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Everything posted by Lala14
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How do I get a script to repeat (on dedicated)
Lala14 replied to Nailpolish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright then make it a function so example Nailpolish_fnc_random_aircraft = { while {true} do { blah blah blah; sleep 30; }; }; [Nailpolish_fnc_random_airfract] call BIS_FNC_MP; -
How do I get a script to repeat (on dedicated)
Lala14 replied to Nailpolish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you could add a while {true} do { and then at the bottom put sleep 30; and then close bracket oh and also if (isServer) then { and close bracket -
Alright so this is what I think we can do We can get the magazines of said turret pretty easy but if we want a specific amount in the mag this will require a bit more code so say the 32rnd 120mm we could half this to 16 by some maths I'll post a script soonish ---------- Post added at 00:27 ---------- Previous post was at 00:14 ---------- Alright I sort of need a bit more information, so do you want a new magazine coupled with it (the engine does not allow you to put more than the default amount of bullets e.g. 30rnd Stanag can only be 30rnd not more) or just up the ammo currently in the vehicle (please not that we can't go over the default!)
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Question on mission start parameters and how to set it to enable/disable things...
Lala14 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was also thinking because of that repair since the default game only repairs you to about 50% I could create a script to allow it to go to 100% as long as you have a repair kit and there is a damaged vehicle nearby. I'll do that now actually, also about the respawn thing I was going to suggest for you to delete the players backpack because your backpack will just get dropped and not disappear. EDIT in RespawnLoadout.sqf add to just below removeallassigneditems _target; add removeBackpack _target; now to work on that repair thing ---------- Post added at 23:26 ---------- Previous post was at 22:23 ---------- that repair.sqf thing RespawnLoadout.sqf Repair.sqf is pretty neat currently, took me about 10 minutes to make ---------- Post added at 00:11 ---------- Previous post was at 23:26 ---------- Also another thing that I might suggest is locking the civ cars so that if there vehicle does get broken they do not get out and start roaming unless you would like that. -
Anyway you could take a look at the MBT-52 Kuma config or the T-100 Varsuk since they both also use the commander gun thing.
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Ok so you first must save the mission from the editor then navigate to "My Documents" then into ArmA 3 - Other Profiles then "Your Username for ArmA 3" then "missions" then "the name that you save your mission" once there create a file and call it "Description.ext" and place inside of it #include "VAS\menu.hpp" class CfgFunctions { #include "VAS\cfgfunctions.hpp" }; next download VAS and then open it and Navigate Virtual Ammobox System >> scripts >> Copy "VAS" and "stringtable.xml" into "your mission name" after this go back into the editor open up the mission and place down a player after the player is placed go ahead and go Empty >> Ammo >> "what ever ammo box you want" and then before you hit ok place in the init: this addAction["<t color='#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf"];
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Yes I know that the commander turret could be controlled from inside, but I mean you may be aiming at an enemy and then the main turret would move and your aim would go completely off but when your turned out this does not happen. EDIT The system is called CROWS you probably know that but anyway here they are talking about it in wikipedia Probably need to do some research on this. Will come back soonish
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alright anyway I'm guessing its a no for loader but my other question, for the commander why does the commander turret move with the main turret when in first person and not when in third, preferably I think it shouldn't move at all, secondly about the radar, when would you fix this or is it not supposed to be there, also sorry for being a ass hole if you do feel like I am being one. :/
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Question on mission start parameters and how to set it to enable/disable things...
Lala14 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyway found out the problem, your description.ext was poorly set-up, here is where the errors w class Params { // paramsArray[0] class initialWeatherParam { title = "Starting Weather"; values[] = {0,1,2,3,4}; texts[] = {"Clear","Overcast","Rain","Fog","Random"}; default = 4; }; //paramsArray[0] class TimeOfDay { title = "Time of Day:"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19 ,20,21,22,23}; texts[] = {"0000","0100","0200","0300","0400","0500","0600", "0700","0800","0900","1000","1100","1200","1300"," 1400","1500","1600","1700","1800","1900","2000","2100","2200","2300"}; default = 10; }; [color="#FF0000"]class Params { [/color] class CivTraffic { title = "Civilian Traffic"; values[] = {1,0}; texts[] = {"On","Off"}; default = 1; }; }; changes done class Params { // paramsArray[0] class initialWeatherParam { title = "Starting Weather"; values[] = {0,1,2,3,4}; texts[] = {"Clear","Overcast","Rain","Fog","Random"}; default = 4; }; //paramsArray[1] class TimeOfDay { title = "Time of Day:"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19 ,20,21,22,23}; texts[] = {"0000","0100","0200","0300","0400","0500","0600", "0700","0800","0900","1000","1100","1200","1300"," 1400","1500","1600","1700","1800","1900","2000","2100","2200","2300"}; default = 10; }; //paramsArray[2] class CivTraffic { title = "Civilian Traffic"; values[] = {1,0}; texts[] = {"On","Off"}; default = 1; }; }; I also changed the init.sqf [] execVM "player_markers.sqf"; //waitUntil{scriptDone _h}; //[] execVM "timeskipaction.sqf"; [] execVM "checkpoints.sqf"; execVM "randomWeather2.sqf"; //Time of Day skiptime (((paramsarray select 1) - daytime + 24) % 24); //Civ Traffic if ((paramsarray select 1) == 0) then { { deleteVehicle _x; } forEach [driver Civ1,Civ1,driver Civ2,Civ2]; //changed to also delete the drivers so we dont have random civs running along the road }; EDIT FOR INIT.SQF [] execVM "player_markers.sqf"; //waitUntil{scriptDone _h}; //[] execVM "timeskipaction.sqf"; [] execVM "checkpoints.sqf"; execVM "randomWeather2.sqf"; //Time of Day skiptime (((paramsarray select 1) - daytime + 24) % 24); //Civ Traffic if ((paramsarray select 2) == 0) then { { deleteVehicle (driver _x); deleteVehicle _x; } forEach [Civ1,Civ2]; //changed to also auto delete the drivers so we dont have random civs running along the road }; -
Question on mission start parameters and how to set it to enable/disable things...
