Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Yolo Joe

Member
  • Content Count

    189
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Yolo Joe

  1. How can I improve this and make car #2 not flip? (Thanks to BlaCkShad0w for helping me out) Rope = ropeCreate [car1, [0,-3,0], car2, [0,1.5,-1], 10];
  2. Is it possible to scale an object such as a wrench to become bigger?
  3. Hey all! I'm creating a script that adds smoke trails on planes, but I'm having some issues. This is what I have so far: Plane init: this addAction ["Release Smoke Trails", "SpawnSmoke.sqf", "", 0, false, false, "", "_this in plane2"]; SpawnSmoke.sqf: _smoke1 = "SmokeShellRed" createVehicle position plane2; _smoke1 attachTo [plane2, [-4, 0, 0] ]; _smoke2 = "SmokeShellRed" createVehicle position plane2; _smoke2 attachTo [plane2, [4, 0, 0] ]; _smoke3 = "SmokeShellBlue" createVehicle position plane2; _smoke3 attachTo [plane2, [-5, 0, 0] ]; _smoke4 = "SmokeShellBlue" createVehicle position plane2; _smoke4 attachTo [plane2, [5, 0, 0] ]; I want to add a new action after pressing that action so I tried: SpawnSmoke.sqf _smoke1 = "SmokeShellRed" createVehicle position plane2; _smoke1 attachTo [plane2, [-4, 0, 0] ]; _smoke2 = "SmokeShellRed" createVehicle position plane2; _smoke2 attachTo [plane2, [4, 0, 0] ]; _smoke3 = "SmokeShellBlue" createVehicle position plane2; _smoke3 attachTo [plane2, [-5, 0, 0] ]; _smoke4 = "SmokeShellBlue" createVehicle position plane2; _smoke4 attachTo [plane2, [5, 0, 0] ]; plane2 addAction ["Stop Smoke Trails", "StopSmoke.sqf", "", 0, false, false, "", "_this in plane2"]; and in StopSmoke.sqf: deleteVehicle _smoke1; deleteVehicle _smoke2; deleteVehicle _smoke3; deleteVehicle _smoke4; However when I press "Stop Smoke Trails", I get the error "Undefined variable in expression: _smoke1" Also, if I press the "Release Smoke Trails" action there will be stacked more "Stop Smoke Trail" actions. Any help is greatly appreciated!
  4. Hi everyone. I have been trying to add my own helmet into the game but I keep getting this error when equipping the item ingame: Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d ". The helmet is showing in Bulldozer with textures. I have also checked that the location is correct with the config.cpp. The files are placed like this: P:\AddonsByJoe\IronHelmet. In the IronHelmet folder is where the IronHelmet.3pd file is. I also have another folder in there called data where I put all the textures and .cpp and .cfg files. Here is the config.cpp. I think this is where the error is. I do see how it could be anything else. class CfgPatches { class YoloJoe { author = "YoloJoe"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { }; }; }; class cfgWeapons { class HeadgearItem; class ItemCore; class Vest_Camo_Base; class VestItem; class UniformItem; class Uniform_Base : ItemCore { class ItemInfo; }; class YoloJoeHelmet : ItemCore { scope = 2; author = "YoloJoe"; displayName = "Iron Helmet"; picture = ""; model = "\AddonsByJoe\IronHelmet\IronHelmet.p3d"; hiddenSelections[] = { "Camo1" }; hiddenSelectionsTextures[] = { "\AddonsByJoe\IronHelmet\data\helmetplate01.paa" }; class ItemInfo : HeadgearItem { mass = 30; uniformModel = "AddonsByJoe\IronHelmet\IronHelmet.p3d"; mmodelsides[] = { 3,1 }; armor = 300; allowedSlots[] = { 6 }; explosionShielding = 0.4; hiddenSelections[] = { "Camo1" }; minimalHit = 0.01; passThrough = 0.01; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 300; // addition to armor of referenced hitpoint passThrough = 0.1; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; }; I also have the model.cfg here, if needed class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class OFP2_ManSkeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "Pelvis", "", "Spine", "Pelvis", "Spine1", "Spine", "Spine2", "Spine1", "Spine3", "Spine2", "Camera", "Pelvis", "weapon", "Spine1", "launcher", "Spine1", "neck", "Spine3", "neck1", "neck", "head", "neck1", "Face_Hub", "head", "Face_Jawbone", "Face_Hub", "Face_Jowl", "Face_Jawbone", "Face_chopRight", "Face_Jawbone", "Face_chopLeft", "Face_Jawbone", "Face_LipLowerMiddle", "Face_Jawbone", "Face_LipLowerLeft", "Face_Jawbone", "Face_LipLowerRight", "Face_Jawbone", "Face_Chin", "Face_Jawbone", "Face_Tongue", "Face_Jawbone", "Face_CornerRight", "Face_Hub", "Face_CheekSideRight", "Face_CornerRight", "Face_CornerLeft", "Face_Hub", "Face_CheekSideLeft", "Face_CornerLeft", "Face_CheekFrontRight", "Face_Hub", "Face_CheekFrontLeft", "Face