoggles and removeGoggles. And they're considered an item, yes.
  23. I'm talking about this: http://i.imgur.com/K8o0gPK.jpg Is it some kind of a new helper feature for navigation, as in "you're in this approximate area"? What's the logic by which it works? I'm sure it's been discussed somewhere, but the only mention I could find via search and google was a sidenote in some feedback ticket.
  24. Magirot

    Size of final map.

    Actually, you can count the land squares (which each represent 1km) on the Chernarus map and it comes down to roughly 220-230 km2. So someone has clearly goofed up while making the comparison map. Even if Chernarus has its land in a more concentrated area, it still shouldn't be that small. E: My gut says that it'd be correct if it was stretched to the third large square on the background ArmA 3 map. Which each represents 5km. So the whole Altis including the sea would be 400 km2. Just heavy assumptions. E2: The 5 km line marker on the lower right corresponds to 6 km on the Chernarus map, but even that looks a little weird and undershot.
  25. Magirot

    Size of final map.

    Wasn't Chernarus supposed to be 225 km2? It shouldn't be that small in comparison, should it? o_O
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