Lala14 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it alright if you could send me a copy of the mission? Also just discovered that the drivers don't get deleted so I would also add { deleteVehicle _x; } forEach [driver Civ1,Civ1,driver Civ2,Civ2,driver Civ3,Civ3]; -
setobjecttextureGlobal Help!!!
Lala14 replied to MarcusCunningham's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok so when in the VEHICLE RESPAWN MODULE there is a parameter called EXPRESSION in this place _this select 0 setobjecttextureglobal [1,'#(argb,8,8,3)color(1,0,0,1)']; _this select 0 means the vehicle that will be respawned _this select 1 means for the vehicle that was just destroyed so maybe you might want to delete it or something P.S Nice Red A-164 you got there -
Will this addAction script command with player is work in MP?
Lala14 replied to BEAKSBY's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You need to place the .pbo into the MPmission folder which is in the ArmA 3 directory ( where you place your mods ) -
setobjecttextureGlobal Help!!!
Lala14 replied to MarcusCunningham's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your code is incorrect I said switch it with either _this or _unit (I'm not to sure on which one it is supposed to be, I'll verify with you tonight when I get home) -
well I can confirm that setMarkerPos is 3D, I used this method for respawning units on the LHD in ArmA 2 and Ported over map in ArmA 3 Utes.
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What is the purpose of FSM in arma3?
Lala14 replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have no idea but here is this on the wiki -
Question on mission start parameters and how to set it to enable/disable things...
Lala14 replied to ange1u5's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What I would do is set all these vehicles with names and then after create a parameter for the mission like you want after this we would then go into description.ext and place class Params { class CivTraffic { title = "Civilian Traffic"; values[] = {1,0}; texts[] = {"On","Off"}; default = 1; }; }; and then in init.sqf if (PARAM_CivTraffic == 0) then { { deleteVehicle _x; } forEach [Civ1,Civ2,Civ3]; //Assuming that Civ1 is a vehicle same goes for Civ2 and Civ3 }; -
when using BIS_fnc_spawnVehicle it shall automatically create units inside (thats what the WEST part is for) also it would be for createVehicleCrew myUAV, nothing else to it since this the vehicle not a player and its not like myUAV is a array.
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Alright I believe you but doing some research shows this Now I'm not saying that it needs to be included, maybe the Australian M1A1 has an autoloader M1A1 in Iraq M1A1 Veteran Yahoo ID Rawbert M1 Abrams, Wikipedia Now I do understand that most of these don't offer much backing behind it so as said I may be incorrect.
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what I would do is in init.sqf respawn_west setpos [getpos respawn_west select 0, getpos respawn_west select 1, 16]; EDIT respawn_west setMarkerPos [getMarkerPos respawn_west select 0, getMarkerPos respawn_west select 1, 16];
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Hey Raid, what happened to the loader seat??
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setobjecttextureGlobal Help!!!
Lala14 replied to MarcusCunningham's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the respawn module there should be a parameter, just place inside of it what you want but the name (a146) would be replaced with I believe _unit or _this -
you see that he basically created models for the end of the lens's and then he changes these models to make them render by making it a camera being attached to the player which shows the effect that you see. The only issue I can see is that this would not be so multiplayer friendly as you are required to use only 1 scope per person otherwise it won't work.
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http://forums.bistudio.com/showthread.php?170602-ArmA-III-Nuke-Script-Port-from-ArmA-II
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The loadmaster I believe is in Turret 3 NOT CARGO! The backCrew is Turret 4 The co-pilot is Turret 2 The right-gunner is 1 the left-gunner is 0
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Hey Dezkit I noticed a weird square shape thing while using the Mig-29K on afterburner and it only appears on the left side just below the aircraft Screenshots and this is with afterburner off