Thirster
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unit init problems in MP
Thirster replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
would waitUntil {!isNull player}; work in each units init before the execvm? or maybe in the sqf as the first line? -
unit init problems in MP
Thirster replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sorry this one doesn't actually have a rucksack but it happens with the ruck with other sqf's that do add a ruck. It still happens with the uniforms, they get added when previewing and not when playing it in MP. it's very strange, also it only seems to be MP when other people are in, not if I start the map myself in MP. ahhh wait for player, yeah that would explain it, thanks -
I have an sqf that deletes most of the objects on the player on init and then adds back what i want them to have. works perfectly in preview, but when playing it in MP it seems to forget to give certain objects to the players. I'm unsure what is going on. example Unit Init removeAllWeapons _this; removeHeadgear _this; removeGoggles _this; removeBackpack _this; _this addUniform "CombatUniform_DPCU"; _this addVest "DPCU_vest1"; _this addHeadgear "DPCU_Helmet"; _this addMagazine "R3F_200Rnd_556x45_MINIMI"; _this addWeapon "R3F_Minimi"; _this addPrimaryWeaponItem "optic_MRCO"; _this additem "FirstAidKit"; _this additem "FirstAidKit"; _this addMagazine "R3F_200Rnd_556x45_MINIMI"; _this addMagazine "R3F_200Rnd_556x45_MINIMI"; _this addMagazine "SmokeShell"; _this addMagazine "SmokeShell"; _this addMagazine "HandGrenade"; it seems to forget the uniform/rucksack and or ammo/grenades thanks for any help
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champion, I was looking through the main command list page, didnt see that one
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using getdir on a marker doesnt seem to return anything, are there any other commands that would work?
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I34dKarma's Roadblock Site Script
Thirster replied to I34dKarma's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hahaha slow down first man, drive how you would in real life -
nice mod, would it be possible to have the capacity of the uniform increased to hold at least say 1 or 2 first aid kits and a 1 smoke grenade. as none of the LBV's sit well (clip through) on the uniform. unless of course youre intending on producing an LBV for them. thanks again for a great mod
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Thirster replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
TPW, your mods have been brilliant immersing the group I play into the game,from checking their targets, to obeying loose road rules. even so far as to politely asking civies to leave their cars before commandeering them. THANKYOU!!!! been wondering though, is there anyway of fixing a spawn point for the cars script to another car. (basically I have a mission with the target driving along a road, but I dont want a plane to be able to get a lock from ages away and kill him, the most realistic way of doing this that i can think of is have the Target set to spawn cars around him, as if he was a player) hope this makes sense. cheers for any help you can give.- 5767 replies
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- single player
- realism
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for the bleedout timer, "(random 240)+60" should work? would it choose a number once per map or for every death?
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Text formatting within BIS_fnc_establishingShot
Thirster replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cuel, thankyou so much!!!. is there a list of any other commands for formatting text in this way? -
Text formatting within BIS_fnc_establishingShot
Thirster replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
surely they would have a command that they are using for the breaks between lines, I'm not talking pages and pages, its just 3 paragraphs that look very messy if they are combined. hmmm -
Text formatting within BIS_fnc_establishingShot
Thirster replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nor does \n (it just types it out), or <\n> (tried just in case), hahaha yeah I was thinking of using alot of spaces, but I can forsee problems with different resolutions. Ill give it a shot though. ---------- Post added at 16:00 ---------- Previous post was at 15:35 ---------- spaces dont work either it truncates them down to a couple only. yeah I know, I just wanted the general situation of the mission to be shown over the UAV est shot. it's repeated again in the briefing text. which is annoying because these commands work there. strangely it looks like it registers the <br/> command and then decides to ignore it and continue on the same line. -
Text formatting within BIS_fnc_establishingShot
Thirster replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah sorry I wrote it wrong in the post the <br/> doesnt work either. -
Text formatting within BIS_fnc_establishingShot
Thirster posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
[[4545.45,21477.1,0],"SITUATION <br/><br/>Paragraph 1 <br/><br/>Paragraph 2 <br/><br/>Paragraph 3 ",500,200,80,1,[]] spawn BIS_fnc_establishingShot; the <br/> doesnt seem to work, and I cant find any info anywhere on what to use to create a new paragaph within the UAV style sitrep briefing any help or direction to info would be brilliant thanks in advance! -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
Thirster replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
is it possible to set up a trigger change the settings on the civ script? so say as the player drives through a town it has a smaller area, so as not to get bogged down if they stop. But if say they needed to observer a town from a distance they would see civilians in it, Im using a radius of 1000 at the moment, but I worry what might happen if the same was to be used in a large town.- 5767 replies
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- single player
- realism
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