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Showing results for tags 'firing'.
Found 8 results
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Hi all, Jets, UAVs, and helos are able to fire missiles detecting a threat, while landed. That's weird and disastrous most of the time. How to fix it: Suggestion: Disable the possibility of firing any kind of weapon when gear is down (eventually touching ground, but it's not safe).
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Hi, I had several situations when the 2 shots shotgun did not want to fire and did not even reload.
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Hi there, please use this place to discuss the "Firing from vehicles" feature, available on dev-branch since today (rev. 127272) OPREP with details: http://dev.arma3.com/post/oprep-firing-from-vehicles
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Hello, I've been succesfully using this "safezone.sqf" script to restrict small arms fire, throwing grenades and placing explosives inside a "spawn protected area" which essentially is a trigger area. I assume the script itself is an evolution of grenadeStop.sqf by Bake or it could be from completely different origins who knows. In short what the script does is that it will delete the fired projectile, thrown grenade or placed explosive and display a message that can be customized freely with #define MESSAGE "Type your message here" To add the restriction to certain projectile, grenade or explosive the classname needs to be typed in the SPAWN_Restriction = -field I was trying to use the aforementioned script to also restrict vehicles from firing their guns inside the spawn protected area but it is so that declaring the ammo classnames (that are used in different vehicles) in the SPAWN_Restriction = ["insert ammo classname here"]; is not enough to get the job done. The question here would be that: whether the safezone.sqf can be adapted in a way so that using vehicle guns (or "turrets") to shoot inside the spawn protected area would also be restricted? (if so, any suggestion on how-to?) OR if I should start looking for a completely different approach with the issue at hand (if so, any suggestions what should that approach then be)? There weren't too many discussions available that did share somekind of similarity with what I'm asking here. I actually only found this and this but well, for me those didn't give the comforting "I got this and I know I can do this" feeling. Thus here I am, asking questions. Greetings Asmodeuz
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- fired
- addeventhandler
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reconstructing map from converted wrp missing ground texture
tylerhimself posted a topic in ARMA 3 - TERRAIN - (BUILDER)
I'm starting to mess around in terrain editing. I've started with a wrp successfully converted to pew, opened with terrain builder, done my edits, re exported. Using existing config.cpp etc, keeping naming intact. Ground texture is white/missing see below http://i.imgur.com/6MKRN4M.jpg (257 kB) And my rpt is spammed with Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material Unknown terrain material What causes this? I'm just trying to figure out WHERE this happens. Read so many outdated guides and like my brain is swollen 10x Thanks- 2 replies
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- bohemia
- competition
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Official Bohemia Live stream firing from vehicles/slingloading competition
MattLightfoot posted a topic in ARMA 3 - MULTIPLAYER
Good news everybody, it's that time again for me to organise this week's live stream. This week is going to be focussed around our releases to the Development Branch of Helicopter sling loading and Firing from vehicles. It will begin at 1pm Central European Time on Friday. So we are going to be having a little fun competition. This competition will be split into three rounds. The first round will be made up of eight teams, where each team will be assigned a hostile team they will compete against to proceed to the second round. The Second round will then be four teams, then the final will be just two teams. Each round will give the teams different methods of eliminating each other however the objective will always be to have the last man alive, deaths due to bugs, disconnection and everything else counts. Teams will be made up of up to four people, the matches will start at around 1pm CET on Friday 26th. We will live stream each game on our server so we can't give absolute times to teams but I'll publish a rough guide for times late on Thursday or first thing on Friday. How will the matches work? In each game, each team will have a developer playing with them, they can take any role you want them to you just need to tell us when you get into game. If you lose a game you are out, winners will proceed to the next round. What will happen in the matches? In the first round each team will have a Mohawk and an assault boat (Small rubber dinghy), all but one of team will get into the boat which will then be sling loaded. They must then eliminate all of the enemies. Round two will require both teams to mount separate MH-9s and shoot down the other team. Round three will be explained on the stream to the finalists and the audience. So if you have a team of four that can definitely attend, please post your names below and I'll sort you out with a spot, if your an individual and would like to take part in it, then put your name down and I'll do my best to arrange you into a team. There is a limit of 8 teams, I'll also have two back up teams should anyone not turn up. THIS WILL BE RAN ON THE DEVELOPMENT BRANCH- 11 replies
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- bohemia
- competition
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As a follow up and an extension to today's ARMA3 tweet I'd dare to challenge you all - show me how mad your Firing Drills skillz are :devil: Post your results - ideally a screenshot taken at the end of your run or a video as an ultimate proof! Competitive only. Try hard and keep it fair! [TABLE=class: grid, align: center] [TR] [TD][/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [TD]COMPETITOR [/TD] [TD]TIME [/TD] [/TR] [TR] [TD]1st [/TD] [TD]Triggerman [/TD] [TD]01:33.168 [/TD] [TD]Triggerman [/TD] [TD]00:50.383 [/TD] [TD]Sneakson[/TD] [TD]00:38.244[/TD] [TD]rakowozz[/TD] [TD]00:38.711[/TD] [/TR] [TR] [TD]2nd [/TD] [TD]Sneakson[/TD] [TD]01:33.294 [/TD] [TD]rakowozz[/TD] [TD]00:52.005 [/TD] [TD]rakowozz[/TD] [TD]00:41.247[/TD] [TD]Sneakson[/TD] [TD]00:38.757[/TD] [/TR] [TR] [TD]3rd [/TD] [TD]ShocknAwe[/TD] [TD]01:34.486[/TD] [TD]Sneakson[/TD] [TD]00:53.539[/TD] [TD]runekn[/TD] [TD]00:48.940[/TD] [TD]EvenLease[/TD] [TD]00:46.015[/TD] [/TR] [/TABLE] I will try to keep the track and update the leader-board table manually.
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hey guys im having trouble setting up my mission :( im trying everything logical and it just isnt working. anyway this is what the problem is. i have a set up of 1 hostage named h1 and i have put in his init line "this setcaptive true;" and i have placed him inside a building with a opfor unit guarding him. i have placed a trigger with the activation as blufor not present (if he runs off for example) on activation ---- "h1 setcaptive false" however... when i run out of the trigger area they are still oblivious to me and will not shoot me. i want to make a mission where i have to escape an enemy camp :) ---------- Post added at 15:23 ---------- Previous post was at 14:20 ---------- this is why i hate scripting...