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CosmicDwarf

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About CosmicDwarf

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  1. CosmicDwarf

    Co-op: Force Respawn as Enemy?

    This is fantastic, thank you so much MDCCLXXVI. I will try to test this out today and see if I can get it all working. Arma and its community never cease to amaze me.
  2. This may come across as a bit of a weird question but it's something that occurred to me while I was working on a mission that might lead to a lot of my teammates dying. I thought it would be more fun for them if they were forced to respawn as a playable enemy unit, or maybe as units that spawn later on in the mission. The scenarios I imagined are as follows: 1. Some non-AI Blufor squadmates (i.e. players) are killed. After a few seconds or so they respawn as an Opfor soldier trying to hunt down the Blufor squad. Their objective would be to stop their former teammates from succeeding. 2. Some non-AI Blufor squadmates are killed. Instead of respawning as Opfor, they respawn as some units sitting in a helicopter halfway across the map. When their old squad reach the evac location, they ride along in the helicopter which picks up their teammates and they win. 3. Some non-AI Blufor squadmates are killed. Instead of respawning at all, they remain as spectators until their squadmates reach a certain trigger later in the mission which forces them to respawn as either Opfor or the Blufor rescue squad I described in scenario 2. Are any of these theoretically possible? I'm not expecting anything, but the Arma editor has surprised me countless times before with its power.
  3. Thank you so much everyone, I tried each method and found they all work very well. I think the switch trigger method seems to work the best because, although the "Bill" method works fine if you play as a squadmate, if you play as the team leader nothing seems to happen. The "Bill" method seems very useful though, I'll copy and paste that unit for use in the future. All that said, I'm getting the sinking feeling I'm probably going to need to bite the bullet and learn how to script. Some problems are arising when I do more advanced tests: The original plan I had was for the squad to be led by an officer who is driving the vehicle. The vehicle hits the IED, the officer dies, the team leader takes command. The only reason why I was using the officer as the driver was that the vehicle itself is from the "empty" units list and the driver would refuse to drive according to orders if he wasn't in command. When the new team leader takes control, the waypoints to safety are visible but he just orders everyone to patch themselves up and then runs off in the opposite direction (that happened once, probably accidental enemy aggro) or full-speed ahead towards the old waypoint. I tested it in an alternative scenario where the officer doesn't die and it worked pretty well, if a bit abrupt (I still need to work out a way of getting a good "aftermath" 30 seconds or so where everyone gets their bearings). The problems arise when the original squad leader (the officer) is killed. I suppose it could be unrealistic if the squad leader (an officer) is driving rather than a faceless mook. I liked his death because it seemed dramatic. Maybe I'll just find a way of getting the non-command driver to work.
  4. In a mission I've been working on I have an offroad vehicle with soldiers on board, driving to a distant waypoint. It runs over an IED about halfway through the journey which disables the vehicle and causes everyone to jump out. That's about as far as I've gotten, but I'd like the group to change plans and move into the forest nearby and make their way to a different location. Ideally, after the IED explodes I'd like to create a new path of waypoints that zig-zag through the forest, forcing you to evade and engage various ambushing enemies. The problem I have is that, although I would really like to learn, I don't know how to script yet. I can do basic things like using triggers to cause the IED to explode, the driver to die and the waypoint to disappear, but I don't know how to then create a new path of waypoints that only appear after the first is cancelled. Could anyone give me advice on how I could do this?
  5. I'm sorry if I've posted in the wrong forum, but I wasn't sure about who to approach or indeed how to approach this issue in general. Sorry about the vague title as well, I wasn't sure how to phrase this question succinctly enough - don't worry, I am not asking for a tutorial necessarily, this is a specific issue I'm unsure of how to approach. I've been trying to use this official BIStudio-created Arma 3 uniform in one of my missions (it's from the main campaign in single player): Unfortunately, there are problems with it. The main one being that the uniform's arms seem to override those of the wearer, forcing them to have Mediterranean, olive-skinned, tattooed arms below the elbows even if the player or unit is black. It's disappointing considering you don't tend to experience that with the various polo-shirt uniforms in game. Here is a screenshot I took a few minutes ago showing the problem: The second problem is that, while wearing the uniform, the player cannot actually see any guns in his hands. Guns become invisible, forcing the player to play in third-person. I assume this has something to do with the blasted arm-override thing? Normally I'd just let this slide and try and pick a different uniform. However I really like the way this uniform works for my mission, and this time I'd rather just fix the problem. I'm sure I can learn some skills along the way too, which will undoubtedly come in handy at some point in the future. Now, my understanding (limited, I'm afraid) is that this is either going to require re-modeling or re-texturing the uniform. I don't know which, though, as I don't know how this strange arm-override works. Is this a matter of a texture or a model? If it's just a textural problem, why does it make my gun invisible? If anyone would be kind enough to point me in the right direction (i.e. what I'm going to need to do to get what I want, what program I should use etc) I should be able to find my way from there. There's loads of tutorials around so I'm sure I can find them. Thanks.
  6. CosmicDwarf

    ARMA 3 Addon Request Thread

    That's great, thank you very much. I think I'll use those. The only problem was that I didn't like how the suit-and-tie model from arma 2 overwrote your head, forcing you to have a specific head rather than something else. As far as I can see that mod does that too. The politician I'm protecting is also black (African map), so it's annoying when the only shirt-and-tie model in arma 3 forces you to have tattooed, white arms: Maybe if someone could remove the arms below the elbow somehow so that it's more like the journalist/rangemaster clothes it would be perfect. We could even reskin it a few times so we have a white shirt maybe, grey, different coloured ties, anything.
  7. CosmicDwarf

    ARMA 3 Addon Request Thread

    Would anyone know where I could find a mod that adds in some kind of suit or shirt and tie into arma 3? I'm desperate to find one so I can have a politician/businessman to protect in my latest mission. If this mod doesn't exist yet then I suppose this could be a request.
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