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Showing results for tags 'unlock'.
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I have write a little Mod. This Mod will change the Classes from the Taru and Huron Pods. So you can lock/unlock in Exile Mod the Pods, do Paintjobs, changing Pins and you can sell the inventory from the Pods direct at the Traders and WasteDump. I have rebuild the Mod and i have create a new child class under the "AllVehicles" class. This class is the class "Pod". The class "Pod" is a light Clone from the "Air" class. The new Classtree are: AllVehicles >> Pod >> Heli_Pods >> Heli_Pods_Base_F >> Heli_Pods_Base_H >> Heli_Pods_Transport_01_Base_F >> Land_Heli_Pods_Transport_01_Ammo_F Land_Heli_Pods_Transport_01_Cargo_F Land_Heli_Pods_Transport_01_Fuel_F Land_Heli_Pods_Transport_01_Medevac_F Land_Heli_Pods_Transport_01_Repair_F Heli_Pods_Transport_04_crewed_base_F >> Land_Heli_Pods_Transport_04_bench_base_F >> Land_Heli_Pods_Transport_04_bench_F >> Land_Heli_Pods_Transport_04_bench_black_F Land_Heli_Pods_Transport_04_covered_base_F >> Land_Heli_Pods_Transport_04_covered_F >> Land_Heli_Pods_Transport_04_covered_black_F Land_Heli_Pods_Transport_04_medevac_base_F >> Land_Heli_Pods_Transport_04_medevac_F >> Land_Heli_Pods_Transport_04_medevac_black_F Heli_Pods_Transport_04_base_F >> Land_Heli_Pods_Transport_04_ammo_base_F >> Land_Heli_Pods_Transport_04_ammo_F >> Land_Heli_Pods_Transport_04_ammo_black_F Land_Heli_Pods_Transport_04_box_base_F >> Land_Heli_Pods_Transport_04_box_F >> Land_Heli_Pods_Transport_04_box_black_F Land_Heli_Pods_Transport_04_fuel_base_F >> Land_Heli_Pods_Transport_04_fuel_F >> Land_Heli_Pods_Transport_04_fuel_black_F Land_Heli_Pods_Transport_04_repair_base_F >> Land_Heli_Pods_Transport_04_repair_F >> Land_Heli_Pods_Transport_04_repair_black_F In Editor the Huronpods are now in BLUFOR --> NATO --> Storage The Tarupods are in OPFOR --> CSAT --> Storage (Bench, Medical & Transport) and in OPFOR --> Supplies --> Storage (Ammo, Cargo, Fuel & Repair) Read the readme-exile.txt for the needed changes or the following Spoiler. 1. Open in your Missionfile the config file or the file where your Interaction Menus are and add in "class CfgInteractionMenus" after the following lines: so it should look like this: 2. Now add in your mpmission config file in "class CfgExileCustomCode" the following lines: 3. Go in the config file to the class "CfgVehicleCustoms" and add after: the following lines: 4. If you are done in the config file, you must copy the Custom folder from "mpmission_overwrites" in your mpmission root folder. Mod is from me aka LinuxGamesTV aka FastFireGames Known Bugs: nothing The Mod can grabbed on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2439083963 A Video (German speaking):
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[HELP] Unlock Door with specific Item
ricoarma posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, My problem that I want to unlock a gate door only if player has specific item. I use a Trigger for that: Activation for AllPlayer, present. In the condition line I put this: (Player need to have the Ace Cellphone to open gates). "ACE_Cellphone" in items player; In the On Activation line : house1_1 setVariable ['bis_disabled_Door_1',0,true]; house1 setVariable ['bis_disabled_Door_1',0,true]; house1 and house1_1 are 2 concrete wall gates. In my init.sqf file, I put this: house1 setVariable ['bis_disabled_Door_1',1,true]; house1_1 setVariable ['bis_disabled_Door_1',1,true]; There a no problem, It's works fine! My problem is how can the doors stay locked if the player loses or puts down the phone? I try this In a new trigger, but it don't work, !("ACE_Cellphone" in items player;); Somebody can help me??? ;) -
I've searched and haven't found anything on Google. So I apologize if there's something out there. I am creating a campaign on stratis where one task is to capture the air base. After it's captured, I'd like the campaign to automatically load the base up the way I set. So it becomes a friendly base. I would like the same thing to happen when I capture other camps and bases. How can I do this?
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I'm Level 5. I've unlocked Assault Rifles I (1pt) Sights I (1pt) Suppressors I (2pt) =4pts. I have 1pt to spend now. I'd like to buy Sights II, but it is not available to unlock. The path seems to show that I can just go down the tree from the attachments. What am I doing wrong. The only things showing that I can unlock next are Machine Guns I (2pts), Smoke Grenades (1pt), Assault Rifles II (2pts) and Vests I (6pts). Why can't I unlock Sights II, it is the next in the path and I've unlocked both Sights and Suppressors in Tier I? What must I unlock in order to unlock Sights II? Thanks.
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- skill tree
- sights
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