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Holden93

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Everything posted by Holden93

  1. This is the code: _unit = _this select 0; _animName = _this select 1; _direction = _this select 2; while {alive _unit} do { _unit switchMove _animName; _unit setDir _direction; _unit enableSimulation false; //So it doesn't collide with the object waitUntil {animationState _unit != _animName} }; With a normal animation AI would move their head around, check their gun and so on, but with this they don't, they don't move a single thing. Could enableSimulation be the cause? If yes, any other way to disable physics? Just checked, that's the cause, the second question remains :/
  2. I don't see dev branch + version written on the corner, are you on the stable branch? That is a retarded question considering you can't even see it if you're on the normal version but you know...
  3. I agree about the stealth parts, to be honest they were fun in night missions, boring in day missions because you always got spotted and the enemy has like 1000 tanks in the AO, on the fuel mission for example I got spotted where the second spotter was, somehow the enemy knew he was there in fact when I joined him a group of about 10 enemies was there yet he wasn't reacting, he was standing without problems. He joins me, after 3 minutes I have the entire AAF infantry against me and 3 tanks, I loved this episode but BI did you think about balancing things first? The other missions were nice and fun, only the Orestes and the fuel missions are meh because you need to walk for miles.
  4. Holden93

    Rate the second episode!

    Finished it, I wish I could change my vote...9/10, really liked Kerry in this episode. EDIT: One thing I didn't like is that one mission is the same as a showcase.
  5. It's so awesome I consider it an open world game. Anyway, on the mission where you need to take the AAF guy (won't post his name so people don't get spoiled) I choosed to sabotage the helicopter and after a while it randomly exploded. Also, not sure if a glitch, if it's hard or it's wanted, I tried about 10 times but the helicopter ALWAYS saw us.
  6. Holden93

    Rate the second episode!

    Haven't finished it yet, I find Survive to be better gameplay wise, I never liked the fact that you must command an unit in Arma 2 campaign and now we need to :( 7/10 as of now.
  7. Hello, I have this script animRunning = false; ray sideChat "Good to see you, mate."; _null = [1, 30] call BIS_Fnc_cinemaborder; mick2 switchMove "Acts_welcomeOnHUB01_AIWalk"; mick sideChat "Same, come with me."; sleep 3; mick2 switchMove "Acts_welcomeOnHUB01_AIWalk_1b"; mick sideChat "So, from the UAV we've seen that they're preparing themselves for something big, we believe it's true, considering the open space."; sleep 8.33; animRunning = true; while{animRunning} do { mick2 switchmove "Acts_welcomeOnHUB01_AIWalk_4"; sleep 6.997; }; ray sideChat "So what?"; sleep 2; mick sideChat "We're heading to that house, it's the only good cover we have, the checkpoint isn't this, while you were finding that guy they got damaged."; sleep 8; ray sideChat "Alright, lets do it! Any support available?"; sleep 4; mick sideChat "We've got a few armored vehicles incoming and CAS."; sleep 4; ray sideChat "Good to know."; animRunning = false; [player, mick2] join (group mack2); _null = [player, "tskDefend", ["Defend the position until reinforcements arrive", "Defend the position", "DEFEND"], "taskDefendmm", true] spawn BIS_fnc_taskCreate; _null = ["tskDefend", "ASSIGNED"] spawn bis_fnc_tasksetstate; The only thing that shows up in the chat is Can you please tell me what's wrong with it? I see that everything is fine and if you're asking yes, the loop works but it never stops even if the boolean variable becomes false, probably because it's not executing those instructions. ---------- Post added at 08:59 ---------- Previous post was at 08:54 ---------- Alright, I fixed it, if anyone is interested this is what I've done: -I created another .sqf file and I put the loop in there, instead of the loop in this file I wrote and now it's working fine!
  8. Hello there, I noticed that setDir isn't working at all for me, the small code is this nothing happens though, why that?
  9. It's working! Thanks for the tips, very usefull :)
  10. Hello there, this is the script while {speedTrouble == true} do { if(speed hunter > 50) { jackson sideChat "Ray, I'm breaking radio silence, a bomb got triggered, leave the vehicle, now!"; sleep 3; bomb = "Bo_GBU12_LGB" createVehicle (getPos hunter); } } Basically if the speed of the hunter is more than 50 I want a bomb to be created and the sidechat to show up, too bad nothing happens. I tried with both speedTrouble = true and ==, still nothing. Can you tell me what's wrong with it? Thanks.
  11. Holden93

    setDir not working?

    Thanks to both of you!
  12. Oh, thanks, I was using playMove. For the question, I don't know, I don't even think there's a way to do that.
  13. Holden93

    setDir not working?

    uhm I just noticed it DOES work but the AI gets back on his original direction. Any other ways to do this?
  14. Holden93

    [REQUEST] ORBAT Tutorial

    Thanks, it's working great now :) I find this a very nice addition, it's a good way to "expand" a good campaign so you know more about what's happening ^^
  15. Holden93

