spidypiet
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Everything posted by spidypiet
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Zombies & Demons 5.0
spidypiet replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@nomisum looks great -
why not change the difficulty settings HUDWp=1; // Shows Waypoints right after they're ordered to you HUDWpPerm=1; // Shows Waypoints permanently
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Vcom AI V2.0 - AI Overhaul
spidypiet replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@ljcampos userconfig\VCOM-AI\aisettings.sqf VCOM_USESMOKE = true; to false ? -
AddAction available after AddAction has been used.
spidypiet replied to kdk11's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i would guess in Open Terminal.sqf above: _closeaction = [[_object,["<t color='#ff0000'>Close-Box<t>","DataTerminal\CloseTerminal.sqf"]],"addAction",true] call BIS_fnc_MP; -
Zombies & Demons 5.0
spidypiet replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
+1 would be a great feature if they go back to roaming after 2-3 min when lost line of sight but anyway's a great Mod ;) -
player setCustomAimCoef 1 What does 1 mean?
spidypiet replied to Joe98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
setCustomAimCoef is used to reduce weapon sway 1= full sway 0= no sway my personal setting is 0.5 along with player setUnitRecoilCoefficient 0.6 -
How to remove 1.54 Fatigue - Stamina - Weight?
spidypiet replied to csk222's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nice work arounds but to be honest tis should be general Game /server settings -
Default Gear/Loadout based on player Classname
spidypiet replied to schadler17's topic in ARMA 3 - MISSION EDITING & SCRIPTING
check _unit forceAddUniform "***"; -
Zombies & Demons 5.0
spidypiet replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
did some testing i don't think those waypoints are needed just place the abilities logic Roaming they stay around the spawnpoint moving about soon as you'r detected all zombies will be going for you so place your spawners on obvious places -
Zombies & Demons 5.0
spidypiet replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i use on every spawner a regular AND waypoint also the roaming logic so they roam about there spawnpoint but soon as you'r detected they ALL!!! will run towards you also to prevent long lines use more spawners -
Zombies & Demons 5.0
spidypiet replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
maybee you could change the position of the zombiespawners away from the players by a trigger soon as they reached a crusial point of the mission that way they only have to deal with the remaining zombies and they stop spawning -
Fatigue Feedback (dev branch)
spidypiet replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
just make it a server/host option that way any one has being served- 1935 replies
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- branch
- development
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(and 2 more)
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Out of bounds, trigger when not present.
spidypiet replied to hoax2's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i would use 2 triggers on top of each other 1e for the countdown without player setDamage 1; 2e for the setdamage with a 4second timout delay and with only player setDamage 1; you stil get the countdown to 1 when you'r back in the trigger_zone but only die outside the zone -
BLUFOR/OPFOR/INDFOR factions fighting each other ?
spidypiet replied to cptprice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
in init.sqf WEST setfriend [WEST,0]; EAST setfriend [EAST,0]; RESISTANCE setFriend [RESISTANCE,0]; RESISTANCE setFriend [EAST,0]; RESISTANCE setFriend [WEST,0]; its all mayhem FFA -
Exporting MCC .SQM mission to single mission.
spidypiet replied to haydnbuzz's topic in ARMA 3 - QUESTIONS & ANSWERS
1.create new mission 2.add unit (player) 3.save mission 4. preview , add stuff , then save to .sqm(keep in mind its saved to clipboard instead) go back to 2D editor 5.find file yourmission.map in my documents/user/arma 3 other profiles/name/ 6. open mission.sqm then hit ctrl+a (all is selected now) hit ctrl+v clipboard is pasted in mission.sqm save file 7. while still in the 2D editor reload mission 8. all units are AI now so you have to edit them for player controll and save again -
how to get from the mission intro senario to mission senario ?
spidypiet replied to k4ble's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this on the end off your script camDestroy _camera; EndIintro; -
Is there an easier way to put objects on a 2nd floor building?
spidypiet replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
keep in mind in zeus or even with the get/set commands on small object placed on a desk it needs this enableSimulation false; in the objects init line ^^ D787 +1 -
keep in mind create templates per island a template created on stratis will have other positions when merged on altis
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when its only editor placed objects and items then a merge is the way to go merge the template.mission in to your new.mission keep in mind all playable units and player unit will be converted to regular AI
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How to make multiple respawns?
spidypiet replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you could use several MP respawn modules and sync it with triggers clear the area so that respawn point becomes active, that way you also add multiple respawn points to your respawn menu -
Can I use Zeus 3d editor to build nonzeus missions?
spidypiet replied to Gunter Severloh's topic in ARMA 3 - ZEUS EDITING
glad i could help -
I want to add NVG to all units in OPFOR
spidypiet replied to lightspeed_aust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{ if(side _x == east) then { _x addItem "NVGoggles_OPFOR"; _x assignItem "NVGoggles_OPFOR" }; } foreach allUnits; -
Can I use Zeus 3d editor to build nonzeus missions?
spidypiet replied to Gunter Severloh's topic in ARMA 3 - ZEUS EDITING
zeus is intergrated in MCC so if you use zeus for creating your mission in MCC and then login save/load All to SQM then all items objects units and even waypoints made with zeus wil alsol be saved to the clipboard i use the modded version of MCC create new mission create a player unit hit preview then hit Y key for the Zeus editor place objects and units what ever you want the hit Y again for leaving zeus then scroll up/down with mouse wheel you will see MCC in your action menu click MCC and login then save/load all to sqm now all is saved to the clipboard end the game backin the editor alt+tab out to desktop now find you mission in my documents/arma3-other profiles/username/missions/yourmission now open your mission.SQM with notepad++ then ctrl+a then ctrl+v and save go back to the editor reload your mission you will need to clean up some unwanted garbage surrounding you player unit (its now a regular AI unit change it back to player) like windfx.pollen save again in the editor now all is done and ready to go tip: creating missions can take many hours day's or even weeks to complete so i create my main mission where i create tasks and place DAC triggers and use seperate MCC/Zeus missions to Merge in to the main missions also create mission Backups before working altering or merging -
Can I use Zeus 3d editor to build nonzeus missions?
spidypiet replied to Gunter Severloh's topic in ARMA 3 - ZEUS EDITING
i use the MCC mod version Zeus is intergrated ,that way you can save your build mission i even build small portions of a mission and merge them with the Main mission -
This trigger does not work since the last update for the DLC helicopters! WTF why
spidypiet replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
not only it stops reading it also stops processing that entire line i agree he should use sleep 1800; or sleep (60*30); only way to be sure is to test it on a smaller delay like you said: sleep 5 * 20; //will only sleep for 5 seconds by that logic "sleep 1800*30;" should give a 30 min delay before the trigger resets and should the script work as expected