_Hub", "Face_CheekUpperRight", "Face_Hub", "Face_CheekUpperLeft", "Face_Hub", "Face_LipUpperMiddle", "Face_Hub", "Face_LipUpperRight", "Face_Hub", "Face_LipUpperLeft", "Face_Hub", "Face_NostrilRight", "Face_Hub", "Face_NostrilLeft", "Face_Hub", "Face_Forehead", "Face_Hub", "Face_BrowFrontRight", "Face_Forehead", "Face_BrowFrontLeft", "Face_Forehead", "Face_BrowMiddle", "Face_Forehead", "Face_BrowSideRight", "Face_Forehead", "Face_BrowSideLeft", "Face_Forehead", "Face_Eyelids", "Face_Hub", "Face_EyelidUpperRight", "Face_Hub", "Face_EyelidUpperLeft", "Face_Hub", "Face_EyelidLowerRight", "Face_Hub", "Face_EyelidLowerLeft", "Face_Hub", "EyeLeft", "Face_Hub", "EyeRight", "Face_Hub", "LeftShoulder", "Spine3", "LeftArm", "LeftShoulder", "LeftArmRoll", "LeftArm", "LeftForeArm", "LeftArmRoll", "LeftForeArmRoll", "LeftForeArm", "LeftHand", "LeftForeArmRoll", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHandRing", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "RightShoulder", "Spine3", "RightArm", "RightShoulder", "RightArmRoll", "RightArm", "RightForeArm", "RightArmRoll", "RightForeArmRoll", "RightForeArm", "RightHand", "RightForeArmRoll", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHandRing", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot" }; pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class YoloJoeHelmet: Default { htMin=60; htMax=1800; afMax=30; mfMax=0; mFact=1; tBody=37; sections[]= { "Head", "Camo1" }; skeletonName="OFP2_ManSkeleton"; }; };
  5. Hi! I want to make a safezone in my mission that prevents all players and vehicles inside a trigger area to not take any damage. I want it to be similar to King Of The Hill's safezone system. I tried "this allowDamage false;" on Blufor present within a trigger, but damage do not get enabled again when leaving. The zafezone also needs to work for any vehicle inside the area even without players in them. How can I achieve this? Any help would be appreciated!
  6. Hello everyone! I want to create my own race for the Karts DLC in Arma 3, however I don't understand the new modules that came with the DLC. Under "Objectives" in the module category there is: Race - Check Point Race - Finish Race - Lineup I would guess this is all I need to create a race like in the official "Time Trail" challenges...? I am quite new to mission editing in Arma and I could really need somebody to help me out! Any help would be greatly appreciated!
  7. Everything is working how I want it now, except for one small thing. I want to slightly reposition the smoke. To -4, 0.5, -0.2 instead of -4, 0, 0. I tried putting ...forEach [["SmokeShellRed", -4, 0.5, -0.2], ["SmokeShellRed", 4, 0.5, -0.2]... but it did nothing. Am I missing something?
  8. That definitely helps! It does not prevent players from exploding their own vehicles by crashing it though :wacko:
  9. The only problem with Larrow's script is the size and color of the smoke :P I want the color to be brighter, like the smoke grenades ingame. Its just too big and dark the way it is now :P
  10. And also, I want more than one plane to have this feature. Any easy way to do this without having one script per plane?
  11. Thanks, this works, but the smoke grenades stop after 1 minute. Any way to change this? Or at least make the action say "Release Smoke Trails" again after 1 minute? :)
  12. http://www.armaholic.com/page.php?id=30691 ; make sure script only runs on clients if (isDedicated) then {goto "ExitHere"}; #StartLoop ; set varis to be used by script _NKZver = "1.16" _getdistance = 0; _NKZflag=9; _vp=""; ; text in use flags _inflag = 9; _outflag = 9; ; get params _NKZmarker = _this select 0; _NKZdistance = _this select 1; _NKZTextIn = _this select 2; _NKZTextOut = _this select 3; _NKZvech = _this select 4; ; checks to ensure both parameters (#1 & #2) have been set if ((isNil "_NKZmarker") or(isNil "_NKZdistance")) then {goto "ParaError"}; ; checks to see if text exist, if not flag as such so no hint will show ; checks for inside zone text if (isNil "_NKZTextIn") then {_inflag = 0}; if (!isNil "_NKZTextIn") then {_inflag = 1}; ; checks for outside zone text if (isNil "_NKZTextOut") then {_outflag = 0}; if (!isNil "_NKZTextOut") then {_outflag = 1}; ; check for vechile protection here - if missing, set to 'off' if (isNil "_NKZvech") then {_NKZvech = 0}; if (_NKZvech == 0) then {_vp="Vehicle Protection Is: *Off*"}; if (_NKZvech == 1) then {_vp="Vehicle Protection Is: *On*"}; ; startup notice systemchat