cz_bpk
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Everything posted by cz_bpk
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1. Very nice mod, the ship looks awesome and works very good. 2. Same problem with explosives, when this mod is activated, i am not able to place any explosives.
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Have the same problem with waypoint "Drop Cargo", works fine with vehicles but not with crates.
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Thermal scope on rifle shows fences as hot, making it more difficult to spot enemy units. This has been an issue since the last patch to version 1.22.125300 (Not Development Build) I am not aware if it is a matter of adjustment in the game, or it is a bug. Anybody else have the issue or know a solution? Thanx in advance. (Image shows Nightstalker on rifle)
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Converting dialog string to object
cz_bpk replied to JestersDead's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use this: http://forums.bistudio.com/showthread.php?170867-lbData-gt-String-to-Object&p=2589349&viewfull=1#post2589349 -
Problems creating marker; "Type String, Expected Nothing"
cz_bpk replied to Maurdekye's topic in ARMA 3 - QUESTIONS & ANSWERS
That's a very good question, honestly i don't know ;-) -
Problems creating marker; "Type String, Expected Nothing"
cz_bpk replied to Maurdekye's topic in ARMA 3 - QUESTIONS & ANSWERS
Hi Maurdekye In the ON ACT field write: null = createMarker ["respawn_west", position resp2]; I think that should do the trick? -
how to find list of all compatible scopes for a random weapon
cz_bpk replied to twisted's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can find it in the game editor. From the editor you click "Config Viewer (Ctrl G)", here you get the full config list. The list is HUGE, but its fairly easy to get familiar with using it. -
Spawning/Scripting C-17 Airborne
cz_bpk replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you SilentSpike This is a lot better than the example i gave. Now i have some sqf files to update :-) -
Spawning/Scripting C-17 Airborne
cz_bpk replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you use the example i posted first, the C-17 get spawned with crew, but with engines off, wheels down etc. The plane starts with taking a dive to about 300m and then flies normal. :-) Your example might be a better solution, will try it out. -
how to find list of all compatible scopes for a random weapon
cz_bpk replied to twisted's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what you are looking for is: configfile >> "CfgWeapons" >> _chosenweapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems" This will give you a list over compatible items in the Optic Slot -
Spawning/Scripting C-17 Airborne
cz_bpk replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Lappihuan you are right. The function works with stock air. But if you use the function on the "globemaster_c17" it will crash - somehow it has no crew. -
Spawning/Scripting C-17 Airborne
cz_bpk replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Infiltrator_2K I do it like this: _vehCreate = [[getMarkerPos _mrkXx select 0, getMarkerPos _mrkXx select 1,1000], 180, "globemaster_c17", West] call Bis_fnc_spawnvehicle; It spawns the plane in 1000m height, so the crew has time to get the plane flying, vomit express the first 400m drop ;-), but it works. If i spawn the plane lower it will crash. Hope it helps. -
I have the exact same issue/problem!
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If you start up the editor i Arma 3, and insert the vehicle you want to retexture, in the top right corner of the "Insert Unit dialog" you will find the classname of the vehicle ex: Hunter = B_MRAP_01_F Next you click on the button "Config Viewer" (Ctrl + G), here you select "cfgVehicles" and select the calssname of the vehicle you want to retexture. In the right pane scroll to "hiddenSelectionsTextures", here you can see the name of the pbo and the path for the images. Example Hunter/B_MRAP_01_F: hiddenSelectionsTextures[] = {"\A3\soft_F\MRAP_01\data\MRAP_01_base_CO.paa","\A3\soft_F\MRAP_01\data\MRAP_01_adds_CO.paa",""}; Pbo = soft_F (Normal path: C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Addons\soft_f.pbo) Images = MRAP_01_base_CO.paa and MRAP_01_adds_CO.paa Hope this is useful.
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"Home made" targeting pod for ANY aircraft
cz_bpk replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Way to go - god thinking :-) It's a bit difficult to keep the uav on the targets, but with some practice it works fine. A autopilot would be very useful. -
Vcom AI V2.0 - AI Overhaul
cz_bpk replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bis_Fnc_selectrandom Array has no elements - Same error here. -
Have posted you a message. Hope it helps?
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ArmA III - Nuke Script - Port from ArmA II
cz_bpk replied to Moerderhoschi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That was quick - thank you :-) -
ArmA III - Nuke Script - Port from ArmA II
cz_bpk replied to Moerderhoschi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Moerderhoschi Love the script and the effect - Got it all working in a small mission, very easy to use - thanx :-) After a nuke explosion, the colors of the game has changed. What if i want to make the mission continue after a nuke explosion, is there a way to return the colors to normal/default. Thanx in advance. -
Laser Designator ClassName???
cz_bpk replied to dat_geit's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
"Laserdesignator" ;-) Second item: =weap_type&options[custom_type]=&options[faction]="]SIX Config Browser -
Unit move to other vehicle seat
cz_bpk replied to cz_bpk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you :) -
I am trying to write a little "Hunter Killer" script for A3 tanks. The script works fine if you enter the tank as commander and stops again when you exit the vehicle. But if you change seat in the tank to gunner or driver, the script are still "active". I need to be able to enable/disable the script if a player change seat, so the "Hunter Killer" script only works for the commander on the tank. ?? Thanx in advance.
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Yeps :)
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I am sorry if i was a bit to hasty to write the post, things seems a bit brighter today, did not mean to offend anyone. Thanx for the feedback - the messages has been received - will reevaluate my understanding of a Alpha version. Have already been looking/using BIS_fnc_spawnGroup and BIS_fnc_taskPatrol :) With some practice i will be able to learn how to use them, personally i don't mind spending the time, and will take it as a challenge. I still think it a shame/mistake to remove the Skirmish module. (Even a newbie has the right to an opinion?)
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Sorry for not mentioning the module - Yes it is the Skirmish Module - And i guess your right - its an Alpha. Was really happy about the skirmish module, it was a really useful feature, i am just frustrated to see it gone, and still think it is a huge mistake to remove it. Hope something similar comes up in the future.