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About iTicTactical

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  1. iTicTactical

    Target Kill Identification/Response

    Thanks for the reply. It looks like I've got the eventHandler to work simply from using this addEventHandler ["killed", "hint format ['Killed by %1',_this select 1]"]; but I want to swap the response from a hint to something like a groupChat format. Assuming that you can alter that particular code, changing hint format to groupChat doesn't work. If not, what would the code look like if I had to use a separate script? I've tried _instigator groupChat "Dropped him."; but that doesn't want to work either.
  2. Hey all, In my scenario player_1 and player_2 have an opportunity to kill sentry_1. To be dynamic, I want to code in a radio response from the player who killed him. Something simple like "Dropped him." for example. I know how to code the speech, what I don't know is how to identify which player killed sentry_1. I've looked at if and or but I can't figure out how to compile it into a working script. Any guidance is appreciated. Cheers!
  3. iTicTactical

    Armed Forces:UK Virtus Body Armour

    Mike asked for the TRFs to reference which corps I thought would be interesting to implement. The internet is a pretty accessible thing these days, if you want to correct it, feel free buddy. They're just points of reference in case he needed anything more, it's his MOD. Frankly, I didn't see much on the combat fatigues (this is back when MTP was making an appearance and we moved away from the 95 kit) apart from a TRF and a specialty patch anyway.
  4. iTicTactical

    Armed Forces:UK Virtus Body Armour

    Hi Mike, As suggested, here are a couple of TRFs that I would like to see implemented: Royal Engineers TRF: https://www.google.co.uk/search?q=royal+engineers&site=webhp&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjT24eS6IPUAhVqIcAKHXWnDoEQ_AUIBigB&biw=2560&bih=950#imgrc=qi59gGxoIGOapM: Patch: https://www.google.co.uk/search?q=royal+engineers&site=webhp&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjT24eS6IPUAhVqIcAKHXWnDoEQ_AUIBigB&biw=2560&bih=950#imgrc=tEuYPvcdSb2T1M: Royal Corps of Signals TRF: https://www.google.co.uk/search?q=royal+engineers&site=webhp&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjT24eS6IPUAhVqIcAKHXWnDoEQ_AUIBigB&biw=2560&bih=950#tbm=isch&q=royal+signals+patch&imgrc=EuGpAE50J23T-M: Patch: https://www.google.co.uk/search?q=royal+signals&site=webhp&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjKkLTK64PUAhXJBsAKHTGABqsQ_AUIBigB&biw=2560&bih=950#tbm=isch&q=royal+signals+patch&imgrc=aPEzSujd33ttHM: Royal Electrical Mechanical Engineers TRF: https://www.google.co.uk/search?q=royal+engineers&hl=en&site=webhp&source=lnms&tbm=isch&sa=X&sqi=2&ved=0ahUKEwiqyfzE7IPUAhVCBcAKHeCvAFkQ_AUIBigB&biw=2560&bih=950#hl=en&tbm=isch&q=reme+flash&imgrc=BNy4kTGv5RJp8M: Patch: https://www.google.co.uk/search?q=royal+engineers&hl=en&site=webhp&source=lnms&tbm=isch&sa=X&sqi=2&ved=0ahUKEwiqyfzE7IPUAhVCBcAKHeCvAFkQ_AUIBigB&biw=2560&bih=950#hl=en&tbm=isch&q=reme&imgrc=XcNCUsN9a9e2OM: Also, do you reckon you'll be creating berets in the near future? Cheers
  5. iTicTactical


    Afternoon all, Short and sweet - I need a script or method of making the player seen as an ally when wearing a CSAT uniform but can be discovered if/when explosives are detonated or the player fires at anyone. Many thanks in advance!
  6. MODERATOR EDIT INFORMATION OUT OF DATE. Please contact the user via PM Are you bored of the overwhelming amount of US and NATO units for ArmA 3? If the answer is yes then a role in the 76th Guards may bring the welcome change that you're looking for! About Us We are a newly formed Russian VDV realism unit based in the UK and operate on the GMT +0 timezone. Our roles include mechanized/motor rifle and aviation elements with a Spetsnaz GRU attachment that the very dedicated may join. Unlike some realism units, we stick to what's important - having an enjoyable experience with like-minded people who feel that ArmA 3 should be played as it's intended, simulation. No silly promotion parades or long, pointless marches that lead to nothing. "Realism without the BS" as the saying goes. Operating Dates & Times Weekly Operations: Every Sunday (2000 GMT +0) Team Building (Casual/Optional): Every Wednesday (Anytime) Weekly operations typically last more than a few weeks but may vary and often have unforeseen situations (good or bad) develop throughout to keep things interesting. Openings We are accepting applications for all areas of the unit (excluding Spetsnaz GRU). Those wishing to apply should go the following page and submit an application there: https://units.arma3.com/unit/76thguards Please keep your applications as informative as possible. If we like what we see we will contact you with further details on how to get in touch with us. Hope to see your name in our ranks!
  7. iTicTactical

