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thermicgravy

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About thermicgravy

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  1. Yeah I've resigned to the fact that the plane is the problem, so I'm sticking with the HALO jump method. Thanks all for the help!
  2. Hi, I'm editing a mission and when I try and play it to test it out I get a "cannot connect to global positioning system" message on the briefing screen, eventhough I know units are equipped with maps, and then when I load in there's just a grey screen and I cannot do anything. Super annoying, when I try a new mission on the same map it does work so it must be something in the mission, but it's just units and object. Anyone have any clue how to fix this? Here's some screenshots of what happens: http://imgur.com/a/EGQDp
  3. There is an action menu, however none of the actions work resulting in everyone getting stuck in the plane. I'm starting to suspect the fact that the plane does not have an "eject" command, but a "static line jump" command. Either way I've now resorted to using a flagpole with a halo jump script. If there's a way to just respawn players in the air near a certain marker I would prefer that but I'm not sure if there's a way to do it.
  4. That one had some effect, but still results in a plane you cannot get out of. Right now I'm considering just changing the respawn to where they would be parachuting as soon as they spawn. Is there an "easy" way to do this?
  5. Thanks to you both, but this still results in either the players being stuck in the back, or after trying to disable differents skills the AI still crashing after a while.
  6. Yes. when I try it with the plane moving around the map I set a loiter waypoint near the AO. The ai starts wiggling the wings around and pretty much does a nose dive straight into the ground. I've tried different speed and combat settings for the waypoint but it keeps happening. I'm using the C-47's from the Faces of War mod. Is there a way to just kick out any player that spawns in the vehicle?
  7. I can set it to not take damage, but the AI will still fly it straight into the ground. So I basically need a way to attach it to an object in the sky so that it is static, but then still allows people to jump out or have them kicked out of it as soon as they get in.
  8. I should add that I currently have a plane attached to a static object in the air, which works as far as having people respawn inside it, but then they are still unable to move around and eject.
  9. Hi there, I'm currently making a WW2 airborne style mission for me and a couple of friends, but I've run into a problem. After struggling with the respawning inside of a vehicle for a while I've finally managed to do it with the help of a trigger, but now I've run into a new problem: the vehicle they're spawning in is a C-47, but because the AI can't keep them in the air for long I've had to disable the simulation so that they don't spawn inside a crashed airplane. The problem with that is that when simulation is disabled, they are unable to move around inside it, and can't jump out. So I'm stuck with a respawn that is either a crashed plane, or a static plane they can't jump out of. Does anyone know of a way of making the plane stay static in the air but still being able to get out/getting kicked out as soon as they spawn inside it? Or is there a way to make the AI fly around the AO for a undetermined amount of time without it crashing? Any help would be appreciated!
  10. thermicgravy

    Cloaking

    I'm using this code in a mission but the cloak option is coming up for every player, does anyone know how to remove the action from certain players' menu's?
  11. Very interesting stuff! Thanks so much for this, pretty much exactly what I was looking for!
  12. Yup, this is what we are using for all the units, unfortunately the whole community is Russian, so I couldn't get any help with the questions I posted up above.
  13. Hey guys, me and 5 friends have been playing missions in arma for years, using Zeus missions as a sort of DnD campaign. The 5 of them play through missions I make and I use Zeus to make missions on the fly, control NPCs and all that good behind the scenes stuff. Our most recent campaign takes place in the S.T.A.L.K.E.R. universe, and we just concluded the first "episode" succesfully the other day. I'm currently working on #2, but my lack of the editor is starting to show, so I have a few questions and any suggestions are also welcome! So for this next mission I'm looking to try a few things: -I want the group to be suppressed by a sniper and I want them to use some sort of moving cover to flank him, but short of vehicles I wouldn't know what to use. Any suggestions? -I've been placing triggers with sounds effects as jumpscares, but I would prefer being able to place them with the Zeus sound module. Is there any way to load sounds into that module so I can place and move them on the fly? -The S.T.A.L.K.E.R. universe contains these things called "anomalies", and in those games they look like some sort of force field that hurts you when you get too close, anyone got any ideas how to replicate those in ArmA? There are objects in the game that look like them, but I can't figure out a way to make them move around, or maybe have any effects happen around them. I've been thinking about spawning an invisible unit with particle effects enabled on it, but I cannot figure out for the life of me how that works. I'm also looking to make some puzzles in the game that actually require some thinking, anyone have examples or ideas on how to do those? Those are basically all the questions I have for now, would really appreciate some help! Also, if there's any S.T.A.L.K.E.R. fans in here, let me know what you would want to see in a missions based on the games. Appreciate it!
  14. thermicgravy

    DSS: The Mod

    Using all the modules on Esseker, not getting any loot spawning. Hope that the upcoming update can implement this! Also, how easy would it be to make the loot objects that zeus can place?
  15. thermicgravy

    DSS: The Mod

    Ah, that's awesome! So for now, is it possible to make a mission for this mod on another map? Currently trying to get it to work on Esseker, but I can't quite figure out the cfg's.
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