avengerarts
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Posts posted by avengerarts
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If you have found the answer tell me, I'm confused too.
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On 22/02/2016 at 1:22 PM, Locklear said:Ideally, I'd suggest creating a little config entry for that. Basically, you create weapons with those accessories, and then you can add those guns to the crate easily, since they have unique class names. The config entry might look like this:
class cfgWeapons { class arifle_MX_F; class custom_MX_ACO_F: arifle_MX_F { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Aco"; }; }; }; class custom_MX_FL_F: arifle_MX_F { class LinkedItems { class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_flashlight"; }; }; }; };
Where to put it? in SQF file?
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1 minute ago, killzone_kid said:What are the rest of the params?
1,1,1,0};
To be honest, I don't know! but the first one is the volume "1"
9 hours ago, avengerarts said:{"music\YOURSOUNDFILE.ogg",1,1,18,1,1,1,0};
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1- place a unit (player).
2- place an object, let's say FM Radio.
save the scenario, then go to its folder "\documents\arma 3\missions\name_of_your_scenario"
3- Create music folder "music" and put your music file or the sound file inside this folder.
4- Create "description.ext" file in that folder which is you scenario folder. open it and paste this:
class CfgSounds { sounds[] = {}; class sound1 { name = "sound1"; sound[] = {"music\YOURSOUNDFILE.ogg",1,1,18,1,1,1,0}; //The 18 indicates the distance at which the sound will be heard; titles[] = {}; }; };
Go back to the editor "eden" and double click the object and write this in its init field:
this say3D "sound1";
That's it.
Many thanks to Feuerex who helped me a lot with his videos.
Press "Like" button if you like this post.
Resources:
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1 hour ago, Midnighters said:unpbo the showcase mission and take a look at it?
Can I Unpbo the Campaign missions???
Where are they exactly?
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Look at this image in background of debriefing!
I want to do something like it but I don't know how?1
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What about Debriefing?
I found this, but I want to use the in-game module, which is in Attribute > General
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On 10/03/2013 at 7:56 PM, tay-uk said:I answered your question 1 in this thread:-
Trigger activates when a specific building is destroyed
The second question, name the player unit Unit1 and then name the vehicle Car1
Then use the condition in the trigger
Unit1 in Car1
If its a multiplayer game I am not sure how it would work if any player entered the car, but this might work
player in car1
Question 3 i don't know :)
how about getting out?
I can't say "in" of course!!! I tried "out" and it didn't work, can you help me please?
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On 17/05/2015 at 11:49 AM, R3vo said:1.
1. create a Create Task Module
2. create a Set Task State Module
3. Create a trigger => in its condition field write => player in car //(car is you name of the vehicle you want the player to enter)
2.
1. create a Create Task Module
2. create a Set Task State Module
3. create a trigger on top of the item you want the player to pick up. Set its radius to 1 (depends on the items size), set the condition to not present and anybody.
3.
What do you exactly mean?
How about getting out ? I tried "out" but it didn't work
Any help is appreciated!
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This solved my issue, thanks a lot guys!
I'll post it here for the others to know how.
1- Place a unit give it a name.
2- Place an empty car and name it.
3- Place "Create Task Module".
4- Place "Set Task Module".
5- Place a trigger and write in its Condition field: player in car
where "player" is the name of that unit you placed and "car" is the name of the car you gave.
6- Sync player to "Create Task Module" then to Set task state then the trigger! as shown below.
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On 04/03/2015 at 0:26 AM, jshock said:Or in the car's init field:
this addEventHandler [ "GetIn", { [_taskNameOrID,"Succeeded"] call BIS_fnc_taskSetState; (_this select 0) removeEventHandler ["GetIn",0]; } ];
Are you sure??
I tried it, it isn't working.
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On 11/07/2015 at 9:35 PM, Cyper said:I am aware that you could use a script in the briefing.sqf in ARMA II. In arma 3, however, you can use the modules for briefing.
My question is how do I add a briefing picture in arma 3?
what is the name of this module please?
Sorry I just found it!
it is "Create Diary Record" module.
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On 17/07/2013 at 9:29 PM, kylania said:Click on the Module and click Show Info at the bottom. There's a nice description of what you need to make it work on that page.
Can you post the link of this wiki page?
I couldn't find it!? :(
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Can you help?
a file might help me, thank you in advance.
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19 hours ago, Grumpy Old Man said:You might figure it out reading the first post.
I'm feeling helpful so you'll get the additional tip that you can find the info you're looking for in the first post, first line. At the end of it.
Cheers
So sorry, I didn't notice it.
English isn't my native language, anyway thanks a lot!
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On 26/03/2017 at 4:32 PM, Enigma229 said:Where would I put this code into?
No help?
"triggers init"
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Is it ok to send me Pbo file so i can learn from it, please?found it!
thanks.
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On 15/07/2013 at 0:50 AM, kylania said:That'll delete the crew but not the vehicle. Here's what I used to delete a group + vehicle in a waypoint dynamically:
cleanUpveh = vehicle leader this; {deleteVehicle _x} forEach crew cleanUpveh + [cleanUpveh]; deleteGroup this;
Should work too. :) Well, assuming the group is in the vehicle.
where to put this? in the trigger, right?
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_xhandle = [<GROUP>,<VEHICLE>] execvm "Eject.sqf";
On 05/04/2015 at 0:59 AM, Ulfgaar said:Greetings everyone!
This is my attempt at making life somewhat easier. I am by no means a professional scripter, but after searching the web whide and far, i have come across quite a few things that works and stuff i've tweaked to my satisfaction.
The reason for why im making this, when there obviously are many other posts dealing with this, is because - none of them, had all i needed, in one post.
