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Everything posted by epicgoldenwarrior
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Request - Carry Script
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually he wasnt playing anim because he was dead *_* but, shouldnt setdir and attachto make it perfect? The actions are timed perfectly, but it looks like I'm doing a raindance until he is on my back. -
Request - Carry Script
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
*bump* Uh maybe someone knows some better attachTo values to use in this scenario? -
Why isn't this script working? (setPos to one of several markers randomly)
epicgoldenwarrior replied to fildred13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I didnt necessarily read entire thing but I'm not sure you can setpos from a marker to a marker? At least thats not what I've heard, I'm likely 70% wrong. But, if you want to try it, use an invisible helipad instead of invisible markers. :S -
Request - Carry Script
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Um, for some reason the target isnt playing anim...so, it looks weird. EDIT: The guy's height was 100m so he was dead when I got there, and dead units cant switchmove. So it works now. Only issue I have (which this is actually working better than revive scripts) is that they arent ...synced together. Ex. I face opposite direction lifting him, yet when he is on my back it works perfect. When I take him off, he floats off other direction. By the way, my idea fixed the walk problem :) -
Request - Carry Script
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I suppose I could add sleep 10; _caller switchMove ""; at the end. I would assume that could at least reset it fine. Thanks for your help, will test it out in a bit. -
Request - Carry Script
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Multiplayer, I guess you could post most of it to help others out but that's all I've got for now. -
Lock uniforms and helmets so they cannot be removed
epicgoldenwarrior replied to onedigita's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pilots have smgs so if you do it this way, you could lock it. There are other ways tho. -
Lock uniforms and helmets so they cannot be removed
epicgoldenwarrior replied to onedigita's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Take the text from script.sqf and write it again, and change the number to the appropriate one so helmet cannot be taken off. -
Lock uniforms and helmets so they cannot be removed
epicgoldenwarrior replied to onedigita's topic in ARMA 3 - MISSION EDITING & SCRIPTING
By Iceman77: -
Lock uniforms and helmets so they cannot be removed
epicgoldenwarrior replied to onedigita's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gimme 1 hr till i get home -
Making the "Lone Survivor Lock & Load" table in the editor
epicgoldenwarrior replied to bw1231996's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Magazine attachTo ["table",[0,0,0]]; may or may not need ", and you'll need to fiddle with numbers. -
hide body script
epicgoldenwarrior replied to onedigita's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was actually gonna mention the exact thing you want to do. Im out atm, I'll let someone else take care of it tho :P -
Add Partialy loaded magazines into vehicles
epicgoldenwarrior replied to ozdeadmeat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea, but it would make his life 1000x easier. I mean, I didn't necessarily read the entire script, but I'm sure you dont need to have 2000 mg rounds (of course it depends on his mission) So, if he doesnt want to go through all of it, he can fall back on that. -
Make database script/save to server script?
epicgoldenwarrior replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I remember there being a script which saves nearly everything, I don't remember the name though. It was somewhat recent… -
Add Partialy loaded magazines into vehicles
epicgoldenwarrior replied to ozdeadmeat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm pretty sure you could just click on the vehicle and change the ammo bar so its not all the way up, right? :P -
Realistic counts for armies?
epicgoldenwarrior replied to acoustic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since they respawn, I'd have ~60 each side and have sectors so they meet up there, unless you're doing block by block conquest :S -
Make units dissapear
epicgoldenwarrior replied to DenyWilCo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
xD yea you forgot dude, we respawn! :P -
Make units dissapear
epicgoldenwarrior replied to DenyWilCo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hideObject would leave them still in vehicle, taking up the spot, but invisible. Otherwise, you could use deleteVehicle, or as IPete said, enableSimulation, but that wouldnt look as good. :P -
Loadout script not working
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
gotcha, will check it out, thanks -
Seems to work for blufor, doesnt give opfor any weapons though, why?: waitUntil {!isNull player}; _unit = _this select 0; removeallweapons _unit; removeallcontainers _unit; _unit unassignitem "NVGoggles_OPFOR"; _unit adduniform "U_OG_Guerilla2_1"; _unit addvest "V_Chestrig_blk"; _unit addheadgear "H_Watchcap_blk"; _unit addmagazines ["30Rnd_9x21_Mag", 5]; _unit addmagazines [""9Rnd_45ACP_Mag", 3]; _unit addweapon "SMG_02_ACO_F"; _unit addweapon "hgun_ACPC2_F"; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_flashlight"; _unit additem "FirstAidKit"; if(true) exitWith{}; this is activated via eventhandler, and it works but weapons dont come up. Why?
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Loadout script not working
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow, it worked. Sometimes I hate things like this. Ty very much. Wth. -
Loadout script not working
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good point. But that shouldnt effect the addweapon. -
How can I make a group get out of a vehicle and the move to a waypoint?
epicgoldenwarrior replied to brandokid25's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"Get out" waypoint -
Bulletproof wheele?
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Lol Dreaded, you came up with the code :P ty F2k Will test How about question #2? I don't get why it wouldnt work. edit: found alternate solution -
No time just tell For 6 vehicles Multiplayer ---------- Post added at 23:06 ---------- Previous post was at 22:59 ---------- Also, I have triggers that are attachTo vehicles, and I have this in init: this addEventHandler ["Respawn","this execVM 'sectors.sqf'"]; Sectors.sqf: Markername attachTo [carname,[0,0,0]]; But its not attaching to unless I do it manually.