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Everything posted by Idomass
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how to do custom shelles to tanks?
Idomass replied to Idomass's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
no the problems is i want the gunner to hhave the "markava cannon" and the shell i want to replace it by config not by model (if u didnt understand ist a retexture of the m2a1 slammer). the problem is the driver have the weapon and not the gunner it should replace the standart cannon with "markava cannon" and the shells (magazines) with "hatzav" -
how to do custom shelles to tanks?
Idomass replied to Idomass's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
No one knows? -
terminate script does not work!?!?
Idomass replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i think it will be batter if we will mix our missions if you want just contact me steam -
About the respwan back to their position, (and even spctate script) , i thimk you should contact Galzohar and ask help from him (he created DTAS , when you died you will spctate from youre teammate and he have score board and round based system)
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Arma 3 bomb game problems
Idomass replied to Idomass's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks both of you! killaward.sqf is now working like a charm. the other problems is still not solved, the bomber is the guy that can see the defuse, the CT (Blufor) side still can see the plant action after the bomb planted (if the try to use it it will write "you cant plant"). they cant see the timer (only T can see it) -
Im creating CSGO style mission to arma 3 and i having problems with the bomb defuse at MP. i cant find my errors and there is no scripting errors. can somone help me find the errors? the errors are: 1)only the guy that planting the bomb can see the defuse 2)killaward.sqf is not working at mp 3)cant see the timer of the bomb Ignore it that bombdefuse.sqf is by mistake called bombdesfuse.sqf.(this is not the problem) link: http://www.mediafire.com/download/fzkr91a3zn19qbb/Arma_3_Bomb_game.VR.rar
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Need help with vehicle loadouts!
Idomass replied to derfritz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
wait, are u spawing with inside the vehicle? it should work if the unit spawing inside it ---------- Post added at 08:05 PM ---------- Previous post was at 07:50 PM ---------- this might help u waituntil {!alive pawnee1}; waituntil {alive pawnee1}; pawnee1 addmagazine "120Rnd_CMFlareMagazine"; pawnee1 addweapon "CMFlareLauncher"; if it doesnt works do this thing this addeventhandler ["respawn","_this execVM 'loadout_pawnee1.sqf'"]; loadout_pawnee1.sqf: pawnee1 addmagazine "120Rnd_CMFlareMagazine"; pawnee1 addweapon "CMFlareLauncher"; -
Need help with vehicle loadouts!
Idomass replied to derfritz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are u sure that u changed it? u wrote exactly the same thing that u wrote before: waitUntil {!isNull player}; _unit = _this select 0; _unit addmagazine "120Rnd_CMFlareMagazine"; _unit addweapon "CMFlareLauncher"; if(true) exitWith{}; Change it to: waitUntil {!isNull player}; _unit = _this select 0; Vehicle _unit addmagazine "120Rnd_CMFlareMagazine"; Vehicle _unit addweapon "CMFlareLauncher"; if(true) exitWith{}; -
Activate trigger when specific unit NOT present?
Idomass replied to Niklas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if u want to check if they are not in the zone just put !this in the condition if u want more help about the second thing i would like if u mail it for me. ghsu903@gmail.com -
Need help with vehicle loadouts!
Idomass replied to derfritz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try to use this: vehicle _unit addmagazine "120Rnd_CMFlareMagazine"; vehicle _unit addweapon "CMFlareLauncher"; -
Arma 3 bomb game problems
Idomass replied to Idomass's topic in ARMA 3 - MISSION EDITING & SCRIPTING
first things first, no it is not at pyrgos it is in custom map in VR. it works realy good at SP but having a lot of problems in MP. what that u suggest me doesnt seems to work,still the guy who planted is the only guy that can see the timer and can defuse it, any other ideas? -
Weapon Resting & Deployment Feedback
Idomass replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
find it thank you -
Weapon Resting & Deployment Feedback
Idomass replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
still cant find it... where it should be? confgure > controls > ? -
Weapon Resting & Deployment Feedback
Idomass replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
doesnt works.. i customized my controls can i change the bipod button? -
Weapon Resting & Deployment Feedback
Idomass replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
how can i deploy the bipod? any hotkey? -
I have create a 3d structure and from some reason i can go through it any ideas?
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thanks but unfortunately the guide was not useful, I followed steps several times and it did not work There is no more advanced guide? Or someone that can guide me with steps? i will be thankful.
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no one knows?
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oops! there was HUGH mistake in config problem solved how can i make doors and wreck to me building?
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thanks that helps me why every time when someone killed in the object the object is bouncing? (the mass is 10000)
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i should create the plane in o2 or in blender? and how should i make the plane invisible? EDIT: i manage to make stairs but im still doesn't know how to make invisible plane can someone help me?
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how should i make roadway lod? like geometry? and how should i create stairs?
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http://www.mediafire.com/view/17i1328ydcpx4l8/1.png when im using C:\Users\HP\Desktop\new\rock.paa i can see it at buldozer but i cant see it ingame EDIT: problem solved the problem was in source file ---------- Post added at 03:23 PM ---------- Previous post was at 02:56 PM ---------- somone know how to make walkable surface? (2nd floor , stairs)
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yeah maybe i should change the source file name? if i packed in binpbo the folder named "name" and texture name is "tex" how should i write the source?
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100% sure that i have used uv map in blender i dont sure how to apply the texture in o2 (if i should do CRTL+A "e" and write in source file "folder\tex.paa" so i have apply the texture)