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Posts posted by Grumpy Old Man
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Knowing that Arma3 is on the CPU heavy side, I'd say buy the notebook with the most potent CPU for your money can buy, won't be much on the market for £600 but if you only want to use it for editing/previewing and only playtesting your missions/scripts the gpu will be not as important.
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Name the squadleader and the chopper,
then put this in a trigger of your choice:
{ choppername reveal [_x,1] } foreach units group squadleadername -
Hey folks,
is it possible to create more subjects/tabs other than with the createDiarySubject command?
Right now I only can create new tabs in the map screen, but would like to be able to create multiple subfolders.
When I use createDiarySubject and open the map to read it it looks like this:
Map Tasks Briefing Team Mysubject
Can I make it look like this?
Map Tasks Briefing - Mysubject - day1 - some text - some more text -day2 - theres text here TeamCheers
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Made a ticket quite some time ago, no reply from a dev yet.
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First you are trying to access local variable _rescuer out of it's scope:format ["_this == %1", _rescuer]];
I would have never thought of using format for this,
awesome :bounce3:
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Awesome,
gonna try it out, didn't think of the array solution, I'll be a happy grumpy old man if this works. ;)
Cheers
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Hey folks,
using the cursortarget I've been biting my teeth out to find a way how to pass certain objects, specifically park benches or stop signs to a script, since they won't give me anything to work with, even when using
hint str cursortarget
Using nearestobjects gives me some .p3d stuff, no idea what to do with that.
Any ideas on how to do this?
Cheers
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That's probably caused by ricochets, so you basically hit 2 targets with one bullet.
Just finished making the script to work when running on multiple courses at the same time, still got some stuff to iron out and add more features, smokes and chemlights are being launched instead of just being spawned etc.
Gonna do some more intensive testing, MP doesn't seem to give too many issues atm ;)
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I found that Domination missions were mostly boring since there were only ever enemies at the AO. There was never any tense action or having to be alert on your way to the AO. I changed that with DAC in that units could be anywhere on the map. Made Domination a lot better in my opinion.There's not one single coop mission right now that won't benefit from AI enhancement scripts, too bad most mission makers think otherwise, stock AI turns into sitting ducks when compared to script controlled squads like DAC/UPS/UPSMON etc.
Most of the time they're even sitting there in aware behavior, wedge formation waiting to be shot...
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You don't need to do anything besides placing the jets on the taxiway, heading SW on the altis main runway.
They will take off on their own.
Just make sure they're close to the taxiway and heading SW, that's it.
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Captured stuff gets stored in the base inventory.You mean the crates inside the base?
Never tried that, I always thought the gear is getting saved on the player but it's currently bugged, since all vehicles that you steal are also gone after going back to base.
They could at least add a small note to explain how the most basic stuff works, there's not one single hint what you should do to get your gear saved.
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Well in the campaign's thread, the creator said that his plan is to use only vanilla stuff, so it's a bit weird that he includes that in the video.On the other hand, I think it would be better if we keep this thread for the official BI Development, not for community mission makers ( which have already its respective forum ).
My bad, I actually thought this video was an official BI one, heh.
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@SpookyGnu:
MP version should be done until weekend, gonna test it first of course. The current version is more a proof of concept, SP should work fine though.
@Dai-San:
I had this too, but only on the second or third round, it always popped up in the first round, gonna investigate that. From what I've seen ricochets can hit other nearby targets, especially when using anything bigger than a 9mm, but the target mentioned is popped down and behind sandbags so that can't be the case.
@songer:
MP version is in the works.
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That's actually great Master85, thanks for sharing!
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@F2k Sel:
Don't know about spread, at least when using the 155mm guns they can hit anywhere within 500m from the target, if they're at least 4km away, that's pretty authentic if you ask me.
For the MLRS they're extremely accurate in RL, can hit something like the size of the small garage from altis at a distance up to 60km (in arma3 the max range is above 70km I think), it's using guided rockets for a reason.
For a good spread with the MLRS you could probably use relative positions and let each MLRS hit a specific spot instead of randomizing the spread, since the MLRS rockets are causing the second most powerful explosions in arma3, next to the gbu12/mk82.
(the 230mm rocket has a hit value of 1200, the gbu12/mk82 have 5000, then there's the "Bomb_03_F" and "Bomb_04_F" classes with 6400 and 6000, no idea where they're used though)
Knowing that it's very reasonable to have 1 rocket impact within 50m which will kill any infantry and destroy or take out armor.
So you could take that number and create relative positions based on that distance, making gun 1 from battery 1 hit dead in the centre, gun 2 will hit 50m to the north of the centre, gun 3 50m to the south etc., you get the idea.
This way you could easily cover a big area, increasing the efficiency of your arty even more.
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I think GOM is pulling your leg. The Arma 3 devs released a mock video in 2012 with these aliens in it.They definitely don't exist in game as there are no cfgVehicles entries and nothing in the ambient parts of CfgWorlds. The texture file is probably a leftover.
You're right, sorry for any troubles, couldn't resist ;)
The texture is a leftover from an aprils fools video from what I know.
Here's the video:
Cheers
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How about some more information?
Are you using mods, at which altitude did that happen etc
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Yeah, they're treated like rabbits or snakes but only spawn on that specific date/time and area
go ahead and try it
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No idea about multiplayer scripting but you need to find a way to intercept sidechat before it's getting broadcasted, might not be doable at all but what do I know?
Would be interesting to know, since this would open a lot of possibilities to mess with people in MP games. (randomly filtering out letters for random players etc.)
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You can see them if you do the following:
Go to the editor
set the date to the 4th july 2012 at 1 am
wander around in the woods in the north western parts of altis
this only works without NVGs
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Oh well, I didn't look at your script, for the orca the name is "dvere1_posunZ",
it apparently only works with the animate command, not with the animateDoors.
And it only works on the left door, no idea if the other door can even be animated.
I really wish BI would get their naming conventions unified for once.
Cheers
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Instead of vehicles/gunners you could use effectiveCommander, I found out the commandartilleryfire command worked best with it.
On the other hand are you sure the MLRSs are in firing range? MLRSs are like divas, they occasionally won't fire even if they're within firing range for some unknown reason.
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I guess everyone without a parachute backpack got this "issue".
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What doors are you talking about?
The script only closes doors so you have to open them again for every round, they shouldn't get locked ever.
Or are you using multiple instances of this script? That's not working in the current version, will get fixed together with MP compatibility. So you can have multiple rangemasters supervising multiple courses at the same time.
Helicopter doesn't attack ground units
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
working fine here, how did you use this script snippet?