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kupcho

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Everything posted by kupcho

  1. I have set up a small test mission where I'm giving several waypoints to a unit using the "random patrol" module. I can get the unit to go to the end point and even set their stance to my liking, but they always end up facing random directions. Is there any way to have a unit turn to face a specific direction when it reaches that end waypoint?
  2. kupcho

    Waypoint facing?

    Thanks Bull_A. I haven't tried your solution (yet), but I continued messing around until I found something that seems to work okay; Place a waypoint with this in the “On Act†field; this setPosATL [14594.7,16754.9,3.72901]; this setunitpos "middle"; this commandWatch [14754.9,16510,1000]; In this example, as soon as the unit reaches the waypoint, this specific bit of script will place it on the SW roof section of the Main Airport Terminal. He will be crouching and watching 1000m above the taxiway to the SW of his position. Not ideal, but it gets the job done. I just wish that I could have him watch a general direction as opposed to a specific point. I consider this answered, but would like to hear any other workarounds folks may have. Thanks again for the quick reply.
  3. I'm trying to set up some helicopters to "taxi" at the airport. I've searched this forum and read some posts that talk about FlyInHeight and setting the waypoint height, but... None of them work. No matter what I've done, the helos immediately jump up to around 100 feet and stay at that altitude regardless of anything I tried. I admit, most of the posts I've read concern Arma 2 or Operation Flashpoint, but, there should be a way to set the traveling altitude in Arma 3. I'd like to have them "taxi" toward the runway end at around 1 or 2 meters, stop, wait (as if for clearance), then gradually gain altitude as they take off down the main runway.
  4. How can I set a trigger to be activated by a specific unit? I want to set up a dead zone where any unit entering it will be killed.
  5. Sorry drredfox...I don't understand "scripting" either. So this isn't a post to actually help you...just let you know that there are others out there with the same problems. I wish soooo much that BI had put some kind of HOW TO guide in this game. There is so much I don't understand about a lot of the proper use of MODULES, TRIGGERS, etc... For example; I can place units and, basically, have them run around and try to kill someone that isn't on their side, but...what is the difference, say, in GUARDING an area or HOLDING it? Too many folks that "answer" these posts either put folks like us down (you guys don't understand scripting? What a bunch of NOOBS!!! hahahaha...) or respond with scripting suggestions... CRAP. If I knew how to script, I'D BE DOING IT! I wish that I even knew of a place to learn some basic concepts on scripting (not that I'd necessarily understand it). I don't even know where to put scripting in! ...the mission file? ...the init field of the unit? ...one of the sqf documents? ... no clue. Anyway...just so you know you're not alone. ---------- Post added at 23:43 ---------- Previous post was at 23:39 ---------- Also, just in case... I HAVE learned a lot from utube videos. Just search for ARMA 3. Jester814 and the swissmaverick have some good stuff.
  6. Sometimes, when I'm putting together a mission, I place some AI guys around as added ambiance. For example - I've set up the mission to begin at the airport, and I put a couple of guys in one of the air traffic control towers. I set their load out so that they resemble base personnel; no BDUs, no weapons being held, etc... How can I force one of them to use his binoculars, or be using his radio? I know that this is really trivial, but I like to have that added bit for immersion. Any help would be appreciated. By the way - Please...if it's possible, make it so I can put it into the unit's INIT field. I'm no programmer, and don't understand how to script anything any other way. Thanks.
  7. Much appreciation folks. I checked out the link and it works, but I need to work on it a bit; the unit uses the binocs, but he's crouching. I'm pretty sure that I can figure it out from here. Thank you both.
  8. First I need to tell you all that I'm one of the "older" generation. I'm not a computer programmer of any kind...I just like to play PC games and script some basic missions in ARMA3. While looking around this forum, posting questions and reading others, I've seen a LOT of folks talking about "PHP Code". I've even had some people who are answering some of my questions bring it up, but... I have NO IDEA what it is or how it's used. :confused: Will somebody please tell me something (ANYTHING) about it. Is there a place I can go to read up on it? Is it something used in....an INIT field? The sqf document? Really. I don't know a thing about it and I hate that fact. It seems as though it's something I should have SOME kind of knowledge of, but I wouldn't know where to start. Thanks to anyone willing to give an old dude some help.
  9. Well alrighty then... And I thought it was some kind of arcane programming stuff. Thanks for the info m'frends.
  10. I'm trying to set up a mission where my team is tasked with destroying one of the radar buildings. I've tried to SYNC or GROUP the trigger to a static object, but it still won't trip the trigger. I've also tried to set up separate objects that might be destroyed when the building falls, but it's real unreliable at best. Any help would be greatly appreciated.
  11. Wow! Thanks for the quick replies everyone. JShock - I tried to SYNC it and GROUP it too, but it didn't work. One other thing; I've seen the "PHP Code" thingie in several other posts...how is it used? Sorry if it's a real no brainer, I'm one of the older generation, and, although I fool around with the editor, I'm not too great at a lot of it since I don't really wright "code", I just use the tools available in the editor itself. Greenfist - Your solution works. Thank you. Larrow - I'm trying to kill a radar building. And as in JShock's reply, as soon as I previewed the mission (before even setting the bomb), the hint popped up. Then, after I gave the trigger a radius, big enough to cover the actual point of the building I had grouped it to, it would trigger after the charge was set off, but... It didn't even have to actually bring down the building. It set off the trigger as soon as I set off the bombs and broke some windows. Wierd. BUT, as stated, Greenfists solution seems to work okay. THANK YOU ALL for your time and patience. If your ever looking around some Friday night, I run the PIGSTY. Join in and see some of the cheesy missions I put together.
  12. Is it possible to have a trigger that is tripped by a specific unit?
  13. kupcho

