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kdk11

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Everything posted by kdk11

  1. You could just have a AI with a rocket launcher and his skill set to max then when the heli flys over him he will shoot it down? I had that in a mission I made
  2. How do I set this so that the feed is coming from a certain unit? As in If I have someone watching an event happen, how do I make the feed show his view of it?
  3. kdk11

    Altis Life RPG

    Hello Tonic. I have played this mission on several servers and I must say your work is great. I have a question though, for mission makers. I noticed in these servers there are flashbangs and tear gas. I was wondering if it would be at all possible to help us use these functions and put them into missions we make? I honestly have no idea how you did it or where to look for the files so any help would be appreciated if you felt like sharing this :) Keep up the great work.
  4. Hello I have played A3 Altis life before and I noticed the flashbang and Teargas and the effects they have. I was wondering if anyone knows how to use the same system but for us to be able to use them in missions? So in a mission I could use a flashbang like these servers have, and the screen would have the same effects and the sounds would be the same, Same goes for the Tear gas. Think if someone could figure this out it would be good for mission makers
  5. Hello I was wondering if anyone could help me set up a trigger so that if anyone flys into the trigger area below a certain altitude the trigger would set off, as in an alarm in this case?
  6. Thanks mate works a charm! :)
  7. Ok so my friend played through the bootcamp and now whenever she tries to do anything else it keeps asking her to do the bootcamp?! Does anyone know how to stop this so that she can just play MP etc without having to do the bootcamp everytime she clicks something?
  8. I have been looking for ways to have all street lights etc on but all I find is scripts to do the opposite. Anyone know how to turn all the street lights on? as on default some work and some dont.
  9. Thanks mate will look into this
  10. Hello. I was wondering if anyone on this forum could help me port the Merlin helo from A2 into A3. I know of AiA etc but I would just like to know how I go about porting this one helo across to A3. What files do I need? What kind of cfg would I need to write/use? Thank you.
  11. Ok thanks for the info mate. Will look into it :)
  12. Am sure there is a much easier way then this? If you can port everything from Arma 2 to Arma 3 and it works, am sure there will be a way to port a single vehicle...
  13. Hello I would like to recruit the help of experienced modders. I need someone who is very good with code and also people who are very good a modelling and lastly I need someone who is good with creating unit movements. If you have experience in any of these then please contact me. Steam would be best although I check the forum often. Thanks. ---------- Post added at 16:09 ---------- Previous post was at 15:57 ---------- Maybe I have posted this in the wrong section. Apologies if I have.
  14. Does anyone know how to put fluorescent colours on textures? as in textures you make for units. I can't seem to get anything to shine like a fluorescent colour would. Reflecting light etc
  15. How did you do this mate? I tried making a folder called @TOH and inside AddOns then put the .pbos into there but I cant find them in the editor Never mind I done it. No sound for helis but sound for planes. Although when going into first person in the cargo plane you dont get a cockpit view.
  16. Do you know of any tutorials mate? I read that link but it doesnt really help me learn how to create one from scratch? I have tried googling it but dont seem to find anything good. http://evaq8.co.uk/images/P/M600%20L%20Vest.jpg (198 kB) I just want the silver colour from the vest so I can put it on a retexture.
  17. Like what you see on high viz vests etc
  18. Hello I was wondering if anyone who can model and is looking for a new project would like to help me and a friend out. We would like either both of these helos below, or atleast one. http://en.wikipedia.org/wiki/Eurocopter_HH-65_Dolphin http://en.wikipedia.org/wiki/Westland_Sea_King there must be some talented people out there who are as eager as I am about adding a new dimension to choppers in Arma 3.
