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Everything posted by epicgoldenwarrior
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I know there's a lot of Grand Theft Auto and Altis life stuff on here, but this is MY WORKSHOP MISSION. It's been out for a while now and almost complete, fixes here and there. http://steamcommunity.com/sharedfiles/filedetails/?id=222636438 I'd like to hear more feedback from the community since it has been updated a lot, and yet, many people still have not heard about it. Currently in the process of making GTA2, with more realism! and action of course :P I have entered this in the Make Arma Not War Contest! Any support is welcome and makes me happy! xD http://i.imgur.com/K1HyXhP.jpg (276 kB) Hope you all enjoy, and I'd love some feedback! Known Issues: The 2 blufor units may shoot at you when going to accept the mission and take you there. Simple solution - does anyone know how to make it NOT target the player? Cause theyre supposed to be friendlies. Further testing atm. Thanks! ---------- Post added at 20:55 ---------- Previous post was at 20:52 ---------- Looks like images work differently here...help? D:
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Enemy occupation system (eos)
epicgoldenwarrior replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Spawned FIA and set them as independent and CSAT, they keep doing it... -
After gathering supplies (5 or more) I would like to have the player have an addaction. It doesnt seem to work no matter what I do, it either doesnt work at all or spawns 100 addactions (keeps adding them) Here is the code, hopefully someone can help: init.sqf: // By JShock case for EpicGoldenWarrior //This is an alteration of my load effect snippet (in my signature) JSHK_fnc_Loading = { private ["_one", "_two", "_three", "_iter", "_final"]; _one = composeText [parseText "<t color='#ffffff' size='1' align='center' >Searching body.</t>"]; _two = composeText [parseText "<t color='#ffffff' size='1' align='center' >Searching body..</t>"]; _three = composeText [parseText "<t color='#ffffff' size='1' align='center' >Searching body...</t>"]; _final = composeText [parseText "<t color='#6cdd23' size='1' align='center' >Search Complete</t>"]; _iter = 0; if !(player getVariable ["JSHK_use_LoadHint",false]) exitWith { hintSilent _final; sleep 5; hintSilent ""; }; while {player getVariable ["JSHK_use_LoadHint",false]} do { switch (_iter) do { case 0: { hintSilent _one; }; case 1: { hintSilent _two; }; case 2: { hintSilent _three; }; default { systemChat "Failed hint >> JSHK_fnc_Loading"; }; }; if !(player getVariable ["JSHK_use_LoadHint",false]) exitWith {}; if (_iter >= 2) then {_iter = 0;} else {_iter = _iter + 1;}; sleep 1; }; hintSilent _final; sleep 5; hintSilent ""; }; //locally global variable to the player supplies = 0; //hint _monitorStats = [] spawn { while {true} do { hintSilent format["Supplies: %1", supplies];};}; sleep 10; //there is a small break in this loop to reduce the cost of this thread on the CPU. // Also, the player doesn't need 100% accuracy anyway. //THIS IS WHERE STUFF GOES WRONG, IM SURE. Generally this area at least. _buildstatus = [] spawn { while {true} do { if (supplies >= 5) then { player addAction [format ["Build", localize "STR_FS_OpenBuilder"], {createDialog "BuildMenu";}, [], 8, false, true, "", ""];};};
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init.sqf Help
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, you're right. I just have a lot of code to work with and I don't know where to put my [supplies = supplies - 5;] I'd put down the mission folder but there is A LOT of stuff in there. Most of the mission runs script based, which is why its out of my comfort zone. -
Enemy occupation system (eos)
epicgoldenwarrior replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why are my AI shooting at each other? -
init.sqf Help
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works, how do I remove the action if the player has <5 supplies? -
init.sqf Help
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome guys thanks, will give these a shot. This mission is ridiculously old and I never published it, but I feel like it has a future, so I went back to it. Kind of rusty on the code and what not :S P.S. Hey Jshock :P EDIT: This is also in initplayerlocal, I don't know if that changes anything...should be fine, I have it there for a reason, right? Lol, forgot xD -
I've gone through several of the threads, yet I have no idea what goes where. For example I have this: opforgeararray = ["CUP_arifle_AKM", "CUP_arifle_AK74", "CUP_arifle_AKS", "CUP_arifle_AK74_GL", "CUP_hgun_Makarov", "CUP_srifle_CZ550", "CUP_lmg_PKM", "CUP_arifle_RPK74", "CUP_srifle_SVD", "CUP_launch_RPG7V", "Binocular", "CUP_IED_V1_M", "IEDLandSmall_Remote_Mag", "CUP_U_O_TK_MixedCamo", "U_C_Poloshirt_tricolour", "U_BG_Guerrilla_6_1", "U_BG_Guerilla1_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_1", "U_BG_Guerilla3_1", "CUP_U_O_TK_MixedCamo", "H_Bandanna_sand", "H_Shemag_olive", "H_Shemag_tan", "H_Shemag_white", "CUP_H_TK_Lungee", "CUP_FR_NeckScarf", "G_Bandanna_tan", "CUP_TK_NeckScarf", "CUP_FR_NeckScarf2", "CUP_B_RPGPack_Khaki", "CUP_B_AlicePack_Khaki", "CUP_B_M2_Tripod_Bag", "CUP_V_O_TK_OfficerBelt2", "CUP_V_B_RRV_Scout3", "CUP_V_O_TK_Vest_1", "CUP_V_O_TK_Vest_2", "ItemMap", "ItemCompass", "ItemWatch"]; [box, opforgeararray, false, true] call BIS_fnc_addVirtualItemCargo; [box, opforgeararray, false, true] call BIS_fnc_addVirtualWeaponCargo; [box, opforgeararray, false, true] call BIS_fnc_addVirtualMagazineCargo; [box, opforgeararray, false, true] call BIS_fnc_addVirtualBackpackCargo; And I put that in the init of a box but I get an error with functions\blah.blu not found? halp plz Also it needs to be whitelist, not blacklist. Otherwise I'd be here for days. Thanks
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How to whitelist VA?
