TheoryOfWar
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Good afternoon all, Just posting here as per Serjames' request. I have tried to use the 5.56mm 30rd Blank STANAG Magazines with the L86A2 and L85A2 (Including variants) but they don't seem to fit in any rifle. A few of my chaps have tested it and it's the same on all fronts. Loving the mod so far and have heard nothing but praise from multiple communities!
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British Beret Modifications by Steel
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have donated the mod to 3CB to use in their equipment pack. I'm sure if you ask them nicely enough they'll see to it! -
ArmA 3 - Make Two Triggers Set Task as Succeeded Without Modues
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You absolute beauty. I'm going to try it now. ---------- Post added at 19:18 ---------- Previous post was at 19:17 ---------- Perfect. It worked exactly how I wanted it to. Thank you very much. -
ArmA 3 - Make Two Triggers Set Task as Succeeded Without Modues
TheoryOfWar posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi chaps. My knowledge of ArmA 3 scripting overall is very limited. I am trying to put together a small script which basically starts, creates a task, assigns the task, waits for there to be no OPFOR in the town, waits for there to be at least one BLUFOR in the town and then succeeds. At this stage, the task is created and assigned perfectly but then will just succeed regardless of the trigger states. I already have a working script which will then randomly select a new task. sleep 5; _null = [west, "town2", ["Enemy forces have been sighted in and around this area. Move to and secure the town.", "Move to and secure the town", "Move to and secure the town"], getMarkerPos "town2", false] spawn BIS_fnc_taskCreate; _null = ["town2", "ASSIGNED"] spawn BIS_fnc_taskSetState; _trg=createTrigger["EmptyDetector",getMarkerPos "town2"]; _trg setTriggerArea[300,300,0,false]; _trg setTriggerActivation["EAST","NOT PRESENT",true]; sleep 2; _trg=createTrigger["EmptyDetector",getMarkerPos "town2"]; _trg setTriggerArea[5,5,0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; sleep 5; _null = ["town2", "SUCCEEDED"] spawn BIS_fnc_taskSetState; Player sidechat "0, this is 10A, the town has been secured, awaiting further instructions, out."; null=[]execVM "RandomArray.sqf"; I have tried messing about with an if loop to solve the issue but then it just hangs on the trigger and won't succeed no matter what. if(triggerActivated westcheck1) and (triggerActivated eastcheck1) exitWith {["town1", "SUCCEEDED", true] spawn BIS_fnc_taskSetState; Player sidechat "0, this is 10A, the town has been secured, awaiting further instructions, out."; }; Note: The names of the triggers differ in the loop because I used in-game triggers for that one just to see if it made a difference. Thank you in advanced for any information. -
DG British Armed Forces
TheoryOfWar replied to deltagamer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
<3 <3 <3 -
ALIVE Mod Virtual AI Trigger when present.
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey mate. Thank you for your reply. However, I just stumbled upon this on their Wiki: http://alivemod.com/wiki/index.php/Script_Snippets#Detect_Virtual_Units_.28Profiles.29_in_a_Trigger_Area I can't believe I missed it the first time around. -
ALIVE Mod Virtual AI Trigger when present.
TheoryOfWar posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good afternoon, everyone. I am looking for a way to have markers show up when Virtual AI units from ALIVE are present in the area. As I'm sure you know, units only spawn in if you are within a certain distance from them and the triggers don't seem to recognise the virtual (not spawned in yet) units which isn't very useful when trying to monitor units moving into a town 10km away to then plan a counter-attack or whatever. I am fully aware of how do to this with physical (as far as physical goes in a video game) units in-game. Thank you for any help. ---------- Post added at 12:13 ---------- Previous post was at 12:12 ---------- If it helps anyone with figuring out a solution, I am currently using the "town_1"setMarkerAlpha 0 hint "Enemy Forces Spotted"; "town_1"setMarkerAlpha 1; "town_1"setMarkerAlpha 0; trigger and init.sqf way of doing things. -
ALiVE - Advanced Light Infantry Virtual Environment
TheoryOfWar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ARJay, you guys are doing a brilliant job. Don't take the opinions of mongs to heart. ALIVE is the best thing to happen to ArmA 3 (apart from Rendo) and I hope that it's here for a damn long time to come. P.S. Rendo for president. -
British Beret Modifications by Steel
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Happy days, Apollo. I asked the PW6 people kindly to include more keys and they did which is awesome. Zukov thank you for your PM. Replying to you now -
British Beret Modifications by Steel
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://i1182.photobucket.com/albums/x453/armydude911/918024b79db1cec2101ae2549c73c2b3_zps9c6cb54e.png (578 kB) These will be popping up over the next few days. I hope you guys are going to enjoy them! Any more requests before I release this as version 1.0? ---------- Post added at 02:29 ---------- Previous post was at 02:23 ---------- http://i1182.photobucket.com/albums/x453/armydude911/f1e1610e3cf639a8549d9a07ab09da2e_zps8e5b64c4.png (711 kB) Also this one. The cap badge and backing cloth is a bit wrong on this one but it's usable. I'll have that fixed in a future update if it's not done in this one. ---------- Post added at 02:30 ---------- Previous post was at 02:29 ---------- The "recruits'" beret has also been made less ocean breezy blue. I'll get a picture of that one up later. It's now way closer to the correct colour. -
British Beret Modifications by Steel
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I will take you up on that offer. Pm incoming. -
British Beret Modifications by Steel
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah that's what I am after in-game. I'll get that out in the next release. -
British Training Equipment
TheoryOfWar replied to Flax's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking epic. Keep it up. -
British Beret Modifications by Steel
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah that's the exact same beret that I have (I have been a fan of the Royal Marines since I was about 8 years old). To me I would call that darker green. However, I'm not exactly an Art pro. The colour that your picture represents is the colour that I am aiming to get in the final version. -
British Beret Modifications by Steel
TheoryOfWar replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll tweak the colours in my next release. I'm struggling to understand what you mean by making the green beret lighter. To me, it's clearly TOO bright and needs to come wayyy down. Also, I named the blue beret the "Recruit beret" because that's the only use that my community will have for it. We (unfortunately) don't have a band service to go with it :(