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thefluffyraisin

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About thefluffyraisin

  • Rank
    Private First Class

core_pfieldgroups_3

  • Interests
    Computers, Working Out, The Military, Video Games, Martial Arts, and Gabe Newell.
  • Occupation
    U.S. Navy

Profile Information

  • Gender
    Male
  • Location
    My desk.
  • Interests
    Scripting things correctly.

Contact Methods

  • Biography
    Just a man who sucks at scripting.
  • Steam url id
    TheFluffyRaisin
  1. Okay, so this one might be a bit of trouble. At the beginning of my mission, I want to use the built in Arma 3 virtual arsenal to create a weapon loadout for the player. However, I'd also like to be able to choose a load-out for the other 3 units that are on the player's team. Would it be possible to edit the virtual arsenal to possibly add a button or something like that to switch between all 4 units (player included), give them each their load-outs, and then have that carry over to the actual mission itself? I guess this is basically a gear selection thing before the mission. (Would this go in the intro section of the mission?) Thanks for your time guys.
  2. thefluffyraisin

    Dialog based on kill

    See I get really confused with things like this... Am I placing that code into the unit's init, or am I placing it in an sqf file? I really don't know what to put and where to put it. (By the way I really really appreciate your help! I'm sorry I'm so inexperienced with this sort of thing. You'd think that after 3 years of playing ArmA I would have a decent understanding of its code...)
  3. thefluffyraisin

    Dialog based on kill

    Thank you! That really helped, but now I have one final barrier. When unit1 completes the eventhandler, I need to delete the other eventhandler. It's a little confusing to explain, but here's the code I'm trying to use. _specter = test1 addEventHandler ["killed", {_this execVM "specterKill1.sqf"}, "_this select 0"]; _specter = if {"killed" , 0} then test1 removeEventHandler ["killed" , 1]; _jester = test1 addEventHandler ["killed", {_this execVM "jesterKill1.sqf"}, "_this select 1"]; What I'm trying to state is that if specter kills the enemy, then jesters event handler needs to be removed. I need to do this because if specter kills the enemy, he says his line as needed, but then jester says his line which shouldn't happen. Vice versa. By the way I probably should have stated that the code I just posted doesn't work because I don't really know how to use the "if" command.
  4. thefluffyraisin

    Dialog based on kill

    Okay, I've already seen these posts, and everyone keeps sending me the links to the wiki which isn't helping me. I understand what the "killed" event handler is, I need an example (what I stated above) of what that code would look like. I don't know how to activate the EventHandler based off of the killer of the unit.
  5. thefluffyraisin

    Dialog based on kill

    So lets say I have 4 units. I have unit1, unit2, unit3, and unit4, Now each of these units have a specific line that they will say if each of them kills an enemy, as written in a script. Now, how would I word an event handler in an enemy unit so that depending on which unit out of units 1-4 killed the enemy, the script would activate. In other words, if unit1 (player) kills the enemy, I don't want unit one to say unit 2's line, and so forth. How do you specify which unit will activate the event handler. (By the way I'm using the "killed" even handler.) Thanks a lot.
  6. thefluffyraisin

    Dialog based on kill

    Okay, so I'd need to use an Event Handler, but how exactly would I go about applying that to a unit?
  7. Hello everyone! So I'm currently making a mission in Arma 3 (obviously lol) and I was wondering if there was a way to have one of my team members yell out a line of dialogue of they kill a target. For example, if team member one kills an enemy ai, they have their own unique dialog that pops up. Same for 3 and 4, depending on which person kills the enemy. I already have the dialog recorded and all that, I was just wondering how one would apply it in this case. Thanks a lot!
  8. thefluffyraisin

    this addAction alternative

    Hmm, when I put that into a trigger it gives me a "Type Script, expected Nothing" error. I'm assuming I have to specify the unit in which I want the script to affect?
  9. thefluffyraisin

    this addAction alternative

    Thanks for the reply! The init command is as follows: this addAction["<t color=#111111'>Gear Select</t>", "execvm 'ASORGS\open.sqf']; So would how would I directly execute the script?
  10. Hello everyone! I just have a simple question I need answered for a mission. I'm using a script called the ASOR Gear Selector, and in order to us it, you need to place a command in a unit's Init field, using the this addAction command. My question is, can I instead of using the addAction command and using the script via menu, can I have the script run at the start of the mission via trigger. (I.E. : As soon as the mission starts, the gear menu pops up instead of having to select it manually.)
  11. thefluffyraisin

    Gear menu at mission start

    Hello everyone. So I've recently been working on an Arma 3 single player mission and have run into one slight issue. I want to have a gear menu pop up in the beginning of the mission and I don't quite know how to execute it. I'm using the ASOR Gear Selector (http://www.armaholic.com/page.php?id=26181) and it says to insert " this addAction["<t color=#111111'>Gear Select</t>", "execvm 'ASORGS\open.sqf']; " into a units Init field. My question is, can I have the script run at the start of the mission via trigger without having to use the addAction command?
  12. Hello! Sorry if this has already been discussed, but there are 52 pages in this forum and I don't have the time to read through it all. Is there a way/are you planning to add blood effects to ArmA 3? In my opinion the blood effects in A3 are pitiful, and what kept me playing ArmA 2 was your COSLX mod and it's brutal yet realistic wound/blood effects. Though I enjoy all of the features you've added, I'm currently only concerned with blood/gore. Is this something you hope to add, or is this something you aren't planning on adding?
  13. Don't mean to be a downer, but the animations won't work. I have everything correctly installed but the reload anim's aren't there.
  14. I appreciate your help but I'm a bit lost! Who do I attach the waypoint to, and what does the trigger do? I just figured that if I put a trigger that was activated by Bluefor when detected by OpFor, there would be some sort of code that returns them to their normal state. So far with the code I currently have, he stops the animation and tries to turn toward me to shoot me but he simply isn't able to turn. ---------- Post added at 19:53 ---------- Previous post was at 19:52 ---------- I actually tried adding that as well, but still the same result. The unit can lay down and draw his weapon, but he tries to turn in my direction to shoot me but he can't. He's only partially frozen. ---------- Post added at 20:43 ---------- Previous post was at 19:53 ---------- Guys I figured it out. All I did was put down a trigger that said: [s1,"STAND", "ASIS"] call BIS_fnc_ambientAnimCombat; The unit pretty much returns to it's default state. Thanks for the help though everyone.
  15. Yeah so I tried that and it helped partially! He does shoot my if I walk directly in front of him but for some reason he isn't able to turn. Any ideas?
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