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BEAKSBY

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Everything posted by BEAKSBY

  1. As per the title, I have a C130J_CARGO plane and MV22 Osprey in my MP mission entry. Am i allowed these from Arma 2? If so how do I add include it in the file? Is it considered a mod?
  2. I appreciate your candor...I assumed it would be quite involved once I looked into the links and the number of posts that followed. I was planning to scrap these units from my game as I don't have time to do learn, port and troubleshoot this over the weekend. ------------------------------------------------------------------------------------------------------------------------------------------- OK, so please let me know if I'm onthe right track here. I doubt I'll have time to do it for my MANW entry but I still want to give it a shot. I'm downloading the Arma 2 Sample Models files and dePBO them, 2) then assemble all the material that pertains the the C130J, 3) use the Launch Addon Builder Tool to pack all the files then 4) include the PBO file in my MPmission with instructions to copy and paste it to the addons folder. A) Is this the correct appoach? B) How do I know which folders I need to include? I assume I can follow similar file names from other mod files? C) Do I select binerize or not in the Addon Builder Tool?
  3. OK, thanks PuFu So if I understand you, I'll have to purchase ARMA II, then package it's content, specifically the Osprey and CJ130 Cargo Planemyself into the PBO file, correct? If this is the case, are then any instructions or links you can point me to, that show how to do this? Also, how will I be able to test if it works instead of my game is using the content I've already downloaded from a another mod/game (like BATTLE ROYAL)? Thanks.
  4. Thanks Das, But I'm abit worried and confused. When I submit my entry for the MANW how do include this Arma 2 content in thd PBO? One of the BI comfirmed they could open my entry but a message indicated the Osprey MV22 and C130J_CARGO plane were missing. I don't know how to include these in my game. Do I have to provide some sort of instructions to download them fro somewhere?
  5. I found them in the Cfg Vehicles and included them in my createVehicle scripts. How do I include them in the PBO file, so players don't get a message saying these units are missing upon gameplay?
  6. Ok, thanks for the advice and great on-going support.
  7. My entry name is called " The New Outfit for Arma 3" how can I check with BI that it does not interefere with the old XBOX360 game from Relic Entertainment called "The Outfit". There was also an movie in the 1970s named with the same title.
  8. Hi all, I'm publishing my MP game for MANW on Steam. How to I ensure updated versions I submit at later dates are pushed to players that have already downloaded earlier versions?... OR notify them of the updated version? Is this done automatically as long as the game file name remains the same?
  9. What about the if you used artwork for the Entry Front page to fit inside the 300px by 1200px template? Is this permermitted if it came from a copyrited source? I do not want to get disqualified!
  10. If want the player to say something so that it hear by averyone nearby should I use createSoundSource as its effects are global? If I use say do I need a .lip files also?
  11. I am using respawnTemplates[] = {"MenuInventory","MenuPosition"}; in my mission. How do I trigger my music file only when the respawn menu is visible (where the choice of loadout and respawn position is displayed). Also, I only want it to play once, on the first time?
  12. Thanks Iceman, this works! I've also made it loop until the player presses the RESPAWN button with: // BI RESPAWN MENU - IDD 58 PLAY OutfitMenuMusic if (!isDedicated) then { waitUntil {!(isNull (findDisplay 58))}; if (isNil "BEAK_MUSIC_INIT") then { BEAK_MUSIC_INIT = 1; playMusic "OutfitMenuMusic"; _music = addMusicEventHandler ["MusicStop",{playMusic (_this select 0)}]; waitUntil {isNull (findDisplay 58)}; removeMusicEventHandler ["MusicStop",_music]; playMusic ""; }; };
