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panicsferd

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Everything posted by panicsferd

  1. I will try that, I am in the process of adding my tasks now. I think I remember using something like that on a previous mission where I wanted a trigger to trigger when a plane would land - so I used something similar like if the planes altitude was lower then 5 it would trigger.
  2. panicsferd

    Limited Access to Objects in Editor?

    I noticed this too, but a work around that I have been using lately with making my missions that require those building like objects that are otherwise hidden in the plain editor is to download a mod called mcc_sandbox (this mod allows you to save SQM files of everything that is placed on the map in-game). I then use zeus as a 3d editor to place all the stuff I would need, this also helps with adding units in buildings in such that is harder without a 3d editor. Once everything is placed from zeus on your mission and you are confident enough then you can open mcc_sanbox to export all to a sqm file, then you export that to a text document (like notpad or whatever you use) then save it and overwright your mission.sqm file that would be located in your missions folder in your documents.
  3. panicsferd

    [WIP][SP Campaign] Arma III: Resurgence

    I have started working on the sequel and I got the campaign file and first mission done, you guys can find more about it here: http://forums.bistudio.com/showthread.php?188153-WIP-SP-Campaign-Arma-III-Retribution&p=2867224#post2867224
  4. I'm not too sure how to do this but currently in my mission I have it set where there is a custom men for the player when he reaches a radio tower for them to disable it and what I would like to know how to do is once the player activates the custom action (as it is now it still keeps saying disable radio tower, even when you press it) I want it to disappear so it looks like it was activated. right now on my trigger that is near the tower I have the coding like this: p1 addAction ["Disable Radio Tower",{tower1 setdamage 1}]; ^as you can see I have it set to kill a unit named tower1 (which is on the map far away from the action), but when I do activate the action it does go though but it still displays the action "Disable Radio Tower".
  5. panicsferd

    Which faction do you prefer to play as

    For me I have been sort of jumping between the AAF and CSAT faction and at first I was more a fan of the AAF factions because I liked their look and their vehicles that they have (espeically their MBT and IFV), but after the win campaign episode when the new aircraft came it started to make me like CSAT more because I liked their jet a lot better then the Wipeout/Buzzard. I really wasn't big on the NATO faction because with a lot of their look and or vehicles I did not care that much about, but like others have stated and even myself I noticed though I have been actually using NATO more because that is what mission makers, including myself mainly use as the player's faction.
  6. A thing I noticed to that with the fast travel/instant travel is that it does warp the player to, but when it does it just warps your character and not necessarily your vehicle as well (that is if you are in a vehicle).
  7. So far I've have been enjoying your mission, but there is an issue that I am having and I think it may have to deal with how I am using a custom AI mod called bcombat that tweaks with the AI and it even makes the enemy/friendlies surrender (because of that I think it may conflict with how you have it set how the enemy surrenders) because of the life of me I cannot see to have it where I can have the CSAT who surrender to be brought back to my base (I have the POW object created in my base). I also had another issue to with the task where you have to protect/defend the civilian until the helicopter arrives and it was working out pretty good until the helicopter came and I made sure me and my squad were out of it's LZ, but the dang heli just landed on the civilian and killed him (I got the mission failure, I guess good thing it saved shortly before that happened). I sometimes noticed to that when you start a new game, when the helicopter lands (I get disembarked easily, but sometimes it takes off while my guys are still jumping off so then they consequently fall to their deaths). I guess besides these little issues that I have had so far the mission is fun and I kind of like this how it is quite the big mission with how you are suppose to liberate the entire island of Altis, instead of others (not going to name names) where they may split it off or only have a section of the island. -edit- After testing, it seems that the AI mod bcombat is the issue. After I started playing the mission without it launched and then had a firefight where a CSAT soldier surrendered I was able to talk with him now that the mod was not launched.
  8. So far with working on the editor and using waypoints I am struggling with boats. In my mission I am currently working on I want a speedboat minigun to be able to land near the shoreline to drop off a fireteam and then once the fireteam is dropped off for it to then leave the mission area. So far what happened when I use the waypoints and add the waypoint to move and or transport unload near the shorline the speedboat beaches itself and then it cannot leave the area and it is just stuck there. I am wondering if there is a easier way (or am I doing it wrong) or how to make it so a speedboat minigun can land near or on shore to drop off the fireteam and then be able to take off later.
  9. Thanks for finally responding to my question, I think I will try that out. Like you said to, if it was a helicopter or even a ground vehicle it would work since you don't have to worry about it getting stuck/beached.
  10. That wouldn't work because I am using the AH-9 Pawnee as my helicopter. I was almost thinking of maybe tweaking my mission and making it the blackfoot, so that I would have that static object and not have to worry so much about this. I did notice to with what I asked above it does work to destroy the vehicle and then do the "enableSimulation false" but then I noticed if you walk near the crashed helicopter the player still gets injured by the fire/flames? A rough draft of my mission is where the I want the player to retrieve something from the crashsite and so far he can't retrieve it if he keeps dying from being too close to a fire.
  11. I had hard time coming up with the right wording for this question (doesn't give you much characters to write a question) but I am wondering if it is at all possible for me to make so that when I set a vehicle (a helicopter in this case) to be destroyed in the editor is there a way I can have it so that it is not on fire/smoking? I am planning on using this for one of my missions where like a helicopter has went down, but I do not want it to be like it just went down recently. I want it to be like if it has been several hours, etc.
  12. Thanks, that worked really well. I did notice though however with the helicopter it still has it's full form and only it's texture has changed to that damage look, maybe if I had it blown up first then disable it's simulation a few seconds after would that give me the crash look but without the fire/smoke?
  13. Yeah go figure, anyways I decided to scrap that idea and just made it where you will be piloting the pawnee in order to destroy those vehicles and stuff.
  14. I am wondering if there is any way for me to make it where the player is able to shoot his PCML or other Anti-Tank weapons from the hummingbird helicopter. I am currently working on a mission and this would be wonderful to do use where you're in a helicopter chasing vehicles and stuff. If it is not at all possible then I will probably have to try something else.
  15. panicsferd

