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dub_r_totalwar

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Everything posted by dub_r_totalwar

  1. Alright, I have read a few threads about this but none matched what i was after. I want to create an objective complete when it is triggered from an action from the mouse scroll wheel, for example. The objective is to locate an enemy radio and disable it. I want to know how to add "disable" on my mouse wheel action menu when i am by the radio and when this action is complete it triggers the objective to be complete. If anyone could help me it would be much appreciated!
  2. So its been awhile and I decided to start playing Arma 3 again and have run into a brick wall with something I'm trying to do in mission editing. I got a mission I want to create and the point is to have special forces infiltrate insurgent held territory and locate high priority targets and take em out. The thing is though, these SOF lads will be civilians with a backpack, in the backpack will be a good old silenced weapon for them carry out their tasks. I want to know is it possible to have opfor open fire on civilians if a civilian has a weapon out or pulls a weapon out? I have mission creating experience and have messed around with East Setfriend etc, setcaptive and a few other things to try manipulate to how I want things....but I had a big old brain fart and couldn't figure out if it would be possible. I know it would be possible if I set a trigger to a radio command, but that would kill the immersion factor of the mission if i have to manually set it for it to happen. I like the idea of hiding the toys away and when out if spotted we get shot at. Any help/feedback would be helpful, even if it was to tell me its not possible, would save me time figuring out the hard way.
  3. dub_r_totalwar

    Opfor shoot civilian if pulls gun out?

    Thanks mate! Everything mentioned in this thread here has worked so far!
  4. dub_r_totalwar

    Opfor shoot civilian if pulls gun out?

    Thanks for the reply mate! Looks great! I'll give them a go.
  5. dub_r_totalwar

    Authentic Gameplay Modification

    For some reason sometimes I'm unable to help unconscious players and another issue I came across is that it takes two grenades to kill an AI character. Dropped and RGO in the middle of a group of 4 AI and none died, seems they took damage as they seemed to move slower, on the second grenade 3/4 died. I done a few test in the editor and is the same results.
  6. dub_r_totalwar

    Authentic Gameplay Modification

    Ah that makes sense, I thought of that but under the cfg viewer ,it was under the weapons category for some reason. thanks
  7. dub_r_totalwar

    Authentic Gameplay Modification

    Ive made a multiplayer mission and all is well apart from a few items not spawning into the playable units backpacks/vest Everything else is spawning correctly with the AGM mod apart from the medical supplies. The AGM flash grenade spawns into the playable units bags but not the medical supplies. The medical supplies spawn on AI units as the AGM default spawns depending on the class of the soldier. Im using this in the unit init line and it is correct as all these items are under the weapons cfg. this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Epipen"; this addweapon "AGM_Epipen"; this addweapon "AGM_Morphine"; this addweapon "AGM_Morphine"; this addweapopn "AGM_Bloodbag"; Any ideas?
  8. dub_r_totalwar

    Authentic Gameplay Modification

    Ive made a multiplayer mission and all is well apart from a few items not spawning into the playable units backpacks. Everything else is spawning correctly with the AGM mod apart from the medical supplies. The AGM flash grenade spawns into the playable units bags but not the medical supplies. The medical supplies spawn on AI units as the AGM default spawns depending on the class of the soldier. Im using this in the unit init line and it is correct as all these items are under the weapons cfg. this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Bandage"; this addweapon "AGM_Epipen"; this addweapon "AGM_Epipen"; this addweapon "AGM_Morphine"; this addweapon "AGM_Morphine"; this addweapopn "AGM_Bloodbag"; Any ideas?
  9. dub_r_totalwar

    VTS Simple weapon resting

    BTC revival script is your friend
  10. Im 90% through finishing a mission but since I'm new to sqf files, Im wondering , does anyone know any good scripts for addaction on a single hostage ? Im decent with in game coding in init,conditions etc but when it comes to putting the init and sqf together I'm useless as I'm still learning haha. Any help will be appreciated, thanks.
  11. dub_r_totalwar

    PG Services - Private Military Company

    Nice mod mate. My only disappointment is your DL link is broken.
  12. Awesome it worked fully ! I'm used to the little minor scripts and stuff, Just thought i'd step things up abit and get a hang of the more difficult ones. Thanks for your time dude ! You helped out alot and put up with my stupidity haha
  13. Ah that worked ! Thank you ! Just one more question. How would i make it so that when me or a friendly was close to the radio that the Found radio action from the scroll menu would be activated for use so it eliminates some one at the start of the mission just doing it strait away with out finding the radio?
  14. Im kind of new to this so that all looks gibberish to me xD
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