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Found 32 results

  1. Hello, For some reason, my Healing system is not working when the player's legs are hit .......... Can someone help ? While {True} Do { WaitUntil {Alive Player;}; Sleep 1; While {(damage player) < 0.1} Do { Sleep 1; }; Heal_Act = Player AddAction ["<img size='1.0' color='#FFFFFF' image='Images\heal_ca.paa'/>","Heal_System\Action.sqf",[],-100,False,True,"",""]; Player SetDamage 0.26; While {(Damage Player != 0.25) And Alive Player} Do { Sleep 0.1; }; Player SetDamage 0; Player RemoveAction Heal_Act; };
  2. Hey can someone explain how to set the damage of a weapon to 0 ? so no one get damaged by the weapon ? the same with the sound of the weapon it always playes the same sound by shooting.. emptySound[]={"\Taser\sound\Sound_S1.wav",1,1}; opticsZoomMin=0.375; opticsZoomInit=0.75; opticsZoomMax=1.1; memoryPointCamera="eye"; fireLightIntensity=0.012; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; modes[]={"Single"}; class Single: Mode_SemiAuto { reloadTime=0.05; dispersion=0.00092999998; minrange=2; minRangeProbab=0.30000001; midrange=250; midRangeProbab=0.69999999; maxrange=500; maxRangeProbab=0.2; sounds[]={"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"Taser\sound\Taser_Shot", 0.177828, 1, 10}; closure2[] = {"Taser\sound\Taser_Shot", 0.177828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin2[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin3[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; begin4[] = {"Taser\sound\Taser_Shot", 1, 1, 1800}; soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin2", 0.25, "begin4", 0.25}; }; this i found on the internet but it doesnt work for me
  3. So i'm have a mission, with random objects spawning in a small area. I want those objects to react when being hit by a bullet (Delete/Disappear). I don't have any idea how to do this since i have little experience with Event handlers. So if you know an easy way to do this, and teach me how i can do it myself later on i would be very happy! Draoth
  4. Hi, This is a config / terrain builder question not quite sure where the problem is any help would be appreciated! Ive got a house model in game this is its config: class Land_VehiclePadCornor: House_F { scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; armor = 999999; armorStructural = 999; author = "Article 2 Studios"; model="P:\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; }; It works fine when I place it the Eden Mission editor in that it cannot be destroyed as Ive given it high Armour values in the config. However when placed in Terrain builder it can be destroyed, in addition my add actions and animations do not seem to work on versions placed in Terrain builder. I also ran a small script to test the problem using the nearestObject scripting command, when I ran the test on buildings in Altis it returned the buildings classname when I tested it on my buildings it returned just empty string. The only information on this forum Ive found seems to suggest to link the config and the p3d file you add "Land_" followed by the p3ds file name to the class name and it should work, but this does not seem to be the case for me. Thanks for reading.
  5. Flying jets in combat used to be quite binary in Arma. You fly or die. We heard you like hitpoints, so we put more hitpoints in your airplane so you can die while you fly. In return, you can show us how to land like a boss after a critical control loss. And put it on YouTube. With Jets DLC inbound, the birds needed to be put on par with other vehicle types in terms of damage effects to achieve some consistency and primarily extend the possible outcomes and challenges pilots will get in a combat. (as with other dev-branch'd features, this 'platform upgrade' will be available to everyone that owns Arma 3). And the challenges you may face include: Leaking fuel Reduced / complete loss of thrust after either one / both engines have been damaged Malfunctioning HUD and MFDs Gear that is no longer retractable if you landed too roughly Loss of control authority and adverse flight tendencies (a gameplay counterpart to tailrotor loss in helicopters) after taking hits in wings and control surfaces At the moment, there's only one aircraft configured with the new hitpoints - the Wipeout. Give it a go, try some Neophron Valley mission and let us know.
  6. I'm trying to figure out how to detect if a bridge (on a map) has been destroyed (getting the damage level of the bridge). In Arma 2, you could toggle on the objects ID#s in the editor. I don't see a way to do that in the Eden editor; am I missing it? I'd like to be able to do this on BIS Arma 3 maps, BIS Arma 2 maps (using CUP), and 3rd party maps, if possible. What are the options for detecting the damage level of a bridge or building object that is part of the map?
  7. Hello I like the mines and IED's but one of the problems is that they basically cause an instant kill in reality they would severely injury the infantry i.e leg and foot amputation. Question ? Is there a way to edit their damage rate of the mines/ ied's to something more realistic ? Thanks
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