format ["No Kill Zone Script v%2 Active For '%1'",_NKZmarker, _NKZver]; systemchat format ["--- %1 ---",_vp]; ; start the checking here #LoopHere _objcoords = getMarkerPos _NKZmarker; _getdistance = player distance _objcoords; if (_getdistance <= _NKZdistance) then {goto "InsideTheZone"}; if (_getdistance > _NKZdistance) then {goto "OutsideTheZone"}; goto "LoopHere"; ; comes here if player is inside the set zone #InsideTheZone if (_NKZflag == 9) then {_NKZflag = 0}; if (_NKZflag == 0) then {player allowdamage false}; if ((_NKZflag == 0) && (_NKZvech == 1)) then {vehicle player allowdamage false}; if ((_NKZflag == 0) && (_inflag == 1)) then {hint _NKZTextIn}; _NKZflag = 1; goto "LoopHere"; ; comes here if player is outside the set zone #OutsideTheZone if (_NKZflag == 9) then {goto "LoopHere"}; if (_NKZflag == 1) then {player allowdamage true}; if ((_NKZflag == 1) && (_NKZvech == 1)) then {vehicle player allowdamage true}; if ((_NKZflag == 1) && (_outflag == 1)) then {hint _NKZTextOut}; _NKZflag = 0; goto "LoopHere"; ; comes here if the params are not set #ParaError hint format ["You Did Not Use Correct Parameters!\n\n\nMarker Name: %1\n\nDistance: %2\n\nPlease Correct And Try Again!\n",_NKZmarker, _NKZdistance]; goto "ExitHere"; ; master exit point #ExitHere Init.sqf: ["respawn_west", 200,"You have entered the safe zone","You have left the safe zone", 1] exec "NoKillZone.Sqs";
  13. I found a script that works for player invincibility in safe zones. Everything I need now is a way to prevent placed vehicles from blowing up inside the zone.
  14. I just checked, the friendly fire module just fails the mission if you kill a friendly.
  15. I think the problem with the modules is that it only activates once. I need them to stay active all the time..
  16. I just tried using the "Set Vehicle Damage" and "Set character Damage" modules and set it to "Objects in synchronized triggers", synced it to a trigger with type: none and activation: none. Didnt work.
  17. Hello everyone. I'm having some issues with an objective I'm making. I am using the objective modules. I have set it up so you are going to kill a man. If you kill anybody else than this man, the objective fails. If the objective have failed, you can still kill the VIP and change the state of the objective from "Failed" to "Succeeded". This should not be possible! How can I fix it?
  18. And its the other way around too. You can complete the objective and kill one of the other people and fail the objective.
  19. Hey all. I've been away from scripting in Arma for a very long time and I have forgotten almost everything I've learnt. :( I need help creating a script. The script needs to be "attatched" to all the Blufor AI and it needs to work in MP. If the AI you are looking at is not in a group I want him to have the action "Add to group" and if clicked, add him to your group. If he already is in a group and you press the "Add to group" action, return the hint "This soldier is already in a group." If the AI you are looking at already is in your group, I want him to have the action "Dismiss" and make the AI leave your group and become free for anyone else to take. This is a MP mission so the hints and groups needs to be local. Can anybody please help me out with this? I guess it's not too hard to do for anyone who is talented in scripting in Arma :) Cheers.
  20. Never mind, I found this: http://www.armaholic.com/page.php?id=26312
  21. I've got the Defense Module to work, but I have no idea how to activate it from a trigger. First trigger has on activation "startDefense = true" The second trigger has condition and name "startDefense" and is synced to the defense module The defense module has the 'Condition of presence' "true" This system works for the "Zeus Lightning" module, but here nothing happens... Am I doing something wrong?
  22. Yolo Joe

    Aftermath Rush Gamemode [BETA]

    Can you please fix the Auto Team Balancer? It doesn't work and it deletes all you kills....... Very fun
  23. The mission can be downloaded from the Steam Workshop here. The original mission for mission makers can be downloaded via Dropbox here. Feel free to use this in your mission, but please give me credit Update: I've done some tuning to the script as well as adding more realism to the scenario. Take a look!
  24. Yes, however the "Play song from iPod" action would make the song play on every client... Not sure how to make it play for only the person who activated it.
×