  19. After seeing a post in the addon request thread I decided to go ahead and release my second addon for those requesting it. Basically it is just the CH49-Mohawk retextured and put in with the blufor fleet. Armaholic link http://www.armaholic.com/page.php?id=22622 Download http://www.mediafire.com/download/ydyq553g6fker20/%40KDK_Mohawk.7z
  20. Does anyone have the knowledge on how to apply the BAF CTRG camo to all soldiers? I have retextured vehicles but I would like to know how to add soldiers into my addon too.
  21. Have you managed to UV Map this?
  22. CTRG Camo for Aircraft and Vehicles. DOWNLOAD http://www.armaholic.com/page.php?id=24003 [/img]
  23. can someone please decypher this so that I can use the typewriter effect of writing, the sound and the screen for the into of my mission(obviously i will edit the writing) I would appreciate it imensly! lol no small task I know. Bis_printSampleText = { [ ["CAMP ROGAIN, RESSUPLY POINT","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"], ["10 MINUTES LATER ...","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"] ] spawn Bis_printText; }; Bis_printText = { private["_blocks","_block","_blockCount","_blockNr","_blockArray","_blockText","_blockTextF","_blockTextF_","_blockFormat","_formats","_inputData","_processedTextF","_char","_cursorBlinks","_cursorInvis"]; _blockCount = count _this; _invisCursor = "<t color ='#00000000' shadow = '0'>_</t>"; //process the input data _blocks = []; _formats = []; { _inputData = _x; _block = [_inputData, 0, "", [""]] call BIS_fnc_param; _format = [_inputData, 1, "<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>", [""]] call BIS_fnc_param; //convert strings into array of chars _blockArray = toArray _block; {_blockArray set [_forEachIndex, toString [_x]]} forEach _blockArray; _blocks = _blocks + [_blockArray]; _formats = _formats + [_format]; } forEach _this; //do the printing _processedTextF = ""; { _blockArray = _x; _blockNr = _forEachIndex; _blockFormat = _formats select _blockNr; _blockText = ""; _blockTextF = ""; _blockTextF_ = ""; { _char = _x; _blockText = _blockText + _char; _blockTextF = format[_blockFormat, _blockText + _invisCursor]; _blockTextF_ = format[_blockFormat, _blockText + "_"]; //print the output [(_processedTextF + _blockTextF_), 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; playSound "click"; sleep 0.08; [(_processedTextF + _blockTextF), 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.02; } forEach _blockArray; if (_blockNr + 1 < _blockCount) then { _cursorBlinks = 5; } else { _cursorBlinks = 15; }; for "_i" from 1 to _cursorBlinks do { [_processedTextF + _blockTextF_, 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.08; [_processedTextF + _blockTextF, 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.02; }; //store finished block _processedTextF = _processedTextF + _blockTextF; } forEach _blocks; //clean the screen ["", 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; }; Bis_resupply = { private["_volumeSound","_volumeMusic","_volumeRadio","_fadeSpeed","_fadeVolume"]; _fadeSpeed = 1; _fadeVolume = 0.1; _volumeSound = soundVolume; _volumeMusic = musicVolume; _volumeRadio = radioVolume; enableRadio false; clearRadio; Bis_Heli enableSimulation false; //black out cuttext ["","black out",_fadeSpeed]; _fadeSpeed fadeSound _fadeVolume; _fadeSpeed fadeMusic 0; _fadeSpeed fadeRadio 0; sleep _fadeSpeed; [ ["CAMP ROGAIN, RESSUPLY POINT","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"], ["10 MINUTES LATER ...","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"] ] call Bis_printText; skipTime 0.17; //add 10 minutes Bis_Heli setVehicleAmmo 1; Bis_Heli setFuel 1; Bis_Heli setDamage 0; //black in cuttext ["","black in",_fadeSpeed * 3]; _fadeSpeed fadeSound _volumeSound; _fadeSpeed fadeMusic _volumeMusic; _fadeSpeed fadeRadio _volumeRadio; enableRadio true; Bis_Heli enableSimulation true; sleep _fadeSpeed; }; ---------- Post added at 04:13 ---------- Previous post was at 03:05 ---------- this is the text they used on the showcase for helicopters. At the rearming point.
  24. Doesn't seem to do anything for me mate. Maybe I should have mentioned this before...The mission starts with my units already in the heli. Once they leave the heli thats when I need 1st/3rd to both become active { paraHeli addEventHandler ["GetIn",{ while {_x in paraHeli} do { if (cameraView != "INTERNAL" || cameraView != "GUNNER") then { _x switchCamera "INTERNAL"; }; }; }; } foreach playableUnits;
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