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DiabloMuerto

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About DiabloMuerto

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  1. DiabloMuerto

    LEA - Loadout Editor for ArmA 3

    Did you remember to put the .bikey file from the keys folder into the keys folder for arma 3 (or merge them)? The errors you're getting means you have addons conflicting or not properly installed or possibly they're just outdated. If you're using more than just CBA and LEA I'd suggest turning them off until you get those two working then enabling one at a time.
  2. DiabloMuerto

    LEA - Loadout Editor for ArmA 3

    Would probably help if you actually list step by step what you did during install so people can know if you overlooked anything. That said the videos on youtube cover decently enough how to get it installed and working. Of the top of my head since I have no info. from you to go on I'd say the most common or easy to miss step is putting the @LEA mod folder in your /arma3 installation directory. Also you need Java to use LEA, most people have it anyway but you didn't mention it so just a thought. ---------- Post added at 19:31 ---------- Previous post was at 19:30 ---------- Any ETA on when LEA will be updated with marksmen DLC stuff? It's weird, I'm so used to using LEA it just feels odd not being able to use it for that stuff. :)
  3. So this seems pretty simple yet oddly enough I can't seem to figure out the syntax and I've been on google a while now and can't seem to find anything that states this specifically. Trying to figure out how to add goggles/glasses to my custom supply box. I've got everything else in and working but I can't figure out the command line for goggles. I tried additemcargo and addgogglescargo, addgoggleitemcargo none of those worked. Any help is appreciated.
  4. Can't seem to get this working, I put the .sqf in my mission folder and put the execute string in my vehicle's init line, didn't change any variables. Blew up the vehicle in preview from editor but doesn't re-spawn. The 5 in the part that goes in the init is 5 seconds correct? Does this script function with SP missions, as that's what I am doing? Do I need to add or alter any of the values in the .sqf from default? I know you can change them for preference but just as the file comes it should work w/o me adding or altering any values correct? Also in the string you have posted here that goes in the init line of vehicle, do you have an extra "? When I paste what you have posted here into the init line it gives me an error, looking at it, it looks like you have an extra " so I removed it, is that accurate on my part? Disregard, got it to work. Just in case any other script noobs like myself have similar issue. I was trying to get it so vehicle respawns almost instantly after being destroyed. In the .sqf you need to lower the sleep which defaults at 240 to something much shorter. Slightly threw me off b/c the 240 value says it controls the time between vehicle being destroyed and the wreck being deleted. Thing is the respawn of the new vehicle won't occur until the wreck is gone, so that's where it kind of threw me a little. :) Anyway working nicely now.
  5. DiabloMuerto

    How to: Make AI stay out of helo?

    that's funny, after literally hours of trying to get this to work, 5 minutes after I post this I finally figured how to make it work heh. I was just using the u1 action ["getOut", NRhelo1]; to get them out but seems it works smoother to just use the waypoints and not that code. Stupid simple and of course that's always the last thing you try I guess. :)
  6. Have a scenario with reinforcements coming in via helo. I have it all set it and running but the one issue I'm having is that for some reason when the AI get out of the helo, instead of doing their waypoints they just hop right back in to the helo. The way I have it set up I'm using a rifle squad, named each unit u1-u8, named the helo. I used the this moveincargo to get them in the helo. On landing I have two triggers, one triggered by the helo which forces them to get out of the helo and one triggered by the squad when they get out which initiates their waypoints to move to the target. Sync'd the triggers with the corresponding units and all that. On test though every thing works as it should except when the helo lands, the units hop out but then get right back in and just sit there and I can't figure out why. I'm using a Blufor helo instead of an empty one, that shouldn't matter right? I was thinking maybe they are merging and becoming part of the helo crew and that's why they won't leave? Anyway any help would be appreciated this one has me so frustrated right now simply b/c I don't see why it's not working.
  7. I've been trying to find some info. on moving the player from controlling one unit to controlling a different unit preferably after a trigger. Basically for the set up I am doing the mission starts and you're playing a special forces team. After a set number of tasks that team returns to base and at that point what I would like to do is fade to black, then when it fades back in you've been dropped in control of a separate unit + his squad of guys (not SpecForces). I know how to do pretty much all I need except for move control of the player from the current unit over to the new units. On a tangent to this question, in the mission I am doing I am allowing the player to control any units in the squad. So the other thing I would need to know how to do is how to make it so these particular units are not "playable" until I trigger the control swap so that they don't show up in the list when you press "U" while you're playing as the spec ops team. I know spawning the units in at the time of the trigger would solve that but I don't know how to spawn units with custom loadouts yet. I know how to give custom loadouts just not call in a unit that hasn't been placed on the map and then assign him that loadout. I have no scripting skills so mainly I'm looking for solutions that can be executed in the editor. To sum it up for those who don't want to read all that... 1. How to move the player from controlling one unit/squad to controlling another unit/squad 2. How to make a unit that was dropped as 'non-playable' into a 'playable' 3. How to spawn a unit with a pre-defined loadout Mainly looking for how to do these things after a trigger or similar action.
  8. Can't imagine this hasn't been asked but couldn't find an adequate answer via search. Fairly simple, I have a base all set up with support assets. They're all sync'd and working but I don't want the player to have access to them at the start of the mission. So essentially I just need to know how I can set it up so that they unlock via a trigger or met condition. So I reach an area and a hint pops up saying Artillery support authorized or similarly I complete an objective and it then becomes available. Also is it possible to refill the artillery, I have it set right now to only allow 3 calls for arty support. If I make a long mission and want to refill that with 3 more support calls how would I go about that. Second question, I have a 5 man squad of custom units, by custom I simply mean I gave them a specific load-out of gear. I was wondering how I might go about altering their load outs during the mission? The scenario is they start a mission at night with the need for stealth so all their weapons are suppressed. As the mission shifts to day and the need for stealth is gone I wanted to have them keep their same load out but simply remove the silencers. I don't care if ammo/supplies are refilled just want the suppressors removed. How might I accomplish that? Thanks in advance!
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