Midnighters
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Posts posted by Midnighters
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When in the editor, just go ahead and place down a player.
Then play it in singleplayer,
once you have pressed escape, you'll see a little button for animation in the debug console.
If you press it, it'll open the splendid animation viewer.
It contains every action from the apex campaign and such, you'll find all the animations in the game in there.
you can use the switchMove or playMove command for each action.
For example:
player switchMove "Act_OpenTerminal";
or
player playMove "Act_OpenTerminal";
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In the interim, I worked out a clunkier solution. I took the game logic approach from this thread:
https://forums.bistudio.com/topic/188273-lack-of-map-object-interactionids-in-eden/
Set a game logic near each turbine (turbine1, turbine2, etc) which would assign a virtual name (t1, t2, etc) to each turbine. Then a trigger with this condition:
({alive _x} count [t1,t2,t3,t4,t5,t6,t7]) < 7;
And now there's a big smile on Joe Hockey's dial.
Seriously, if anyone comes up with a better way of doing this I would love to know.
And mods, I put this thread in the wrong section. Sorry about that.
Nice solution, I've never seen multiple units included in a condition.
Seems like you've got it all figured out now.
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the BIS tools have the ability to mount the game files to a separate drive.
So, you will be able to see all the model.cfg's for the weapons, vehicles, etc.
I recommend you try this out, helps out in the future anyways if you're going to be pointing a directory
to the arma 3 installation directory.
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ropeattachto is basically already included in ropecreate. They do the same thing as far as that is concerned.
Cool, thanks.
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No, the crane has to be first.
Anyway, make sure you set enableRopeAttach to true for the pod. That might be the issue.
For my own learning, would you have to enable rope attach for all objects?
Because, as to what I remember ropeAttach is a different command.
Does ropecreate work alongside?
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You may want to try roping the pod1 to the crane01.
I've experienced the same issue, and have resolved it using the method above.
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When a sector changes side it fires off a scripted event handler called "ownerChanged". With this there is no need for the trigger as you can just subscribe to this event. The only thing you will want to handle, as per your note on the module expression, is that it fires at mission start. This is easily handled by excluding sideUnknown if the sector does not have a default side.
[ mySectorsName, "ownerChanged", { params[ "_sector", "_owner", "_ownerOld" ]; if !( _owner isEqualTo sideUnknown ) then { //Do Stuff when sector changes side }; }] call BIS_fnc_addScriptedEventHandler;
The sector dummy is just as you describe a sector that does not need setting up and will inherit its parameters from another sector it is synced to.
Right, good example.
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To check the ownership of a sector, you'll need to do something of the sort:
SectorName getVariable "owner" == WEST
This would be placed in something like a trigger condition.
So, it'd return true or false.
So, whatever you need to do in the activation field will be activated once any blufor faction takes it.
you can change WEST to EAST
or WEST to Civilian
or WEST to independent
make sure to change the SectorName to your variable name of your sector module.
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Well there is always the "hard" method where you delete the control but it seems to be a bit of an overkill.
Not sure what you mean by this, by deleting the control?
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Thats how many respawn tickets your team has left I think.
I don't know if it can be removed, while the ticket system is kept?
Respawn limits look a tad different. It'll have the circular respawn icon in combination with a number.
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you have the zeus module placed. So for every kill by blufor teams, the zeus player will receive credit to placing objects.
As, with extended setup you'd have the ability to limit the resources the zeus player has.
So, in turn. this is just keeping track of the resources given from blufor to their zeus.
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Very useful man..good job!!!
Thanks, glad it was of use to you :)
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Hello everyone, I have made a video explaining the setup process for the strategic map module.
I have seen it used in very useful ways in missions.
Hopefully this will allow you to do the same.
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You may want to try and sync the player respawn module to the seperate group.
I have seen this previously.
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Hello all, today is the launch of the A3OPS - public server.
The address is: 69.92.203.146:2302
In playing on this server you will be able to play with any mods. Well, not the terrain modifications, or vehicle addons.
The teamspeak is the same adress: 69.92.203.146
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This is a military simulator see?
Not GTA 5 see?
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We've seriously gone from 0 to 100 with this mission. We've been beta testing for a while now.
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Hope you all enjoy.
Full guide on installing tfar and usage: http://steamcommunity.com/sharedfiles/filedetails/?id=695526362
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Hello fellow arma 3 players. We are starting a series of missions in order to get the community to enjoy COOP missions better.
You can find all of these missions here: http://steamcommunity.com/id/Midnight_2/myworkshopfiles/
We will be regularly posting news within these workshop files to keep you updated with server info, etc.
Remember, this is testing purposes only at the moment. But we are here to have fun!
So far we have had many people say the performance optimizations done for the mission have been a success
Immensely increasing performance.
Have fun everyone!
Current Mission Testing Server: [Not always up] 72.24.166.82
Animation Help
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Or, if you want to call a function to open the viewer.
It's simply: