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mrsandbox

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About mrsandbox

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    Lance Corporal
  1. I wanted to create some tankshells for decorative purposes. Are there even models for Sh_105mm_HEAT_MP_T_Red for example ingame? Thanks.
  2. ArmA 3: Callsign Minotaur

    I wonder why there is only so few feedback for your campaign so far ! You have done excellent work and it was great fun to play through and like the most things you like very much, it ends too fast of course;-) May i ask where you found the guys for the iranian voice overs, were they paid? I thought i heard voice overs from the official campaign also, or am i wrong? If you decide to develope something new, best luck with it, il definitly keep an eye on your entrys!
  3. I want to check, in a waypoint, would be the best, if a VTOL (Xiang) has NOT the specific vehicle in its cargo. I found those script commands, but cant transform them into a simple waypoint condition. Thanks in advance.
  4. To make it simple. 1. Place a Prowler 2. Place a fireteam of 4 guys - the teamleader set as player 3. Drag them in the vehicle 4. Preview Ingame 5. You are the commander of the vehicle and can order with WASD to move and turn 6. Now get out of vehicle, get back in gunner slot 7. You cant command the vehicle any more (guess because the driver took the command somehow) Is this intended or is there a script solution? Thanks!
  5. i think you missunderstood. What i wanted to change was the distance they go in panic mode if a shotis fired. Right now civilians which are more then 70 meters away from the shooter dont react. Looks stupid if they have their animations stil standing around. but the eventhandler fired says in the biki, is only until 69 meters. im searching for a way to raise the distance to the gunshot they react. maybe a triggerare where they react would be cool. tried to code somtehing but my skills are not the enough sadly.
  6. Really great Script ! Is there are way to modify the distance they react to? I saw that the firedNear eventhandler just triggers in a distance of maximum 69 meters.
  7. Hey guys, i wanted to use this function here, but i dont know how i have to call it...Appreciate some help, thanks... //Defines #define ON 0 #define OFF 0.97 #define LIGHT "light_1_hitpoint" #define DUMMY "BIS_effectDummy" #define DESTROYED "BIS_lightDestroyed" #define SAMPLE "electricity_loop" #define HELIPAD "Land_HelipadEmpty_F" //Parameters private ["_position", "_type", "_timing", "_delay", "_condition"]; _position = [_this, 0, [0,0,0], [[]]] call BIS_fnc_param; _type = [_this, 1, "Land_LampShabby_F", [""]] call BIS_fnc_param; _timing = [_this, 2, [0.25, 0.50], [[]]] call BIS_fnc_param; _delay = [_this, 3, [1, 2], [[]]] call BIS_fnc_param; _condition = [_this, 4, { true }, [{}]] call BIS_fnc_param; //Find related objects private "_object"; _object = nearestObject [_position, _type]; //Make sure we found an object if (isNull _object) exitWith { ["Object at position (%1), of type (%2) not found", _position, _type] call BIS_fnc_error; }; //Light starts off _object setHit [LIGHT, OFF]; //Hit event handler _object addEventhandler ["Hit", { (_this select 0) setvariable [DESTROYED, true]; }]; //Effect private "_setState"; _setState = { private ["_object", "_on"]; _object = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _on = [_this, 1, true, [true]] call BIS_fnc_param; //The dummy object private "_dummy"; _dummy = objNull; //Does the dummy object been created already if (isNil { _object getVariable DUMMY }) then { //Create dummy object private "_dummy"; _dummy = createVehicle [HELIPAD, position _object, [], 0, "CAN_COLLIDE"]; //Attach it to the light object _dummy attachTo [_object, [0,0,2]]; //Store _object setVariable [DUMMY, _dummy]; } else { _dummy = _object getVariable DUMMY; }; //Effect on or off if (_on) then { //Play effect _dummy setDamage 0; _dummy say3D SAMPLE; _object setHit [LIGHT, ON]; } else { //Destroy effect _dummy setDamage 1; _object setHit [LIGHT, OFF]; }; }; //Flag private "_lightOn"; _lightOn = false; //Main loop while _condition do { //Exit if destroyed if (!isNil { _object getvariable DESTROYED }) exitWith { //Light off _object setHit [LIGHT, OFF]; //Log ["Light object (%1) was destroyed", _object] call BIS_fnc_log; }; //Blinking loop for "_i" from 0 to 5 do { //Set state if (_lightOn) then { [_object, false] call _setState; _lightOn = false; } else { [_object, true] call _setState; _lightOn = true; }; //The timing sleep (_timing call BIS_fnc_randomNum); }; //Sleep sleep (_delay call BIS_fnc_randomNum); }; //Does it exist? if (!isNil { _object getVariable DUMMY }) then { //The dummy private "_dummy"; _dummy = _object getVariable DUMMY; //Detach and delete detach _dummy; deleteVehicle _dummy; }; //Return true;
  8. Is it possible to remove this fire again? I found solutions for old fire functions but not for this.
  9. Laws of War DLC Assets

    Thanks...! Splendid flags...;-)
  10. Hey guys, i want to know how i can check with a condition if a shot was fired by anyone in a trigger area. Thanks in advance...!
  11. Laws of War DLC Assets

    Can someone tell me what the script function is for attaching the little flags to the vehicles? is it only possible for Light Vehicles?
  12. Laws of War DLC Feedback

    Just wanted to say, im in "The Survivor" now and the Campagne is a blast ! Personally i think its the best official piece of SP content for Arma 3 for now, at least im enjoying at as much...!
  13. Laws of War DLC Feedback

    Best DLC confirmed...! ;-)
  14. This works particular. Sentences is finished then the next sentences in the topic are not played anymore. Im not lazy, so i took a look into the kbtell function before and searched for a terminate command, ( my scripting knowledge is very low) but it looks like their is no way to terminate a running sentence at all, is that right ? Thanks allready!
  15. Im using kbtell to make a simple conversation. Now what i want is, that the conversation just stops and exits the script, so it does not complete if a condition is met. Allready tried: terminate _conv1; did not work;-( _conv1 = ["Syndikat_Mines", "Mission1", nil, "DIRECT", nil, nil, 1] spawn BIS_fnc_kbTell; Thanks in Advance...!
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