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Posts posted by MarcusCunningham
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I'm looking at making a Red vs Blue mission with A146 Wipeouts, similar to the one in this
.I was wandering how to use setobjecttextureGlobal on a server. I ran this line below from the init of the A146 named a146 and it worked, the color was set to red. When I put the mission on the server, no one was able to see the color, but me.
[[{a146 setobjecttexture [0,'#(argb,8,8,3)color(1,0,0,1)'];}],"BIS_fnc_Spawn",true,true] call BIS_fnc_MP;
I am also able to use this code in the editor to change the color, but again does not work in a server
a146 setobjecttexture [1,'#(argb,8,8,3)color(1,0,0,1)'];
I was also curious how to set the color of the jet every time it respawns
Any feedback would be awesome.
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Don't mean to sound like a broken record, but how close is PWS support to release? Would love to use this with my community but we use PWS. Hope all is going well. Thanks
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Can't wait, hopefully see a release soon.
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Is there a list of what this mod is going to include or do we just have the screenshots?
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Any plans on porting over all A2 vehicles then releasing one big pack with all of them in it?
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Acouple questions and I'm not sure if they have been asked before, but whats the status of the jets and helicopters that lean back when you start them up, have they been fixed? Also, whats the status of the tanks flipping over, is that a BI engine problem? Thanks. Just trying to get an idea if this is usable by my community.
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The suspense is killing me.
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Any news on Play with Six, that's the only way I can download it, torrent is way too slow.
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The 160th Special Operations Regiment is an Australian based (International Players as well) ArmA 3 tactical unit which focuses on a virtual realistic military environment where missions and operations can be completed.
Based loosely upon the 160th SOAR, the 160th SOR is a realistic ArmA regiment that forms realism and an entertaining environment. In order to create this realism we use real world military tactics along with real world military conflict.
Most of the conflicts that our map editor creates can include simple “Capture and Hold†missions or full-fledged operations such as “Operation Stormâ€. Our Missions are challenging and push the boundaries of our Regiment but are often very enjoyable.
We have positions available, and are constantly recruiting. All though we are a small regiment, it is mandatory to attend an interview session before you can be admitted into the regiment.
The joining process and requirements can be found here, along with the rules, which are found here.
To find out more information about the Regiment, take a look at our Recruitment and Contact Us page, and if you have any more un-answered questions or would like to join our Regiment, please report to the Forum page.
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I'm just waiting for the day, when I check this thread and see and download link on the front page...
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I think he means, he's not sure how big the full public release is going to be. Otherwise if this was a private mod, this would be in the wrong section of forums. I think he is going to have a Beta public release any day now.
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I would have to agree of JonPL and kgino1045. Putting the vehicles and weapons in two different pbo's would be a major help for players who are not interested in say using vehicles or weapons. I would even say, put everything in their separate pbo's but if you are afraid of people steeling your work, then I understand.
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I know you stated "You cannont edit this stuff". But in the future, could you make it possible for us to use the ACSE mod from Arma 2 for the weapon sounds instead of the JSRS sound mod, or would that be too difficult. Let me know. Thanks
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Awesome, thank you. Any weapons in this test package, or just vehicles?
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Hey Alduric, Ive seen some of you Arma 3 Coop videos of you clan, and by the looks of things, you already have a beta version out of the Arma 2 models, is there anyway we are able to test it with you, maybe speed up the process for you? Also, what kind of attachments are going to be on the weapons, the Arma 2 ones, or custom ones you have made?
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Any update on the modset so far, release date soonish? My community is so heavily relying on this modset, hoping release is soon
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Not sure if its the new XMedSys update, but when a player joins my dedicated server after a mission has been selected, they are automatically placed as a spectator. I have only been getting this issue after the latest update of XMedSys. Is there any way to fix this?
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God I hope this is coming soon, Arma 3 needs so much more content, please release soon. Thanks for all of the content, its awesome. Also, will Arma 2 custom mods be usable after this content is released, for instance will I be able to use the M27-IAR (http://www.armaholic.com/page.php?id=18391) like with the A3MP how you could use modded maps after you ran A3MP? Thanks
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Any future plans to port over the Arma 2 characters to Arma 3, or are they not compatible?
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@Up, would you be able to have two separate modsets, one with the normal Arma 2 sounds and one with JSRS, because my community would love to use the normal Arma 2 sounds, or would that be too much work?
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Also just curious if all of the content will use the same sounds as in Arma 2? So will all the weapons use the Arma 2 sound, or have you implemented a custom sound?
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Just curious if you were also adding the Arma 2 Characters such as the USMC and Taliban factions, or are they not compatible with the new Arma 3 inventory/clothing system. Sorry if this has already been asked.
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Well done, love the textures
setobjecttextureGlobal Help!!!
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Yeah I have also used that, and it doesnt work on respawn, not sure about testing on the server because I have no one to test with now.
---------- Post added at 06:15 ---------- Previous post was at 05:53 ----------
I am also using the Respawn module in game, so any idea how to force the init in a unit when it respawns?