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Found 9 results

  1. hi, I want the player to be teleported to a MHQ. I'm hereby doing this: if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; if (!isEngineOn westmhq1) then { player moveInCargo westmhq1; }else{ player setPos (westmhq1 getPos [10,10]); }; that works too. If the MHQ named westmhq1 is destroyed, spawns it again: _vehicle = _this select 0; _respawntime = _this select 1; _facingofvehicle = getDir _vehicle; _positionofvehicle = getPosATL _vehicle; _vehicletype = typeOf _vehicle; _name = vehicleVarName _vehicle; .... _vehicle = _vehicletype createVehicle _positionofvehicle; _vehicle setVehicleVarName _name; _vehicle setPosATL _positionofvehicle; _vehicle setDir _facingofvehicle; ... that works too. After respawning from westmhq1, the player is no longer teleported. No error message appears. Unfortunately, I do not understand why that is. Maybe someone can explain why the player is no longer teleported after respawn westmhq1. thanks..
  2. Hello guys, I'm having a problem trying to command a Mechanized platoon with High Command. The problem is that when you're the high commander and the commander/gunner of the vehicle that you're in, when you try to select another unit from the map (by clicking left mouse over the unit's icon), your own vehicle is ordered to move to the location where you left clicked. So in order to use the High Command module to select units from the map, you need first to switch yourself to Driver position or get out of the vehicle altogether: very clumsy! Is there any way that I can work around this, perhaps reassigning somehow the map move command to some other key? Cheers
  3. Hi everyone ! I want to move an UAV ( with ~ 2/4 meter precision ). I used this script VEH = createVehicle ["B_UGV_01_rcws_F",position player, [], 1, "NONE"]; createVehicleCrew VEH; VEH setCombatMode "BLUE"; VEH setBehaviour "STEALTH"; VEH move position player; VEH disableAI "ALL"; VEH enableAI "MOVE"; But the vehicle stop at 20 meter of the position where he should be . I tried also with waypoint and i have the same issues Thank :)
  4. I've built a compound that is required as part of the mission to have a narrow entrance coridoor. It's probably a little over 2m in width, maybe 2.5m - and should be perfectly navigable by an infantryman. However, the AI can't seem to make sense of how to use the route to get into the deeper pats of the compound. Is there any way of specifying a 'safe route' that AI will automatically follow? In the same sort of way that when driving the AI recognise a road and follow it in most cases. Thanks. Law
  5. Hello, I need a script to allow me to move a unit to the nearest object of a certain type. I believe the answer is nameofunit move {nearestobject [position nameofunit, "land_pencilred_f"]} I tried this with "land_pencilred_f" being the classname of the objects that I'd like my unit to move to the nearest pencil to his current location. No luck so far but any help is much appreciated :-)
  6. Hello all I am working on a single player immersive Zombie mission and I am attempting to get my player to play an animation. I've never really done this I've normally always made the AI do them. So I have my guy here and a trigger. His name is [p1] I have in the Trigger act: p1 play or switchmove "AinvPercMstpSrasWlnrDnon_G01"; I walk into the Trigger and nothing. So is there something I need to know about animating an actual player not an AI unit?
  7. Objects placed on map in terrain builder end up in a different position when I pboproject to create the terrain for ARM 3. Some objects sink in the ground, others rotate out of position. Some just seam to shift a bit in relation to the terrain. Why and how do I stop it from happening?
  8. Ok, so I have this tank that works fine in Arma 2, and I'm working to get it working as it should in Arma 3. I understand that for a vehicle to have engine sounds, it must have a physX simulation. So in the config, I (to my knowledge) changed the simulation and added the physx properties as they should be. In-game, my troubles are that the vehicle is stuck in the ground, and while the tracks spin, I cannot move anywhere with it. I believe it has to do with it being physx simulation. Originally there was no physx simulation until I realized I need physx simulation for engine sounds to work. Here are two screenshots of what it looks like, if anyone has ideas, please give them to me. I will provide more info upon request. Geometry Phys LOD - It is the same as the Geometry LOD, save that this one has no properties. What it looks like in game - as you can see, it sinks into the ground a few inches, you should be able to see the tracks touch the ground.
  9. After numerous changes to memory points and config file, I still cannot get my vehicle to stay on the ground so it can be driven. If anybody can help me that would be awesome! Here is an image >> I can also provide the p3d, config file, and model.cfg files as well. Thanks for any help!!
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