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Found 6 results

  1. I would like to disable the vehicle panels showing GPS, radar, and crew. I have tried using the showHUD command and its parameters, but it does not work for vehicles.
  2. Hi there, I'm having a hard time forcing a vehicle crew to NEVER dismount from it. Below is the section where I make this attempt, but every time I shoot the parked vehicle with the crew inside, the crew jumps out. Some guess? Som help? Let's weld those doors hehe. PS: I'm using CBA+ACE. if (alive _vbied) then // if vbied alive, theno... { _isDoorsWelded = _weldedDoors; // define the vbied doors as locked (true); if ((_isDoorsWelded == true) and (_suicidal in _vbied)) then // if veh doors are locked, and suicidebomber is a vbied crew, so... { _suicidal setBehaviour "CARELESS"; _vbied setVehicleLock "LOCKED"; _vbied setUnloadInCombat [FALSE,FALSE]; // vbied crew are not able to leave the vbied. } else // if doors are not locked, and suicidebomber isnt in, so... { _vbied setVehicleLock "UNLOCKED"; // veh doors are unlocked. }; };
  3. Hi everyone, i ve made my own carrier template with the crew shooters animations extracted from the original Jets Showcase mission. Everything works fine BUT this only works fine with one group of deck shooters, if i want to replicate the missionFlow.fsm and playLaunchAnims.fsm for an other deck shooter group the system fails, i share my mission template for everybody who wants to help and improve this shooter crew template. To use this system just call the crew deck with radio Alpha by pressing "0-0-1" ingame (Left aircraft catapult). PD: the "missionFlow.fsm" and "playLaunchAnims.fsm"are made and edited form the original showcase mission from Jets DLC (NO ADDONS NEEDED). Thank you and i hope u can help me with this and share it for all arma editors. Carrier and Shooters Tamplate Mission: Mission V3 ENJOOOOYYYYYYY.
  4. Hi guys, I am having trouble with this since the dawn of men. I play good old ArmA (1) just for fun, but I played also ArmA 2 and the problem seems to be in both: I want to have custom made crew, because original crews are just wrong. For example MH60 - SOAR crew. I have downloaded some desert crew and black UH60s to make it look BHD style. Also the equipment of the pilot should be different to crew chief's. But when I want to add them into the helicopter it causes this problem: I add four man crew into the bird (pilot, turret 0, turret 1, and cargo - next to the pilot) all by moveindriver etc. The bird sits on the ground with the crew already in it - good. But then I want a fire team, to get into the bird. I give them waypoint to "Get In" the bird. The all board it. Pilot has the waypoint to transport unload close to invisible H far away. The fire team gets in, the bird flies away, but when it gets to the Transport Unload waypoint, he doesn't unload them. He just continues back to base (as I have told him to do after he unloads the team). Why? I have tried to do it more "complicated" and I have also gave the fire team the Get Out waypoint and synched it to the Transport Unload. In that case the pilot does not fly back to base he is just hovering above the H. Why? That is the whole problem. I know how to add crews with my oqn setting (addweapon, addmagazine, getindriver and stuff) to the helicopter, but that works only for attack helicopters and planes. If it is a cargo/utility helicopter, they don't know how to unload the teams. Can you pelase help? Is there a way? Thank you. PS: small question - is it possible to make the 4th cargo sitting crew member a commander? I mean when I set him as a group leader (no. 1) and put him into cargo, no. 2 is pilot, and no. 3 and 4 are crew chiefs the helicopter doesnt even take off. If you can help also with this please let me know, but way more important is the original issue - unable to unload.
  5. Hi there everyone so here is what i'm trying to create i want three Tanks to spawn with crew and then move to waypoints after a certain amount of time has elapsed. This is what i have so far.. major disclaimer here I've been experimenting with a lot of this just seeing how certain things work and trying to get the basic understanding of the language so Arma 3 coding veterans prepare the defibrillators because you might need to restart your hearts after seeing this. On a side note if anyone has any tips on learning how to code SQF, SQS etc in arma please let me know as im hungry to learn this language but can't find any good material anywhere. //if (isServer) then { _type = _this select 0; _mark = _this select 1; _time = _this select 2; _slaGrp = createGroup INDEPENDENT; //Sherman #1 _vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn1", [], 1, ""];_vehicleObject setDir 217.344; _S1vehicleName = "sherman1"; missionNamespace setVariable [_S1vehicleName,_vehicleObject]; publicVariable _S1vehicleName; //Sherman #1 Crew _s1Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable _s1Inf; publicVariable _s1Inf; _s1Inf moveInDriver "sherman1"; //Sherman #2 Crew _s2Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s2Inf]; publicVariable _s2Inf; _s2Inf moveInGunner "sherman1"; //Sherman #3 Crew _s3Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s3Inf]; publicVariable _s3Inf; _s3Inf moveInCommander "sherman1"; //createVehicleCrew (sherman1 select 0); //Sherman #2 //_vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn2", [], 1, ""];_vehicleObject setDir 217.344; //_S2vehicleName = "sherman2"; //missionNamespace setVariable [_S2vehicleName,_vehicleObject]; //publicVariable _S2vehicleName; //createVehicleCrew (sherman2 select 0); //Sherman #3 // = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn3", [], 1, ""];_vehicleObject setDir 217.344; //_S3vehicleName = "sherman3"; //missionNamespace setVariable [_S3vehicleName,_vehicleObject]; // _S3vehicleName; //createVehicleCrew (sherman3 select 0); //};
  6. I want a helicopter to spawn with crew and pick me and my squadmates up which activates by trigger. It would be cool too if you told me how to spawn an aa squad simultaniously so that he gets shot down.
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