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Lala14

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Everything posted by Lala14

  1. Yes but my point is that I want to try to utilise the attached to command to instead of doing !alive strobe or isNull Strobe to instead check if the vehicle has something attachedto it and also to later on delete it! so like deleteVehicle (attachedto (_this select 0)) idk
  2. Lala14

    How to Teleport script??

    all you need to do is add a marker down on the map somewhere e.g this addAction ["Teleport - Talon","teleport.sqf",["FOB_Talon"]]; so i place down a marker called FOB_Talon MAKE SURE ITS NAME NOT TEXT another e.g this addAction ["Teleport - BASE","teleport.sqf",["BASE1"]]; so i create a marker called BASE1 also make sure you create a file and call it teleport.sqf otherwise this will not work if you need any help im here remember we are using that script provided which you have shown teleport.sqf // Teleports a person to the marker "FOB_Talon". You can place this marker anywhere on the map. // The marker can also be moved. // // To use: Add this script as an action on an item like a flag pole. // //this addAction ["Teleport - Talon","teleport.sqf",["FOB_Talon"]]; //this addAction ["Teleport - Base","teleport.sqf",["Base"]]; //this addAction ["Teleport - Airfield","teleport.sqf",["Airstrip"]]; // Get the destination. _dest = (_this select 3) select 0; // Get a random direction _dir = random 359; // Move the person 15 meters away from the destination (in the direction of _dir) player SetPos [(getMarkerPos _dest select 0)-10*sin(_dir),(getMarkerPos _dest select 1)-10*cos(_dir)];
  3. one other thing i forgot to add was that if you dont want to wait for the missiles to reload add the magazines first and then the weapon!
  4. nah i know the code, give me a second I used to do this to tanks to have ATGM missiles. First add the weapon this addWeapon "missiles_DAGR"; then add the missile magazines to the driver this addMagazineTurret ["24Rnd_PG_missiles", [-1]]; and if you want remove the old missiles this removeWeapon "missiles_DAR";
  5. Lala14

    C-130J Port Release

    The script has always been configurable for every vehicle. Yes the vehicles you said are correct but as said! Igi will need to release a new version of his script to allow the vehicles to fit in, he could release it now but he hasn't so as I'm saying is you can add it in manually.
  6. Lala14

    C-130J Port Release

    IGI LOAD is manually configurable!!!!!!!!!!!! Igi himself (assuming this is the authour's name) did not put this in but people can put it in themselves. I am currently working with Tajin to bring back his old C-130J cargo script for ArmA 3. It does not do what Igi does with having the possibility of putting 2 vehicles in but it does have stuff that igi doesnt have such as vehicle having velocity, smoke is continues, ir strobe and im currently trying to incorporate LAPES, not having as much luck but it is getting there. If people want I could possible release it now its just like said having a bit of issues with LAPES. The way that Tajin's script worked was by getting the bounding boxes of the vehicle and if the bounding box was small enough it would fit in so no need to configure all of these other vehicles from mod's and stuff but I decided to up the bounding box so that you can out the Ifrit, AMV-7, Hunter and other vehicles but the MSE-3 is too big and sticks out the top so I decided not to put it in.
  7. Lala14

    C-130J Port Release

    Hey Theebu I have an issue with the C-130J Cargo variant, it seems to be debug model? screenshots http://i.imgur.com/b12q11y.jpg (519 kB) http://i.imgur.com/TQlXkCG.jpg (521 kB) and the C-130J Transport co-pilot has no insturments http://i.imgur.com/meP44OB.jpg (335 kB) V1.21
  8. Lala14

    C-130J Port Release

    Yes I know, as I've said before been in one, it was a C-130A so obviously not as long as the current C-130J and also the C-130J can carry a lot more cargo weight.
  9. it should automatically do it as long as the person is carrying either a satchel or explosive charge, I've used it in mp and it works flawlessly
  10. Lala14

    A-10C for Arma 3

    The class name for the A10 i believe is Peral_A10 otherwise if you go in the editor and go ahead and click on the a10 and where the init line is at the top right it should display the class name
  11. Lala14

