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Showing results for tags 'stop'.
Found 5 results
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Breaching Charge that sticks to surfaces, demolishes walls, and opens doors, with minimal collateral damage. Door Wedge that takes a few seconds to deploy and blocks a door from moving and takes longer to remove. Trees can also be quickly felled using the Breaching Charge. Requires ACE Explosives Downloads: Steam Workshop Github Class names: AMP_Breaching_Charge_Mag AMP_Door_Wedge Minimum safe area reference To lock a door: _house setVariable ["bis_disabled_Door_1", 1, true];
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Hey guys, I am coming to ask for help with what seems to me like a relatively simple thing, yet I cannot figure this out. I would like to have the AI unit run a script which will make it go prone and stay in place on command. The problem is I cannot seem to get the unit to do what the script says. I beleive it's something to do with the "this select" command and since I cannot figure it out I would be grateful if someone could tell me how to get it to work. What I have so far in the Civ unit init: this addAction ["Get on the ground!", {execVM "Civ_ground.sqf"}]; I can approach the unit and order it to get on the ground, but as I stated, it does not want to do it. In the Civ_ground.sqf I have this: _civ = _this select 0; _civ setunitPos "DOWN"; _civ setBehaviour "CARELESS"; _civ disableAI "MOVE"; Thanks a lot for your help! Adam
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Hello everyone, this is something that's been bothering me for a long time and it has been probably addressed a few times. I still want to talk about it again though, and that's the exploding vehicles. Is there any mod out there (or perhaps even plans from BIS) that simply stops vehicles from exploding? I really don't crave any fancy damage model, I honestly just want them to stop exploding, like, make them stay in the heavy damaged state so the crew bails and you can repair them later if you get the chance. It looks good enough and way better/realistic than the model which the vehicle gets turned into after an explosion. Don't get me wrong, I highly appreciate anything BIs gave to us since they released the alpha like shooting from vehicles and making it possible to rest your weapons, but from an immersion & polishing standpoint this is something that should've been high priority ( at least imo.).
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Make unit move after commanding them to stop
ColonelKernel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. How can I make a unit that is stopped by my command start moving again? I know you can do it using moveTo but I want to use doMove. -
[SOLVED] Canceling a say3D sound loop
Golden Knee posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to stop a say3D sound loop when the player uses the action. Here's what I have so far: _generator1 = (_this select 0); glb_Turn_Off_Generator = false; publicVariable "glb_Turn_Off_Generator"; _answerAction = _generator1 addAction ["Turn Off Generator", { glb_Turn_Off_Generator = true; publicVariable "glb_Turn_Off_Generator"; }, [], 6, true, true, "", "_this distance _target < 3" ]; while {!glb_Turn_Off_Generator} do { _generator1 say3D "sound2"; sleep 7; }; Player SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AmovPercMstpSrasWrflDnon"; deleteVehicle _generator1; _generator1 removeAction _answerAction; My problem is that the animation is delayed until the sound file completes its last loop. I have tried deleteVehicle, say3D "", setDamage 1. Nothing seems to interrupt the sound. I could just reduce the sound file to one second but would be a last resort. Any ideas?