    Using triggers

    Thanks for the reply Tristen2NT. Just so that I understand correctly, you mean like this... ACTIVATION = NONE PRESENT (or whatever) CONDITION = THE UNITS NAME Or is there a specific syntax for the condition field? I'm sure that this seems very basic, but I really don't understand many of the finer points of editing, and I don't understand actual coding at all. I wish that they would just publish a "How To" guide for using the editor. Some of the things are kind of confusing. I do TRY to experiment with things first, but, like I said...some stuff goes right over my head. I'm just an old fart that just enjoys setting up scenarios for my friends. Any help is appreciated.
  14. kupcho

    Respawn Camps?

    I have not been able to get them to work at all. Of course I'm only playing ARMA 3, Stable build. Any thoughts?
  15. When I run the editor and preview the mission, it shows that I'm using the DEVELOPMENT BUILD I'm NOT running the development build.:confused: While previewing, I have no MAP, and the heading and co-ordinates are missing from my GPS. Also, If, after previewing the mission, I want to place anything into the init field of any unit, I have to SAVE and RELOAD the mission. I actually thought that I had a trashed computer and built an entire new system, but even THAT didn't work.:mad: Is anyone else having these problems? Does anyone have any suggestions on how to fix these problems?:pray:
  16. Big negatory on the mods m'frend. And yet another black-head who spews about things unknown. I'm purty shure that I done searched beefour I cum heer... Also, I could put up with having the 'development' text on the screen...as long as it worked. Unfortunately, aside the editor fuggup, the other players who show up to my hosted games, also suffer. And that sucks. I suppose that I'm screwed until BI fixes it. Thanks for the input folks.
  17. ozzbik, I did use the dev build on my previous machine, but not since I put this one together. I have verified the cache on this machine too, just in case. I haven't tried any downloaded missions yet (I will), but still, even if they do work, my problem exists. A problem that won't allow me to edit missions (easily), and doesn't allow others to use common items when I host them. I can't even change the firing mode of my weapons when I'm playing...anywhere. prykpryk, why should I relax when I've paid good money for a game that the developers have trashed for me? It use to work just fine. But ever since the last patch, not so much. My game is not stable...as stated, I can't even perform some very basic functions. The editor is damn hard to use. And it's one of the main reasons I got into this game. Please understand, on the main menu, version 1.18.124200 is displayed. But when I'm 'previewing' the mission, developers is spelled out in the bottom right corner. And when I choose to end the preview, the debug console (I assume that's what it is) comes up and I have weird options such as skipping the briefing, going to camp Maxwell (even on Altis for crying out loud), etc... So like I said...come on BI...FIX this cluster fugg! PLEASE. :pray: I really love this game, but it's driving me nuts.:crazy:
  18. It's garbage. I CAN'T ignore it. It makes editing a mission damn near impossible. Even my hosted games now have folks unable to see the MAP! COME ON BI! FIX THIS!!!
  19. In most of the missions I've edited, I used the VAS (I don't know who wrote it...apologies to the author) script as my goto item for in game load out modification. Recently though, every mission I run that uses that script, shows errors at the startup. It still seems to work okay, but it got me to thinking (and it really hurts when I do that...); Are there any newer, better, error free scripts (mods...whatever they are) available for use? I've seen it done in several different ways when playing on other folks servers. I just don't know what they're called, or even if they are public use scripts. Any suggestions? Favorites?
  20. kupcho