    [WIP][SP Campaign] Arma III: Resurgence

    I guess I could try that out, so it is kind of more realistic that you are actually being shot by AA. I think I may not try that out until the campaign is pretty much complete then I will take feedback and fix the various missions. edit: I've have completed mission 7, but I may not upload it to steam workshop and may not update the campaign file until I complete mission 8 and or possibly mission 9.
  16. panicsferd

    [WIP][SP Campaign] Arma III: Resurgence

    Mission Six is released, I have uploaded it to work shop and even updated the campaign file so it will include all the first six missions. I hope you give me some feedback on mission six on how it worked and what can be improved (this is my first try at a mission where it includes air combat/air-to-ground combat.
  17. Thanks a lot for the help (I still haven't gotten to test it though, but I will probably test it either later today/tonight or tomorrow.
  18. I am currently working on a mission where the beginning part you are training for the various battles and I would like to know (if it is at all possible) to have it where a task will complete after the player shoots three target dummies that are in a section?
  19. I was wondering if there is a way I can make it so for my mission a CH-67 Huron is able to lift the CSAT's Tempest (Device) truck, I could really use some help since I have a good plan for a mission but if I cannot seem to be able to lift that truck then I will have to end up scraping it. I hope that I put this question in the right forum, and thanks again for reading this and I hope I can get some help.
  20. I need to know if it is at all possible to make it so that a CH-67 Huron is able to lift a CSAT Tempest (Device) truck. I am currently working on a mission where I would want to have it where the NATO forces with their CH-67 are able to then pick up the Tempest (Device) truck after their ground forces have secured the area. If you are going to tell me to use the "setMass" command I have already tried that and it seems like it doesn't want to work anymore (it did work in the development build when slingloading was first released on the DEV-build) and I have no idea what else I could use to make it so the CH-67 can lift that truck. In the init field of the truck I have this: device setMass [10,0.5] I hope I can get help and it is possible for that truck to be slingloaded; otherwise I will probably have to end up scrapping this mission.
  21. It looks like that works, now I will probably just have to tweak with my mission to see where I can put that command in so it gets roped at the right/correct time, I wonder is there a way to use this rope create to create four ropes and have them be on each corner/side of the truck? edit: I was able to tweak with the x,y,z inputs and was able to create it so it looks similar to how when you auto sling load something, so I guess thanks a lot for your help and now I can get going on my mission to make it work.
  22. panicsferd

    Sling Loading Feedback

    You know how you are saying that I will have to manually make the rope and attach them using ropeCreate will I still be able to do that with an AI pilot? Because the ending part of my mission is where a CH-67 Huron is calling to pick up the truck while the player is just a soldier on the ground? I was hope that there would have been a way to make it so the AI piloting the Huron was able to automatically lift it if I would just bring it to a trigger or something.
  23. Do you happen to know of a way that I could possibly lift it then with scripting or is it the tempest truck itself is restricted?
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