

va12 mr. potter
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AI Skill levels
va12 mr. potter replied to cpt.ghost's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I would take a look at the setSkill command. You can use it in a overall format and just set a units overall skill level, or you can go and set their sub-skills in an array, so you can increase particular skills. -
Combat Medical System 0.5 Released
va12 mr. potter replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In theory, from what I understand of scripting you could technically put it anywhere, as long as the module is placed and that variable (CMS_REVIVE_TIMER) is defined. However, the best place to put it would be in the init line of the no instant deaths module. -
Combat Medical System 0.5 Released
va12 mr. potter replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Try adding in your own portion via tps to increase the damage done? -
Combat Medical System 0.5 Released
va12 mr. potter replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you saving it with the right line edited? One of the ones in there is an example, but its commented out. It'll be between the /* */ stuff. The real one to edit(the second one) is right below that closing comment. Also, another question for the TPS portion, how do you add new wounds that will show up when you examine someone? Say I want to simulate having an amputation, and I want it to show on the list of wounds. What/where in my scripts do I need to add in? Is there a special handler or hook I should be using? -
Combat Medical System 0.5 Released
va12 mr. potter replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So, in the licence, it reads "No Derivative Works — you may not alter, transform, or build upon this work.". With the TPS system, does this mean that any third party content created cannot be released for public use? Or will any third party content be allowed for public download? -
Realistic Wounding System [RWS]
va12 mr. potter replied to NemesisoD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This looks awesome! If you guys need any testers, let me know, because our unit's PJs and medics have been looking for something like this. -
ALiVE - Advanced Light Infantry Virtual Environment
va12 mr. potter replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the quick reply, and sounds good. Looking forward to future updates, been having an amazing time with it so far! -
ALiVE - Advanced Light Infantry Virtual Environment
va12 mr. potter replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any way to get infantry to board the helicopters and ride to an airfield, or board units? I've tried placing units in the editor and profiling them, and also changing the spawn from airborne too mechanized, but each time the infantry all just run on foot towards the objective. I've tried looking through the manual and watching the tutorials, but if it's something obvious, I can't figure out what it is. Any help would be greatly appreciated. -
Chemical attack
va12 mr. potter replied to adrian72uk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll try and have the mission up by tomorrow. Work and a surprise unit op got in the way of scripting things. -
Chemical attack
va12 mr. potter replied to adrian72uk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, thanks. I'll post the mission if i get it done today. -
Chemical attack
va12 mr. potter replied to adrian72uk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you run the stable or Dev build? -
Chemical attack
va12 mr. potter replied to adrian72uk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, so you want a script set up so that if any players are in the area of the trigger. So, to ask this, will there be any friendly AI forces on the mission that would enter the grid square that the bomb should be in? Because that will effect how the trigger can be set up to fire the script. -
Try messing around with different classnames until you get an explosion size that you like.
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What is the error you are getting? And are you sure it is the init.sqf? When I copied it over, the init only had 12 lines, not 13.
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Chemical attack
va12 mr. potter replied to adrian72uk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also, how do you want this area to work? Is it supposed to spawn at mission start? Bomb/missile attack? Failed objective?