    [REQUEST] ORBAT Tutorial

    Hello there, sorry if I hijack the t opic :p I'm getting an error saying it can't find firstsquad, I read above but it doesn't work, I even copy and pasted the code IndeedPete posted and changed them how I like but it still doesn't work. Here it is class CfgORBAT { class dogcompany { id = 0; idType = 0; side = "West"; //insignia = "\a3\missions_f_epa\data\img\orbat\B_Aegis_ca.paa"; //colorInisgnia[] = {0, 0, 0, 1}; commander = "Flinn"; commanderRank = "Major"; text = "Dog Company"; textShort = "%1 %3"; texture = "\a3\missions_f_epa\data\img\orbat\B_Aegis_texture_ca.paa"; subordinates[] = {west}; description = "Dog Company, lead by Major Griffin, second company to reach Altis."; }; class firstsquad { id = 1; idType = 0; type = "Infantry"; side = "West"; size = "Squad"; commander = "Ray"; commanderRank = "Sergeant"; text = "First squad of Dog Company, they always are on the first line."; textShort = "%1 %3)"; subordinates[] = {Infantry}; //color[] = {0,0,0,1}; description = "First Squad"; }; class secondsquad { id = 2; idType = 0; side = "West"; size = "FireTeam"; type = "MotorizedInfantry"; commander = "Dixon"; commanderRank = "Sergeant"; text = "Second squad, motorized infantry, they help the first squad"; textShort = "2nd Squad"; subordinates[] = {2ndsquad}; //color[] = {1,1,1,1}; description = "Second squad made by a small group of 5 men."; }; class thirdsquad { id = 3; idType = 0; side = "West"; size = "FireTeam"; type = "Infantry"; commander = "Nichols"; commanderRank = "Sergeant"; text = "%1 %2 %3"; textShort = "%1 %3"; //color[] = {0,1,0,1}; description = "Third Squad, they provide covering fire for 1st squad."; }; };
  16. I didn't think of a better title. So, I think most of you know what's the "strategic map" (http://i.imgur.com/sdXPiJW.jpg) and while I was checking for new modules I found it so I decided to do something with it. It seems like it's not complete yet, but it should work Problems/Things that I must improve: -That heli mission, it sucks and that's a weird way to get in an helicopter -If you click "back" you won't be able to open the map again, that's a thing I can't fix at the moment, the only thing possible is to use a trigger and call the map with it (with the call function) but it doesn't work, I mean the objectives aren't displayed because they sincronized with the main module and if I link the module with the radio trigger it will get opened just one time, even if it's set to repeated -Enemy displacement -If you go back to a mission you have done you will not be able to open the map again, I will try to create a marker when the mission is done. What I will add in next update: -I'll try to add the custom gear like in coop version Download link: https://www.dropbox.com/s/cledpt7rzh4vszc/update6.1.pbo (Update 6) Things changed: -Minor fixes -Harder missions -Removed the ending scenes, too glitched Simply put it into steam/SteamApps/common/Arma 3/Missions READ At this time, I don't know if I can add more missions, Stratis is meh in my opinion and I can't find more good places, I will improve missions and fix glitches though. COOP VERSION! https://www.dropbox.com/s/akb2ypc2iu51gap/strategicoop.Stratis.pbo (Second update) Things changed: -Custom gear menu! I'd like to thank zenomp5 for it! -Minor fixes Put it in the MPMission subfolder of the ArmA 3 directory, create a server and play, DON'T play with randoms, both players will be able to open the map at start so you must choice which mission you want to do. COOP Known glitches: -On the steal the car mission (Yeah, I made that just to test with a friend but I decided to keep it) when you're in the car no marker appears, just check the map and go to the marker called trigger -If you play the sniper mission before the car one you will keep the ghillie suit, not a glitch, my fault I forgot to give you back your old uniform. -The sniping mission could not end (I don't know why, I'll fix it as soon as I can) and team foxtrot is slow Notes: When you finish a mission, DON'T choose the wrong objective, otherwise you will need to finish it first or if you've already finished it you must restart from the checkpoint (Haven't tested if those work) SP Update soon! (TM?) This is a pre pre pre pre alpha, there are not a lot of glitches, but I think there's a lot of job that can be done! I'd like to know from you what I can add. Thanks for playing it, feedback is always welcome.
  17. Holden93

    ARMA III & Steam WORKSHOP

    Process failed operation timed out Does this damn thing even work?
  18. Holden93

    Jets

    Hey guys, I haven't understood a thing... Are we getting only one jet, or one jet per faction? Because if it's the first option I remember some screenshots of some F35...
  19. Holden93

    Jets

    Tell me that they're going to add more for free... I've been happy with the game, but after that I'm feeling pretty sad because removing the jets that were in the game already is a big change...
  20. Holden93

    Pilot view problem

    Sent you a friend request, thanks ^_^ I followed your guide at first, it's a pretty nice guide but after a bit in the coding section I got confused, mostly because I've never seen those commands. Everything was explained nicely though. Thanks to divinitize I fixed the rotation anyway, I thought I needed to specify where the guy must put his hands in oxygen :p (that software sucks). Thanks for the help! I'll ask you somethings on Steam once you're on ^.^
  21. Hey guys, After 3 hours I managed to import my gun in Arma 3 I was so happy when there weren't errors, too bad that this happened: http://i.imgur.com/nIuziac.jpg How can I fix that? I have the pilot view LOD, the eye LOD, the one that tells where the gun is pointing and some more I can't remember, can you explain me how I can fix that? You'd do me a big favor since I've spent lot of time to model that MP7 (I started using 3ds max 3 days ago, so I think that's a good result and yes half of the gun goes away when I enter third person, giving me the error that it can't find or load the texture, I don't remember) and I need patient people because I'm good with scripting but I've never tried to edit or create a config.cpp for the gun or the model, thanks and please if you're good with it help me, I really spent lot of time modelling that just to see it on the game (I purely made it for fun, since when most of the guys in my clan aren't online I make some battles in the editor for me and in CQC combat I don't like the guns we have :) ) Thanks again, Holden EDIT: I'd like a good explanation, maybe with some help on the files, if you can add me on Steam: NeonIT9
  22. Holden93

    Pilot view problem

    I meant Steam :p
  23. Holden93

    Import a model in the game

    Woo, that's great, I googled a lot but didn't find it, thanks!
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