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exevankeko

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Everything posted by exevankeko

  1. I forgot to say, that should work well in multiplayer someone who help me
  2. exevankeko

    Make a gate that opens

    That nothing else works? I'm not using the mod .. I only saw this video, and want to make a gate as well. ---------- Post added at 20:18 ---------- Previous post was at 20:07 ---------- I put a wired fence with name "policegate" and trigger with present blufor repeatedly and put in the field "ON ACT": policegateopen = true; I did not work ... I think you need to do some script or something to make it work
  3. I'm using this command: [man4, "SIT_SAD1-2", "FULL", {triggerActivated Tri5}] BIS_fnc_ambientAnimCombat call; Animation does not work, as I do to sit in the chair? anyone know how this command works well? Before using this command in my missions 0 = this spawn {_this switchMove "InBaseMoves_SittingRifle2";} this disableAI "anim"; this disableCollisionWith CH1; removeBackpack official; The only bad thing is that this command did not react to the enemy. But no longer works more with the last upgrade ARMA 3 =(
  4. I need help, anyone knows how to do, the animation stops when it detects an enemy and work well?
  5. Works only one second, and then sits in the chair. = (
  6. I put this code in a trigger in the part that says "ON ACT" right? would have to do just that? and also what I put in the init soldier? THE TRIGGER is set in present Blufor once
  7. Thank you very much for your help, I could make AI sit in a chair =) using the following: [this, "SIT1"] call BIS_fnc_ambientAnim; Still can not get the AI ​​to do stop animation when it detects an enemy! Try these codes but it did not work = ( ----> man4 switchmove "";man4 enableAI "anim";man4 enableCollisionWith CH1;
  8. It does not work, the AI ​​does not sit on the chair. There's something wrong, or maybe missing ---------- Post added at 21:38 ---------- Previous post was at 21:30 ---------- This method worked very well before, with the last upgrade of the game no longer works more. (However the AI ​​did not react to the enemy) If anyone knows of some method that works now and the AI ​​will sit in the chair and make the animation stop when it detects an enemy, would be wonderful. 0 = this spawn {_this switchMove [b]"InBaseMoves_SittingRifle2";}[/b] this disableAI "anim"; this disableCollisionWith CH1;
  9. try this put a waypoint, in the field where it says: "On Act" put this: [this,"REPAIR_VEH_STAND", "FULL", {triggerActivated tri5}] call BIS_fnc_ambientAnimCombat; Put a trigger with any name, example ("tri5") , set present blufor or opford or any faction that is the enemy in your mission. sory for my english!
  10. Thanks for your help! I'll try to see if it works for me
  11. Hi guys! How are you? I need a little help How I can open doors in a building in arma 3? I need the doors of this building called dome (big) the doors are open and work in multiplayer (Look at the picture: http://www.armaholic.com/datas/users/arma3_dlc_zeus_screenshot_03_4.jpg) They have to appear open, as I do? can be done by a trigger or script? Help me please =)
  12. exevankeko

    =BTC= Revive

    Hello!!!!!! need help please! My custom Loadout! with the new virtual arsenal, dont work in multiplayer, the script dont save my custom Loadout! when died.. how can I fix this? only works if I am the host of the game, but if someone joins my game, and that person dies his Loadout is not saved and appears naked!
  13. Yes, but dont work in multiplayer Only works for the host of the game for other players that join the game does not work
  14. You can convert this mission: TT1: CIRCUIT TRAINING to multiplayer? where can I find it to edit it and make it multiplayer? I would like to make a multiplayer racing mission, with the characteristics of the mission: challenges: TT1: CIRCUIT TRAINING could someone help me?
  15. I did not work, I want to do is when a player die, respawn inside the vehicle as driver How can I do this? Besides that if the vehicles are destroyed also appear again with the player inside, is possible? players only.
  16. I want to make Zeus a mission mode. The mission will see two Zeus one for each side. I want Each zeus I control only units on your side As I do this? Because so far every Zeus can control all units either Nato or Bluefor. How can I limit this?
  17. Yes! use it, but it did not work =( i put a game logic (OPFOR ZEUS) and other game logic ( Zeus Bluefor)
  18. Hey guys how are you? I need help, I have a mission of hostages. What I want the hostages have this animation: I put a waypoint in ON ACT this code: Hostage1 playMove "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; the animation works well The problem is that when I go to rescue the hostages still doing the animation and do not move. They would have to stop doing the animation and join my team. this is the script I use for hostages: rescuePows.sqf _per = _this select 0; // Person who had the addAction _ldr = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction // Group given in the arguments section (ie: [POWS] _grp = _this select 3 select 0; // Remove the rescue option _per removeAction _act; // Join preselected units (POWS) to callers group, silently. {[_x] joinSilent _ldr} forEach _grp; in init player: POWS = [hostage1,hostage2,hostage3]; In Previous versions ARMA3 worked fine but now I change something and no longer works. They know how to fix this problem? or know some advanced script where the hostages have animation?
  19. It s for Mp Mission ---------- Post added at 23:55 ---------- Previous post was at 23:40 ---------- I put this in init field hostage1: this switchMove "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; and then put this in init field solder hostage1 switchMove "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"; and dont work =(
  20. I Try with "SwitchMove" but does not work
  21. Guys I have a problem, I want the IA shall sit in a chair. But I have this problem, look at the picture: http://imageshack.com/a/img853/9334/986z.jpg I put this in a waypoint in the On current field: solder setBehaviour "SAFE"; solder switchMove "InBaseMoves_SittingRifle2"; solder disableAI "anim"; solder attachTo [C, [0,0.3, -0.4]]; How do I rotate the IA? to correct the direction in which it looks. And the last problem I have is that if I shoot will never die. always is sitting in the chair. As I fix these two problems?
  22. Hey guys how are you? I'm doing a mission, and I find this type of bunker in the editor: http://imageshack.com/a/img69/8493/hf58.png It is available in the editor? where can I find it? looked everywhere and can not find it
  23. try this code and I think it works: [this,"SIT_LOW", "FULL", {triggerActivated tri5}] call BIS_fnc_ambientAnimCombat; another question, as I do for the AI ​​turn on the lights in the helicopter while flying low?
  24. Hey guys how are you? I need a little help How do I put an animation where unit is sitting on the floor? Name a unit and put a waypoint in the On current field: sit1 playMove "AmovPsitMstpSrasWrflDnon_Smoking"; but does not work, some units sit on the floor and others simply nothing works. I need something to stay seated on the ground. There are some other way to do this that works better?
  25. I need the units are sitting on the ground, but if they see enemies want to stand and fight.
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