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
fixed thx varanon -
How to whitelist VA?
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My apologies if this is not clear, instead, refer to this question: How can I whitelist virtual arsenal with ONLY chosen equipment? It needs to be able to run on dedi, and I also need to set up 2 different boxes. Thanks, please respond asap -
Mute Vehicles?
epicgoldenwarrior replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That won't do then...wanted to do an easy chopper gunner thing, calling it via radio alpha. Its hidden and has waypoints around the city but it still makes sound. Plus its not really working. Darn. Btw whats up man long time no see :P -
HI It's been a while since I've been on here...anyway I need help for 5 seconds, searched but no answer. I need to figure out how to silence a vehicle until a trigger activates allowing it to make sound again. Thanks.
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Spawn Custom Units & SP Respawn
epicgoldenwarrior posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so I don't know how to script this so I'm gonna ask here. I need full instructions how to use the script :P 1) If player kills 3 civ's, units WITH custom loadouts will spawn on a marker, and their waypoint will be to kill the player 2) In 2 min they despawn; if the player is killed, they will respawn on a marker (NOTE THIS IS SINGLE PLAYER) If they die normally, I want them to spawn at another marker How can this be done? -
Fast Travel Script
epicgoldenwarrior replied to themistercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would have done it with addactions and attachto/detach. But that doesn't look nearly as well as that screen. -
If then else stament
epicgoldenwarrior replied to ravsun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you post code, type [.code] before the code and [./code] at the end, WITHOUT the periods in them. Makes it look cleaner :) -
How to order a uav to follow unit via script
epicgoldenwarrior replied to hywel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes Chris but this isn't your post, it's his - he might want to use another method than you; if he doesnt want anything then it is fine. -
setWaypointType "FOLLOW" works in editor but not in script?
epicgoldenwarrior replied to Chris_Acrobat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
U could just use sdv attachTo [boat,[0,5,0]; or vector crap idk. -
How to order a uav to follow unit via script
epicgoldenwarrior replied to hywel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As I said in chris's post, you could either 1) use waypoint in editor or 2) try "uav doFollow yourunit;" but note they have to be in the same group for this to work. that's all I know, so...yeah. -
setWaypointType "FOLLOW" works in editor but not in script?
epicgoldenwarrior replied to Chris_Acrobat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so, is this group spawned, or is it in editor? Ik kinda obvious but you could just use the in game editor waypt. -
Automation of Recruited Medics
epicgoldenwarrior replied to RedlegSA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
how do you execute the script? -
setWaypointType "FOLLOW" works in editor but not in script?
epicgoldenwarrior replied to Chris_Acrobat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've never used this before, so if it doesn't work don't blame me :P (group SDV) doFollow boat or something like that. https://community.bistudio.com/wiki/doFollow -
Where to find showcase missions
epicgoldenwarrior posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Idk if we are able to get the .pbo's of those but if we can, can someone tell me where to find em? Thx. -
Attach a backpack
epicgoldenwarrior replied to tazmania720's topic in ARMA 3 - MISSION EDITING & SCRIPTING
mmm k sorry then. -
Attach a backpack
epicgoldenwarrior replied to tazmania720's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Guys are you serious... It's the method of showObject or whatever Check the virtual garage and export to your needs, or just find the command and do it that way. Vehicle - Offroad - Backpacks, Lights, Bullbars, etc. -
Closing doors on mission start
epicgoldenwarrior replied to tom.tucka's topic in ARMA 3 - MISSION EDITING & SCRIPTING
mmmmmmm idk then.