    Virtual Arsenal Upon Mission Start

    Thanks for the link! My next question though is where does it go? I've placed it at the top of my init.sqf and even tried placing it in the units' init box. What am I doing wrong? Should it be in a separate script file?
  8. Hey guys, I'm looking to activate Virtual Arsenal at the very beginning of my mission, to allow players to choose their kit before the mission actually starts. I also want a countdown displayed somewhere on-screen (about a minute long) that fades the screen and starts the 'actual' mission once run out. All of the guides I have read/watched point towards launching it via an ammo create or something once the mission has started. This isn't what I want. Is this at all possible? I've seen similar things on KOTH and hoped something could be achieved for VA. Thanks for any advice!
  9. iTicTactical

    ARMA 3 Addon Request Thread

    Was hoping someone could amend the Norwegian forces MOD to have HLC weapons? While I like the MASS Weapons pack, the quality just isn't as good as HLC
  10. iTicTactical

    Hostage Rescue Script

    Worked a treat! Thanks very much for all the advice guys.
  11. iTicTactical

    ARMA 3 Addon Request Thread

    (If you're talking to me Das) Unless I'm mistaken this threads' title is 'ArmA 3 Addon Request Thread'? Or am I mis-interpreting that... Addons (to me) are weapons, objects etc. MODs are things that physically change the game. If I'm mistaken then someone please refer me to the right thread as in my mind I'm in the right place anyway.
  12. Not sure if this has already been posted but this is what I use for my IEDs... bomb="M_Mo_82mm_AT_LG" createVehicle (getPos IED); deleteVehicle IED; Put that in a trigger (activated by whoever you want to die) and name the object used as 'IED'. I haven't found any issues with this method and it damages vehicles but with the shell I've used, doesn't seem to completely destroy them. You'll have to go about finding the classnames for other shell types for more powerful explosions etc but this one does me fine.
  13. iTicTactical

    Hostage Rescue Script

    Thanks for explaining. Unfortunately the AI becomes stuck in the current animation even after they've joined the players' group. I'm using the following as the sitting animation as it isn't simply a 'frozen image'... [this, "SIT_SAD1","NONE"] call BIS_fnc_ambientAnim; I figure I just need a script to trigger once the addAction is activated to release him from the animation? I've tried enbaleSimulation "ANIM" and even playActionNow and switchMove ""; but still no joy. Now I did find this in the functions viewer; if (isNull _unit) exitWith { //["Function terminated, unit doesn't exist!"] call BIS_fnc_logFormat; }; if (isNil "_forcedSnapPoint") then { ["Forced snappoint doesn't exist!"] call BIS_fnc_error; _forcedSnapPoint = objNull; }; if ((_unit getVariable ["BIS_fnc_ambientAnim__animset",""]) != "") exitWith { ["[%1] Trying to play an ambient animation [%3] while another [%2] is already playing!",_unit,_unit getVariable ["BIS_fnc_ambientAnim__animset",""],_animset] call BIS_fnc_logFormat; /* _unit call BIS_fnc_ambientAnim__terminate; _this spawn { sleep 1; _this call BIS_fnc_ambientAnim; }; */ }; But what does it mean, is it even the right code for what I need? I don't even care about a standing up animation anymore. I just want the AI up and free to move when the addAction is activated...
  14. iTicTactical

    Hostage Rescue Script

    Many thanks. Seems a lot simpler than the way Kylania posted on their thread. (at least for me anyway) What's the difference between this; _per = _this select 0; // Person who had the addAction _caller = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction // Group given in the arguments section (ie: [Hostage] _per = _this select 3; // Remove the rescue option _per removeAction _act; // Join preselected unit (Hostage) to callers group, silently. _per joinSilent _caller; ...and what you have just posted? Does the setUnitPos "UP" force the AI to stand up from an animation if one is implemented? or does it just force them to be upright wherever they go as usual? Just trying to learn it, thanks
  15. iTicTactical

    Hostage Rescue Script

    It's easy to take the piss when you know what to do or where to go. Thanks for pointing me to a search engine though... I've already been and found certain threads via Google, YouTube etc but I wanted some help with something very specific as I'm not completely competent with scripting in ArmA yet and I wouldn't know how to set what I want up properly (hence these editing forums for help...). I haven't seen much related to what I actually want either (in terms of the animations etc). If I wanted to simply capture them via a trigger I would've done that a while ago. I just want a higher level of detail than that. I'm sure there is a way to do it so unless someone on here knows and is willing to help me, I'll just have to keep looking. Thanks for the advice though JAndrews