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Lars-the-dane

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About Lars-the-dane

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  1. Can anyone please converte this mod for arma 3 http://www.armaholic.com/page.php?id=10896&highlight=L115A3 Thanks Lars-the-dane
  2. Lars-the-dane

    Mission help.

    this is what I put in the On act of the trigger nil = ["ARTY_Sh_82_HE", ["mortarTarget_1", "mortarTarget_2", "mortarTarget_3"], 3, 0.8] spawn startBombardment;
  3. Lars-the-dane

    Mission help.

    that line Works ---------- Post added at 18:48 ---------- Previous post was at 18:40 ---------- that line Works, and yes the borbart starting line is the only one in the on act field :-(
  4. Lars-the-dane

    Mission help.

    I'm running Arma 2 CO whit cba and the latest betapatch and a lots of other addons. but no ace
  5. Lars-the-dane

    Mission help.

    I tried that :-) but nothing happens. :-( I hope XxAnimusXx has an answer
  6. Lars-the-dane

    Mission help.

    now i got this error message " warning: nil varibel overriden; please fix mission or loaded addon scripts" whats wrong ?? now :confused:
  7. Lars-the-dane

    Mission help.

    I followed your instructions to the letter but there is something wrong. when i type this in the triggers on act. ["ARTY_Sh_82_HE", ["mortarTarget_1", "mortarTarget_2", "mortarTarget_3"], 3, 0.8] spawn startBombardment; i get this error Type Script. expected Nothing just i tought. I'm not using ACE. I dont know if that has anything to go with the problem
  8. Lars-the-dane

    Mission help.

    I pretty dumb when it comes to this code stuff :p. so if it not to much trouble would you mind making a step by step instruktion on how to implement this in my mission. you know like step 1 copy code to notapad and save it as blabla.sqf etc it would be grately appreciated :)
  9. Lars-the-dane

    Mission help.

    now I have worked on my own problem for a While, and found a way to make it work :-) it might not be the easiest way to do it, but it Works. On my map i placed 6 emty game logics named Shell1 to Shell6 to be the targets. then i placed 6 triggers named tr1 to tr6. in the first triggers con i put in "this and triggeractivated trig6" (trig6 is the name of the trigger that starts the attack) in the other triggers i used tr1 to tr5 on act i put in fireSky = "ARTY_Sh_82_HE" createVehicle (shell3 modelToWorld [0,0,100]) i set all the triggers to 5x5 radius and to activated by opfor. to set of the triggers i put a single opfor rifleman beside the triggers. but i would stil like to hear for others WHO have an easier way to do the same.
  10. Lars-the-dane

    Mission help.

    thanks for the reply. this might be a noob question. but what is php code. i might know the answer whitout realizing it :-). I have tried with the firesky way. but i can only make it to drop one round
  11. Lars-the-dane

    Mission help.

    maybe i'm not smart enough to figure out how to use the FO observer mod, but i dosent look like what i'm looking for. I was thinking more like a code i could write in a triggers act to simulate 6 to 8 mortar round hitting my base
  12. hello. I am looking for someone who can can make a voice over to a Scottish officer, I need 6 to 8 short mission briefings. I might also need a little help to correct spelling and grammar as I am not so good at English. send me a pm if you are interested.
  13. Hi I'm making this 3 man Coop mission for me and some friends to be played on a LAN server. and I have a problem that I cant find a answer too i have searced both Google and the forum but no luck :(. I have reached a point in the mission where our FOB is going to be attacked by insurgents and i want the anttack to start with a barrage of 8 -10 morter rounds fired by the AI. how do i set that op nice and easy. please help
  14. Lars-the-dane

    Arma 2 Addon request thread

    Hi I would really grateful if any of you talented addon makers could make The Black Watch, 3rd Battalion, Royal Regiment of Scotland and a Scottish flag for me
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