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Everything posted by M1ke_SK
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^^ this Is there way to prevent climb certain objects? E.g. set something in object to prevent from climbing on it?
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[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No mods required. It supports ACE3, so if you are using ace, cba is requirement. -
[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
use trigger to set task state as I explained two posts above -
[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
condition should return BOOL value, that means true or false. In your case it return null/nil as you add code with " ; " at end. Also you are using LOCAL variables (_bomb, _status) in global condition. Try to name bomb object with global name, as "bomb1" (without "") and then in condition: ! (bomb1 getVariable ["a3f_bomb_active", true]) bomb1 - is name of your bomb object true - is default condition in idle status of bomb ! - negation of status ( true is false and false is true ) - because we are waiting for bomb to have FALSE value, so when it does, condition in trigger will be TRUE and activate trigger -
particle effect script does not work
M1ke_SK replied to Lawd PIGes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think in Arma 3 equivalent should be "\A3\data_f\ParticleEffects\Universal\smoke.p3d" -
particle effect script does not work
M1ke_SK replied to Lawd PIGes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this path is from Arma 2. You should find it in arma 3 and rewrite it "\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d" -
Civilian Presence Module
M1ke_SK replied to mrsandbox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can confirm, only for singleplayer. -
When I change clothes of zombie (use addForceUniform), it is not moving. Will be this solved, or is there at least some workaround?
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[IceBreakr/IBIS] Isla Abramia for A3
M1ke_SK replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I did not notice any errors on any other maps, only this one. Example: Isla duala (from IceBreakr) is fine, without error. -
[IceBreakr/IBIS] Isla Abramia for A3
M1ke_SK replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I got error when pick abramia in editor. Abramia 1.9 -
[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have defined wrong path to functions. It should be (if folder bomb is in root of mission folder) : class CfgFunctions { #include "bomb\cfgFunctions.hpp" }; -
Kunduz, Afghanistan [10km] v1.20
M1ke_SK replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Map is gorgeous, but well, you have there bullet-proof vegetation ( poppy-fields, trees ). Still waiting for that CUP integration tho. -
Using Sleep with Mission Eventhandler Entitykilled on Dedicated Server
M1ke_SK replied to aie-boshell's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think eventHandler run unscheduled code, so sleep will probably give error. You should use spawn inside eventhandler to have delay ( usage of sleep ) like pierremgi explained- 10 replies
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- sleep
- missioneventhandler
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(and 2 more)
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[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You are missing sqf file in your mission folder. Do you have folder "bomb" and all files in your mission folder? -
I am using BIS_fnc_randomPosTrigger (https://community.bistudio.com/wiki/BIS_fnc_randomPosTrigger) for random position in trigger area. How can I get random position for marker area assuming that marker is circle/rectangle?
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Landing gear of airplane
M1ke_SK replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Then report a bug, because any animationSource on F18 is returning 0 at any change. -
Landing gear of airplane
M1ke_SK replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Then report a bug, because any animationSource on F18 is returning 0 at any change. -
Landing gear of airplane
M1ke_SK replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use https://community.bistudio.com/wiki/animationSourcePhase to get "source" ( landing gear ) use https://community.bistudio.com/wiki/animationNames another approach would be use eventHandler https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Gear second parameter (gearState) tells you if gear is up or down Home that helps and gives you direction dont forget to send love my way :D -
That is class name description. Not sure if you can rename it with SQF. You need to rewrite config to be able to do so ( e.g. make a config / mod ) and everybody need to download it.
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You need https://community.bistudio.com/wiki/setIdentity
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Skinning Vests without mods
M1ke_SK replied to NiceKype's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, not at the moment -
ShackTac User Interface (STHUD, STGI, and more)
M1ke_SK replied to dslyecxi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can setup option with ADDON OPTIONs in main menu in Arma 3. (moved to main menu) -
Confirmed. Works as intended. I was more than 600m away. Sorry for confusion. It is clear to me now.
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Yeah, NLAW is not locking to target anymore. I am just confused as I did not notice change, but now.
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Create Zeus module via script - assign to #adminLogged
M1ke_SK posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to create zeus and assign it to current admin logged. init.sqf fnc_zeus = { { if (isNull (getAssignedCuratorUnit _x)) then { deleteVehicle _x; }; } forEach allCurators; _curator = "curator" createVehicle [0,0,0]; _curator addCuratorAddons activatedAddons; _this assignCurator _curator; _curator addCuratorEditableObjects [vehicles,true]; _curator addCuratorEditableObjects [(allMissionObjects "Man"),false]; _curator addCuratorEditableObjects [(allMissionObjects "Air"),true]; _curator addCuratorEditableObjects [(allMissionObjects "Ammo"),false]; _curator addEventHandler ["CuratorObjectRegistered", { _curator = _this select 0; _zeus = getAssignedCuratorUnit _curator; _uid = (getPlayerUID vehicle _zeus); _isAdmin = (serverCommandAvailable"#kick"); if (!_isAdmin) then { unassignCurator _curator; deleteVehicle _curator; }; }]; }; waitUntil {(!isNull Player) and (alive Player) and (player == player)}; [player,"fnc_zeus",false,false] call BIS_fnc_MP; Here is what I want to create via script: