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druminator

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Everything posted by druminator

  1. So I have this mission were a squad is moving to 5 diffrent locations and when a unit enters the 2nd location/trigger I want the respawn at the first location to be replaced by a respawn at the 2nd location. Meaning if someone dies at the 2nd location for example I want the unit to respawn there. At the moment i've set up the mission like this: respawn ="base"; respawndelay = 1; respawnTemplatesWest[] = {"MenuPosition"}; in description.ext and then 5 markers as respawn_west1, respawn_west2 and so on. That works great but I don't want the menu because it's just confusing for everyone where to spawn as i've noticed, I want the units to spawn at the correct marker without the menu. I'm thinking that a trigger at the 2nd location with some kind of code connecting it to [respawn_west2] maybe works? Maybe setTaskState would be useful somehow? I found this: "respawn_west" setmarkerpos (getmarkerpos "new_respawn"); but i'm not sure what to do with it other than I understand that the "new_respawn" replaces "respawn_west". Any suggestion would be helpful! :)
  2. druminator

    ATLAS Mod: LHD Plus

    I have no problem finding LHD in Eden though: I have bigger problems though because mine seems to be possesed or something because some real paranormal activities happened to me: :) Joking aside I think the physics are active in Eden just like in Zeus maybe? Either way they aren't static objects.
  3. druminator

    Arma 3 : Underground

    Sounds great and much needed, keep up the good work!
  4. druminator

    Eden Editor - Question/Suggestion

    Hmm what did you do wrong? Because I can't get it to work. My picture dosen't show in Eden but it works in the 2D editor when I use this line in a User Texture Sign: this setObjectTexture [0, "pics\briefing.jpg"];
  5. Great work on Nimitz so far! Have a specific question: the CUP mod has a Navy flight crew which I currently use instead of the Maritime unit pack. Was wondering if it's possible in some way to switch the shooter guy during the catapult launch to a specific unit instead of default given i'm not using Maritime? The catapult animation the shooter guy uses, was that custom made? If so do you have any plans on including more animations like that? I know you don't create units with this mod but I think it would be cool with more hand signals for the Flight Crew. :) Keep up the good work!
  6. Love your mod, keep up the good work! Was wondering if the LHD is not functional correctly with Eden or something because whenever I spawn it in Eden all the turrets and planes are spawning below the sea. I also can't delete the ship. Works correctly in the 2D editor though as far as I can see.
  7. Thx, got it to work now. Is the tweak only local in mp? Meaning that if I host it's just me that can tow the F-18 unless everyone else also moves their files?
  8. Great mod and it works great however here comes a noob question: What exactly do I do with the pbo files if I wanna make the F-18 towable for example?
  9. Ok if I never heard of epic facepalm:ing before that was the very definition of that! My bad!! :raisebrow: Anyway I of course meant to post this: ....not strange japanese death metal, although Maximum The Hormone is pretty bad-ass but it's a slightly diffrent topic... :)
  10. Oh I forgot about the respawn modules but are those local then? Dosen't they work the same as the markers (excluding the diffrent options) unless you use some kind of code? Is that what you mean with "your condition"? ---------- Post added at 21:42 ---------- Previous post was at 21:38 ---------- Is this what you mean: https://community.bistudio.com/wiki/createMarkerLocal
  11. druminator

    144+ items

    Yea I have noticed this awell, for me it was to many modules not units. It may be though that I grouped to many units with modules or something. In my particular mission I don't have many units at all but I do have alot of modules that are grouped or synced together. When I deleted modules like ordnance, CAS, set task state or something like that the preview button came back. I guess it could be a mix between everything also. If you have a little bit of everything like lots of units, modules and objects, together they may be to much.
  12. Interesting, will test that out later!
  13. So while testing in mp with people I realised that the respawn markers/points changes position for everyone immediately and not individually which was what I was looking for. The way it works now is that as soon as someone walks in the trigger the spawn changes position for everyone. How do I go about to create so that the respawn positions only changes for the specific unit that enters the trigger?
  14. Really looking forward to this. Great work so far! Just saw this cool video and got excited: Can't wait man! :)
  15. Is there a way to show a countdown timer visible on screen? For example: A unit enters a trigger and a clock appears telling everyone that 10 mins are left on the mission? and after that the mission ends. The countdown in the trigger and the countdown module works great but you never see the actually countdown so it would be neat if you could do that. Any hints would be most welcome! :)
  16. Thx for the tips! I'm not really sure what to do with "triggerTimeoutCurrent though", as of now my objective is pretty simple: The first unit to enter the area/trigger sets a visible timer that counts down from 10mins and after that the mission ends. No hurry austin_medic! I have put the code in my description.ext but what does that really do? Sry i'm a bit rusty when it comes to scripting. As of right now I have the End Scenario Module synced with a trigger set on 10mins.
  17. Wow that was surprisingly easy! So just to demonstrate what I did: 1 marker named "respawn_west" and 4 markers named "new_respawn1", "new respawn2" and so on. and 4 triggers on repeadetly adding the following in [on action] field: Trigger 1: "respawn_west" setmarkerpos (getmarkerpos "new_respawn1"); Trigger 2: "respawn_west" setmarkerpos (getmarkerpos "new_respawn2"); and repeat that depending on how many respawns you want. Worked like a charm, now I just need to test it with my squad. Thanks man! :)
  18. druminator

    United States Air Force

    I love this mod guys! Have been using it for a while, can't for what the future brings, from what i've seen so far it looks promising indeed! :)
  19. If you spawn in a unit with zeus and use that unit to fly the plane then certain functions will be limited yes (which has nothing to do with the mod btw, it's a zeus thing) but not if you use your player/playable unit you created in the editor. If that's not what causes the problem then I can't help you.
  20. Looks amazing! So from my understanding the F-35B can potentially do VTOL but not armed and with more than 30% fuel or something like that, sounds logic to me. The amount of vertical thrust needed to lift that beast fully armed would have to be insane, I would imagine. Can't wait to try it out! :)
  21. Awesome, thx guys, will try it out as soon as possible! :)
  22. So I have this mission where one part is to slingload a vehicle to a specific destination. So first I want to "Create Task" and when the vehicle is unhooked at the destination/trigger I want "Set Task State" to be succeeded. Is there a way to set a trigger to be activated only when the vehicle has been unhooked from the Heli? Any help/suggestions would be much appreciated!
  23. Hmm were do I put the code? In the trigger or init.sqf or maybe description.ext? I tried to put this: isNull (getSlingLoad Heli1); in the condition on the trigger but it didn't work.
  24. Awesome, will try it out! Btw thanks for moving the topic, realised after that it was on the wrong section.
  25. druminator

    Bornholm, Denmark [Terrain]

    Just made a flythrough and it looks amazing. Great work!
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