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maverickzer0

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About maverickzer0

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  1. maverickzer0

    Getting a Backpack to float.

    Thanks for both the replies, but i found this thread on Reddit which emulated what I wanted pretty much perfectly. Though, on a separate but kind of the same topic, anyone have a list of particle effect class names? I've figured out how to spawn particle effects in but I can't find a list of them anywhere.
  2. I've been trying to get a backpack in the 3DEN editor to float in the air like you can most other objects. As I understand it, backpacks are exempt from this as they are not handled like other physics objects and therefore just spawn on the ground. All I need it for is a screenshot, I don't need the backpack to be interactable nor do I need it to move, just to stay in place and not drop to the floor. I've attempted to use the attachTo command and the attatchToRelative as well as converting a simple object like a cone into a backpack - which worked - but still ended up with the backpack spawning on the ground. Any help would be appreciated.
  3. maverickzer0

    Can't find mission collection / mission

    Thanks for the reply but i figured it out. It didn't like the .pbo being inside of a folder that's in the mpMissions folder, so i just dragged the .pbo out and placed it in the root mpMissions folder and it worked.
  4. Been tearing my hair out for the last two days attempting to get a single liberation mission to work. I have rented a standard ArmA 3 server from ServerBlend for a small group of friends. We've already played through Antistasi and we wanted to change to Liberation using mods, however there seems to be an issue getting to load the mission onto the server as i keep getting a 'Can't find a mission collection / mission with template name: 'kp_liberation.Takistan', skipping to next mission.' Error. Which causes the server to indefinitely hang. I've already taken a bunch of measures over the last few days to try and rectify this including wiping the server to a blank slate - twice -, and re-installing all the prerequisite mods and additional ones. Still, the mission continues to hang and i'm kinda stuck on what to do next. I have double, triple, quadruple checked the config file to ensure all the syntax is correct and that it's referencing the mission (the only one in the mpMissions folder at this point) correctly, which it is. Re-installed every mod and checked it's keys, ensured all the prerequisite mods are installed (they are). There are a few errors in the .rpt log which i don't really understand and at this point i'm suspicious of them being the cause, even though the server loads and initializes correctly, however i'm not too well versed in hosting a dedicated server or bug-hunting to really know or not if they are the definite cause, but would like to eliminate them as a possibility. Below is the latest .rpt file from the server that was generated. and here is the config file. The error is probably staring me in the face but i'm too dumb to realize it. Any other information i'd be happy to provide.
  5. maverickzer0

    Creating a pause between tasks?

    Thanks. I used the second way and it works perfectly as intended. :D
  6. A simple question with a probably simple answer. I'm using the Task Module system in the Eden editor and i was wondering how i would go about creating a pause or gap between the first objective completing and the second objective going active, at the moment as soon as the trigger is fired, the second task is created before the first one appears as complete. In the editor i have the trigger synced to a 'Set Task State' module which sets the first task as succeeded, the same trigger is also synced to a 'Create Task' module which is assigned at the same time. Probably not the most efficient way of going about it, so how would i set it up so Task 1 is complete, a couple of seconds pause, then task two appearing?
  7. maverickzer0

    Help creating introduction scene.

    Interesting solutions but having the whole area come under fire would ruin the whole storytelling and atmospheric element. The enemy isn't supposed to have access to those kinds of weapons systems. As for the disableUserInput, it would work but would it disable the camera movement? The player would ideally still be able to look around and such.
  8. Basically, i'm a newbie to ArmA scripting, i've played around for hours in the editor but i've only used the built in tools and modules to create stuff and never really delved into the scripting side of matters. What i wanted to create was an introduction scene where the player(s) are on a RHIB being inserted onto the coastline. I wanted an effect similar to a point in the main ArmA campaign where Kerry and some guerrillas insert onto Stratis via boat. What i need is a script that firstly, stops the driver of the boat (who is a player character) from controlling the boat and instead somehow have the boat follow a set of waypoints to its destination. Secondly, the characters on the side who are also players (in MP) cannot shoot or throw things off the side of the boat because it'll ruin the stealth aspect of the atmosphere and thirdly, i need to stop the players getting out of the boat before it reaches its target destination. I managed to use the lock command to keep people from getting out of the boat, but it's directly in the boats Init field and is simply this lock true; I'm guessing there's a more effective way to do it via .sqf Any help would be appreciated. Thanks.
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