    Best Virtual Supply Box?

    Thanks folks. I'll be checking into the VTS system, if for nothing else, just to see how it's been done. I've also downloaded the latest VAS and I'll be giving it a whirl. This wasn't intended to become a debate about whether a mission author should include one for others to use, but, my opinion (if anyone actually gives a damn) is that if you don't want to use the supply box, then don't. You and any friends that you may play with can opt to play it as you like. Further, I think that anyone that puts someone down for how they do things or tries to tell someone how they should script or play a game should get over themselves. The game is open to scripting for a reason. My missions will most likely always have some kind of supply box available, but I also usually had preset load outs that were appropriate for the mission in the init field of each player.
  21. Ever since the last update, I've have a problem with using the select fire switch. In short, it doesn't function anymore, and I'm stuck in semi-auto. BUT I have found that if I have a weapon that has a grenade launcher attached, the switch works fine and I can move between semi-auto, full-auto and launcher. I prefer to use the MXM rifle since it has better long range capabilities (I assume) and I was wondering; Is there any way to attach an Under Barrel Grenade Launcher to an MXM Rifle? Is there a way to place a separate, attachable Under Barrel Launcher into an Supply Box? I've searched through the config viewer and found nothing except "UGL_F", and it doesn't work like I need it to. It's a real drag that BI stuck us with this bug. That last update screwed up several things and I can only hope that they fix it soon.
  22. kupcho

    Grenade Launcher?

    Thanks for the info folks. That last patch screwed up a bunch of things! I guess that I'm stuck with the problem and just gotta wait and hope that BI gets its' turds together and fixes it soon. And I fully agree Grimes, A Masterkey would be damn sweet. It's seems kind of strange that they didn't include ANY shotguns at all. Nothing beats'em for those close encounters.
  23. kupcho

    Trigger effects

    I'm beginning to suspect that my troubles may be due to computer failure. I have done as you (ceeeb) described, and it still doesn't work. Honestly, I thought that that was how it worked from my first attempts at editing (notice that I didn't describe my work as scripting) missions. Maybe it's time to rebuild and start from scratch. Thanks for bearing with me. Maybe someday soon, I'll be making some better missions that you all could enjoy.
  24. kupcho

    Trigger effects

    Sorry for the delay in getting back here...I got a new job and it's raising hell with my schedule. True enuff Harzach, ceeeb did give a very good answer (and thank you very much ceeeb). And there was some helpful info on the web page, but, I'm still unable to actually get (for instance) ANY sound to play other than an alarm. I apologize for being so dense in this matter, but could you please explain (for example) how to get a 'track' type of effect to play? Or how to get the scene to fade to black... I've tried to get a track to play...seriously. The trigger DOES trip. I can end a mission, but no music will play and/or the scene just abruptly ends. I'm not trying to get any imported tunes to play, just the stock tracks that are listed. It seems like it would be pretty straight forward, but maybe I'm just missing a step or something.
  25. Ever since the game updated to 1.14.116248, I've had some problems while trying to edit my missions. 1. It's got 'Developers Build' displayed on the bottom right of the screen. I don't run the developers build. 2. While previewing the mission, I can't view the map. I HAVE a map, I just can't see it (black screen). 3. Also, in preview, my GPS doesn't display co-ordinates or heading. 3. After I preview the mission, I can't enter anything into the init field of any unit. I expected some errors in missions that I'd already scripted (BTC Revive and the VAS are now buggy), but I didn't expect all this. I'm unsure of any other problems since I got too frustrated to try any longer...:( Is anyone else having these problems? Solutions?
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