BulldozA
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Posts posted by BulldozA
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About us:
We are a small group based in Australia but have players from around the world, we generally play multiplayer game modes such as domination and wasteland.
We are mature gamers who like tactical game play without having to deal with general milsim gameplay elements such as following orders the whole session.
So if you are looking for a laid back, yet somewhat tactical group to play some of the more "casual" game modes then feel free to join us in Teamspeak and play with us.
Requirements:
- Must have a microphone
- Must have Teamspeak 3
- Must be 16+
- Must be mature
- And most important, Must have a sense of humor
If you would like to play with us then hop in teamspeak
Teamspeak IP : 203.46.105.36:20030
Hope to see you in game!
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_theHunter = createVehicle ["B_Hunter_F", (getMarkerPos "base1"), [], 0, "CAN_COLLIDE"];
Thanks for that, it worked fine and yes I did have _base1 defined
How can I take this code and change it so that I can change the direction it's facing?
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Hey everyone,
so I never really got into scripting with ArmA 2 but I have always been interested in coding so I decided to give it a try in ArmA 3
I'm trying to spawn a vehicle on a marker after a certain event happens and I don't really know what I'm doing.
The script fails when I try to spawn the actual vehicle.
_vehicle_1 = objNull; if (true) then { _this = createVehicle ["B_Hunter_F", [(getMarkerPos _base1)], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setPos [(getMarkerPos _base1)]; };I have used hints to confirm that the script runs through this code and placed the marker "base1" infront of the player yet nothing happens ...
Can anyone tell me where I have gone wrong?
Alive condition - triggers
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
So I'm making a mission where players must destroy a cache before they are able to move through a certain area, I have a trigger used to kill any player that enters the area.
So what I want to do is have the condition on the trigger set to see if that objective is still alive, I tried this
But that didn't work, what is the correct code to check if the cache is alive or not so the trigger will not kill players once the objective has been taken?