CaponeSB
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Everything posted by CaponeSB
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different texts showed at the bottom of the screen with a unique trigger
CaponeSB posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys. I've been looking for a solution to my problem but I found nothing. Actually I need to make different texts appear one after the other with some seconds of interval between em. Is that possible to do with only one trigger? OTherwise I should only put many triggers in the same area. thanks in advance -
Hello guys. I found a lot ot threads about this but I have some issues: I linked an opfor guy to every FIA unit in my mission, but they act stupidly and weirdly... it takes some seconds for em to act, and a patrol group of 5 persons don't act at all, or almost.. they simply look at the BLUFOR soldiers and throw grenades, nothing more.. to this group I linked an OPFOR guy to the team leader with highest rank.
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starting falling with parachute, no more satchels
CaponeSB posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
My mission starts with the squad falling with a parachute. I added some satchels to the explosive specialist, but everything disappears (I guess the parachute replaces the backpack). How can I handle this? I need those satchels for the mission. -
Hello there. In my mission I linked an OPFOR unit to FIA ones, and the OPFOR is leader, so that FIA would be hostile toward BLUFOR. When in an area determined by a trigger the FIA is not present, the mission would be complete. PROBLEM: The game doesn't recognize the FIA as OPFOR, as a consequence, the triggers get activated and everything becomes messed up. QUESTION: How to make the trigger recognize the FIA as OPFOR since the beginning of the mission, so that it doesn't get activated?
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So I simply put that code in a trigger?
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is that fnc_makeOPFOR a .sqf file?
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starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok guys, sorry, I could be dumb or I don-t know.. May I ask you to type in oonly one post what I need to do in details? I've been trying everything again from the beginning, and I get confused with those corrections etc. Sorry. -
starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
well I don't know where I was LOL I'll try... such a stupid mistake.. I hope it will work later.. damn it... sometimes I get crazy with this editor.. EDITED The files are .sqf now, I changed what I had to change, according to what you ppl typed in your own posts, but still not backpacks.. I'm gonna think about changing mission type lol -
starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It tells me nothing while testing the mission.. the backpack doesn't appear when I'm on ground. -
starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I copy and pasted everything in the sqf file. -
starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't really understand what's wrong. instead of "player" I put "specialist" (which is my unit's name), but it still doesn't work.. when I get on the ground and the parachute disappears, I still have no backpack, plus no satchels. -
changing gear to units, "out of ammo" issue
CaponeSB posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey there guys. I edited my units with a custom loadout, but when the mission begins they say not to have enough ammo, although they do. the order is the following: primary weapon magazine, primary weapon, further primary weapon magazines. how to handle this? -
changing gear to units, "out of ammo" issue
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks -
starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what I did is this but it doesn't work: This is the mission folder this is the init file this is the script file What's wrong? -
starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll try, thx guys. ---------- Post added at 23:12 ---------- Previous post was at 23:05 ---------- sorry for double-posting, but how am I supposed to run a script / function? Can you explain me in details? I'm not a real expert about this part. -
starting falling with parachute, no more satchels
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
how am I supposed to do that? -
I didn't find anything useful about this topic. I wanna play a COOp mission with my friends, but I don't want our units automatically saying things like "ENEMY MACHINEGUNNER, half a click, north west" and other stuff, just to make us be focus and look for the enemy thanks to our own eyes.
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so I need to create a folder called "Mods" for example in the arma 3 folder, then extract everything in there and that's it?
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changing gear to units, "out of ammo" issue
CaponeSB replied to CaponeSB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
virtual arsenal? (I gave em 8 magazines lol) -
thank you
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Hey there. I'm gonna try to explain what I'd like to do in the editor. I've seen that often there are links in the briefing, and by clicking on them, the game takes my view to the objective. example: Destroy the ENEMY VEHICLE. By clicking on ENEMY VEHICLE the game should show me the position on the map. I've been looking around for this but nothing useful came in handy.
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Hello everybody. I found a lot of threads talking about this topic, but none of them helped me (prolly I'm making mistakes but I can't understand why..) I just want a simple text (like the one in the campaign) showing at the bottom right of the screen when the mission starts. Thanks in advance.
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Thanks a lot, didn't notice it. But how can I use more of them? I mean, I made 3 modules, linked to 3 different triggers with different countdowns in order to have a sequence, but it just shows me the latest that has been put in the editor..
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thanks a lot
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Hello everybody, here's the situation: There are two tasks, and both of em require explosives to complete. There's a trigger that alert every OPFOR unit if BLUFOR gets detected. When the explosives detonate, the tasks become FAILED automatically due to a trigger and a module I put into the mission editor. If a task is complete, I want it to remain SUCCEEDED, even tho the other one fails. My main problem is: when the explosives detonate, the tasks become FAILED, and I fear a succeeded task would become FAILED too. I hope the explanation is clear. If not, I'll try to make it better. Thanks in advance.