    A-10C for Arma 3

    The towing trucks are to be released as a different mod
  12. Lala14

    C-130J Port Release

    hey theebu, I have a feeling also that the ported C-130J is too small. If you look at the picture below it shows a L-ATV (NOT M-ATV) being unloaded from a C-130 (not sure of model) In ArmA 3 it seems to be either that everything in ArmA 3 has been upsized or that the c130 is too small. Another refrence is when being inside a C-130 (I've been in one) the roof is pretty high up and the door transitioning from cargo bay to cockpit is pretty tall it's anyway not causing me problems (was having problems before (scripting issues)) but, I'm not saying you have to change the size, I'm just pointing some things out. It's not a must but if this makes you feel like I'm wrong then that's fine.
  13. Lala14

    C-130J Port Release

    I've had it happen to a mate of mine too, no cargo, we were just about to load cargo in it though >.<
  14. Lala14

    Littlebird Extension Beta

    It's been taken out of the standard builds but has been left in the dev version
  15. If you read the .PDF that was supplied with the mod maybe you would know ;) anyway they are for the FA18 js_m_fa18_GBU12_x1 js_m_fa18_GBU31_JDAM_x1 js_m_fa18_GBU32_JDAM_x1 js_m_fa18_GBU38_JDAM_x1 you can figure out the SU35
  16. Lala14

    A-10C for Arma 3

    Hey Peral! First of all congrats on the release! Secondly I'm not sure if you have found this out or if this is only a bug on me but once the plane is in motion all the "Switches" (just the writing not the physical object) will start to move around the cockpit. I am so far just trying this out in the mission editor so it might be a single player bug?? Anyway just thought I'd mention this. Good luck!
  17. Lala14

    Moving trigger??

    so you want to end the mission once a player gets in correct? I would just add a trigger (doesnt matter where it is) and make it END #1 then in the CONDITIONS put player in (vehicle name)
  18. Lala14

    addActon shortcut HAAAALP

    Have you tried it like this this addAction ["Jump",{player switchMove "AovrPercMrunSrasWrflDf"},"",1,true,true,"User1"];
  19. are you going to also include sabot round? I know that they are not in the vanilia arma 3 and nor do I know if you need some special way to set them up ...
  20. the only way I can think of what you could do right now is make a script and then have it like while {true} do _tanktur = getDir [(_this select 0),[0,0]]; //get direction of commander turret(if you want the gunner turret just make it [0] (_this select 1) setDir staticTurretNameHere //set direction of your turret something along the lines of that.
  21. also the issue that I have encountered is when using setAmmo you cannot go above magazine's max! e.g. 6.5 30rnd mag trying to set it to 31 will not work. Unless that is you have a way ......
  22. there can be either 2 things causing this, 1. You have already used all of the smokes in the vehicle, once you go to add smokes to the vehicle it will be unable to reload for some weird reason. 2. This isn't really a reason but when you go to reload the smokelauncher it takes quite a bit for it to reload but as long as its not showing 0|1 then your fine Also the fixed setVehicleAmmo now but another issue that is still present is if you do setVehicleAmmo 0 and then try to return it will not work so this script will actually stop that from happening. Vehicle Repair Pad Now if you would like instant repairs all you need to do is edit the script file and boom! either wise you could copy the lines for the reloading of a vehicle with no ammo!
  23. AMAZING!! Thanks for putting all your hard effort into this mod!
  24. Lala14

    F-35B Lightning II

    Hi I know that this mod doesn't mention the USS Nimitz mod but when I went to take off with the aircraft from the nimitz using the catapults, the player would move around for some reason and then die moments later. The only thing I have found to make it not do this is going ahead and making the plane go into "Auto Hover Mode" which removes the moving and allows you to take off fine.
  25. Lala14

    ArmA 2 C-130J and MV-22 Redux

    It's so easy to make something static! All you need to do is lock it and then just add to it's init line this allowDamage false; this enablesimulation false that allows for the vehicle to not move and not get damaged in any way and then also you could just use the "animate" command to make the cargo door open
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