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    I'm Japanese, so I can't English well. Please (If you can) do easy English.
    Unless otherwise stated, my products are under Arma Public License (More info: https://www.bistudio.com/community/licenses/arma-public-license).
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    Changing Vehicles Colour

    Here's what you need to read: https://community.bistudio.com/wiki/Procedural_Textures#color The correct one is "#(argb,1,1,1)color(0,0,0,1)"

    Trigger Bug?

    That's an array. Long story short, params["_civList"]; in your script picks the first element of the array, which is thislist. That's why it won't work, so use beno_83au's either solution.

    Trigger Bug?

    What do you mean? That's just an empty array.
  4. In this case switchMove is the correct command to use, but looks like just an animation-side problem. The animation isn't correctly mapped/signed to move, so can't move. EDIT: Correction, it's working, yet somehow not for AIs.
  5. DOES support this, thanks for it, you can reload weapons while walking, or even changing weapons. However, that isn't what you can achieve by simply applying two animations (switchMove, playMove, playMoveNow) the same time. The technology is named “gesture,” which rather is be achieved by switchAction, playAction. Actually, depends on the animation what you're trying to do. Most of the cases, the answer would be an no (at least within the vanilla scope).

    Display teamkill

    Killed Event Handler is fired when the unit that assigned is killed. In this case, it will fire when the player is killed. Use EntityKilled Mission Event Handler instead. addMissionEventHandler ["EntityKilled", { params ["_unit","_killer"]; if (side _unit == side _killer and _killer == player) then { hint "teamkill"; } else { hint "not teamkill"; }; }]; (not tested)
  7. Basically, yes, depends on “dynamic action conditions” and “static actions” you meaning.
  8. Because init.sqf only executed once, so the if does. Trigger is unlike init.sqf, executed every once in a while.
  9. I know. It is actually broken code so never runs, however don't you have more informations, like how do you execute it, any errors, etc? Saying just “THIS DOESNT WORK!!!!!!!!!” never helps you.
  10. Doesn't work at what context? You apparently forget the bracket to close if statement.
  11. So in a nutshell if you put DemoCharge_Remote_Mag into the box, will generate 10 SatchelCharge_Remote_Mags is the thing you wanted to do? And maybe you wanted to remove DemoCharge if is in box? Okay, so, init only executes once, when the mission starts. Of course in the beginning there was nothing so nothing happens. You might need a repeatable Trigger to do this. Condition: magazinesAmmo box1 findif {_x#0 == "DemoCharge_Remote_Mag"} != -1 On Activation: box2 addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 10]; clearMagazineCargo box1; Of course not perfect but still works like a charm.
  12. How do you execute it? And what exactly do you wanted to do to the code?
  13. That's not even correct syntax for if, nor sqf. Do just like before. if (magazinesAmmo box1 findif {_x#0 == "DemoCharge_F"} != -1) then { box2 addMagazineCargoGlobal ["SatchelCharge_F", 10] }; DemoCharge_F and SatchelCharge_F aren't correct ammo name BTW (at least in vanilla Arma 3), so this won't work also. You probably looking for those classes: DemoCharge_Remote_Mag and SatchelCharge_Remote_Mag.
  14. You can't detect magazine name by magazinesAmmo in that usage, since it returns an array so in doesn't work well. magazinesAmmo YourBoxNameHere findif {_x#0 == "YourMagazineNameHere"} != -1 Try this method instead to detect.