I was making a multiplayer mission which involved a group being paradropped from an C130J at 2000m, and a diver team that were to be inserted by a helicopter, hovering over water and dropping them out.
For the paradrop, i ended up using a script i found, which i will show you guys later. I can't take credit for making it, as i didn't, but i've tweaked it to my satisfaction. I cant remember where exactly i found it. If the owner of it finds this, please do mention your name and i'll give you credit for it.
For the divers drop into the sea, i've had to do ALOT of testing and searching till i findally came up with something that worked. Many of you would probably say that "Transport Unload" waypoint would do the trick, which it does to some point, but not completely.
For the paratrooper drop, this is what i've done.
I used the
functions to manually fly the airplane through the desied route. This is because at the current time, AI's will follow the contour of the landscape at any hight, which means that even on 2000m it will wobble around as it flies "over hills and valleys" below. You can use the <Plane/Chopper name> flyinheight <Desired Height> in the activation field of each waypoint, but that will still make the plane/helicopter act quite weirdly in my opinion. And again, the whole "following-the-contour" behaviour which all in all makes for bad immersion. What i learned from this is that the UnitCapture/UnitPlay functions is mainly a singleplayer thing. Its smooth running there. In multiplayer, it still works - but the plane acts like its having some really big desync problems. It still works, just not pretty. Sitting in first-person in the plane is recomended as you wont notice it too badly then.
Anyways, down to business. I used the codes for assigning group names to said groups i was using.
<GROUP> being the desired name for said group - this is placed in the group leaders init box.
<GROUP> = group this;
This places said <GROUP> into said <VEHICLE>. <VEHICLE> then being the name of the vehicle (your own choise). This is also placed in the group leaders init box.
{_x moveInCargo <VEHICLE>} foreach units <GROUP>;
Make an Eject.sqf file, and put this in - Place the file in your missions folder.
_group = _this select 0; _vehicle = _this select 1; if ( (typename _group != "GROUP") or (typename _vehicle != "OBJECT") ) exitwith { hintSilent "Invalid Parameters parsed"; }; sleep 1; { _x allowDamage false; unassignvehicle _x; _x action ["EJECT", _vehicle]; sleep 0.8; _X allowDamage true; } foreach units _group;
Make a trigger where you want this script to be activated. Put this in the activation box.
This works very well for ejecting paratroopers (AI or Players alike) in a line after the plane (this ofc refering to the Eject.sqf file above).
_xhandle = [<GROUP>,<VEHICLE>] execvm "Eject.sqf";
For the divers team, i struggled alot. I made an invisible helipad on the location, 5 meters above the surface. I then set the helicopter with an "Transport Unload" waypoint onto/near the helipad. This would be enough i thought, but it didnt, because the "Transport Unload" waypoint would only eject the whole squad if it was purely AI's. If the group leader was a player, the player would get dropped, but the AI's would stay in till you gave the order of disembarking. If all slots were players with no other AI's - the chopper would just chuck out the leader, and immediately rise to such an altitude where the other players would get hurt when ejecting into the water.
This is the solution i ended up with:
At the same place as as the "Transport Unload" waypoint, with just 2-3 meters radius, i placed a trigger with this:
{_x action ["GetOut",<VEHICLE>]} foreach units <GROUP>; unassignVehicle <GROUP>;
This will chuck every AI/Player out at said location, no matter what, with no needs to give "disembark" orders.
Some extra info on these codes:
{_x action ["GetOut",<VEHICLE>]} foreach units <GROUP>; unassignVehicle <GROUP>;
{_x action ["Eject",<VEHICLE>]} foreach units <GROUP>; unassignVehicle <GROUP>;
The "GetOut" version, will throw out AI/Players of that group - no matter what, at any hight, not caring if they have parachutes or not. Therefor ideal for the task i needed done when it came to my divers.
The "Eject" version, will only throw out AI/Players IF they have parachutes. If they dont, it wont eject them.
I've not tested this very closely, but i think its because the "GetOut" command just throws them out no matter what, but they will not open parachutes, even if they have them (i think).
The "Eject" order will only work with parachutes, because its probably an actuall order to eject and open the parachute, which is why its probably better used if you want to chuck alot of AI's out of a moving plane at speed and have them open their parachutes. I might be wrong, but thats my theory.
Anyways, i hope this post helps anyone who's looking to do these spesific things.
And again, im not trying to step on anyones toes or take credit for other peoples work, i just try to place it all in one post directed at these two spesific ways of insertions.
Kind regards,
- Ulfgaar
What is "_xhandle"?
I'm poor in scripting but started learning 3 days ago, Yey!
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On 22/08/2016 at 10:15 PM, zagor64bz said:Forgot to tell you that that I use the "triggerActivated" command not just for task, but for instance to make one trigger active only after another trigger as been fired..... ;)
YOU MADE ME HAPPY!
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Heli Load Wait Till All Unit Loaded Before Takeoff
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
1) Created a load waypoint directly over the helicopter with this in the condition field.
{_x in heli} count (units group player) == {alive _x} count (units group player);
2) Then your next waypoint would be the transport unload with this as the condition.
{_x in heli} count (units group player) == 0;
3)Then to clean it all up send your helicopter off and delete it, move waypoint on act.
{deleteVehicle _x} forEach (crew heli) + [heli]
I tried that and nothing. The poster on the BI forums didn't mention if I had to change certain things. So I just copied and pasted.
I tried this too:
1) In the Team Leaders init put this.
alpha = group this;
2) Just in front of the LOAD waypoint have a move waypoint with this in its condition field.
({!(alive _x) || _x in heli} count (units alpha)) == count (units alpha);