  13. HI All, Other than setting the crew of a UAV to setSkill=1 is there anyway to make them fly better? I find with repeated testing the UAV AI sometimes misses their flight pass and has to cricle around before doing the bombing run. I would like for them to get it done on the first pass? Is there an optimal altitude and speed I should set it to? Also, I noticed the UAV tends to always want to fly to the bottom left hand corner of the map, and not go to its laser designated spot?
  14. Hi All, I've never seen a motorcycle in Arma 3...how can I spawn it, below is not working. configfile >> "CfgVehicles" >> "Motorcycle" >> "displayName" createVehicle ["Motorcycle", getMarkerPos "marker1",["marker1"], 0, "NONE"];
  15. How do I get the damn _flare to ignite? this is not working... _flare = createVehicle ["FlareGreen_F",[(_landingSpotPos select 0), (_landingSpotPos select 1), 100],[], 0, "FLY"]; _flare setDamage 1;
  16. Hi All, I have a fairly long text I would like to break up with linebreaks in my dialog screen using RscStructuredText. How can I break them up? class RscStructuredText { access = 0; idc = -1; type = CT_STRUCTURED_TEXT; style = ST_LEFT; colorBackground[] = {0,0,0,0.25}; colorText[] = {1,1,1,0.8}; size = 0.018; text = ""; class Attributes { font = "puristaMedium"; align = "left"; valign = "top"; shadow = 2; size = "2"; }; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; shadow = 2; font = "puristaMedium"; }; class BEAKS_structuredText: RscStructuredText { idc = 1100; text = "VICTORY CONDITIONS: BLAH BLAH BLAH linebreak here please BLAH BLAH BLAH linebreak here please BLAH BLAH BLAH ..."; //--- ToDo: Localize; x = 0.200044 * safezoneW + safezoneX; y = 0.12 * safezoneH + safezoneY; w = 0.599912 * safezoneW; h = 0.54 * safezoneH; };
  17. Hi All, I have a fairly long text I would like to break up with linebreaks in my dialog screen using RscStructuredText. How can I break them up? class RscStructuredText { access = 0; idc = -1; type = CT_STRUCTURED_TEXT; style = ST_LEFT; colorBackground[] = {0,0,0,0.25}; colorText[] = {1,1,1,0.8}; size = 0.018; text = ""; class Attributes { font = "puristaMedium"; align = "left"; valign = "top"; shadow = 2; size = "2"; }; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; shadow = 2; font = "puristaMedium"; }; class BEAKS_structuredText: RscStructuredText { idc = 1100; text = "VICTORY CONDITIONS: BLAH BLAH BLAH linebreak here please BLAH BLAH BLAH linebreak here please BLAH BLAH BLAH ..."; //--- ToDo: Localize; x = 0.200044 * safezoneW + safezoneX; y = 0.12 * safezoneH + safezoneY; w = 0.599912 * safezoneW; h = 0.54 * safezoneH; };
  18. Hi Folks, Would be greatful if any knows where in the Cfg I can find a Cash Register Sound or coins sound. Something related to exchanging money? I checked configfile >> "CfgVehicles" >> "Land_CashDesk_F" ... and CfgSounds but could not find anything for appropriate sounds.
  19. Hi All, I have freight boxes in my mission that when a player is within 10m it moves away and the player collects the money inside. waitUntil {sleep 0.1; ((player distance _box) < 10)}; _box setPosATL [0,0,100]; BUT, if the player is driving, and is going too fast he'll crash into and die. Not the desired result. How do I make the _box disableCollisionWith any unit or vehicle if the locality changes? This is not working: [_box, vehicle player] call SVAGLOBAL; SVAGLOBAL = {if (local (_this select 0)) then {(_this select 0) disableCollisionWith (_this select 1); //REMOTE vehicles (not local to client) } else {[_this,"SVAGLOBAL",_this select 0,FALSE,TRUE] call BIS_fnc_MP;};};
  20. THanks, I do have multiple boxes, but they only spawn about once a minute.
  21. Does anyone have the Osprey typeOf name handy for Arma3. I don't see it in the Assets list. is the typeOf name == "_mv22"?
  22. BEAKSBY

    Osprey typeOf name

    it says MV22...I get it now, never really noticed that before...thanks! Under SIDE: choose BLUFOR FACTION: NATO CLASS: Air UNIT: Boeing MV-22 Osprey by Unknown Community Author
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