Chaosnz82

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Everything posted by Chaosnz82

  1. Chaosnz82

    Dynamic Vehicle Spawn with Items in their Inventory

    awesome script jenartor, kind of curious, is there anyway to for example, put in the weapon class name and have the script automatically add a few mags for said weapon?
  2. Hi all, I've been looking about at code to see how to create script to select a random town (based on markers), i came across some scripting that pretty much did what i wanted after setting up a trigger to run the script, except the AI would not actually select a random spot (town) and launch a few rounds but fire 1 round without doing the 'targetting'. Below is what i used _targetArray = ["target_1", "target_2", "target_3", "target_4", "target_5", "target_6"]; //Cherno, Electro, Zelenogorsk, Berezino and Stary sobor _artyGunsArray = [Arty1, Arty2, Arty3]; // B_MBT_01_mlrs_F x 3 at SW corner, NW corner and NE corner in editor while {(damage Arty1 < 0.4) and ((damage (gunner Arty1) < 1) and (side (gunner Arty1) == west)) or (damage Arty2 < 0.4) and ((damage (gunner Arty2) < 1) and (side (gunner Arty2) == west)) or (damage Arty3 < 0.4) and ((damage (gunner Arty3) < 1) and (side (gunner Arty3) == west))} do { _shots = 0; { if ((damage _x < 0.4) and ((damage (gunner _x) < 1) and (side (gunner _x) == west))) then { _gunner = gunner _x; _gunner lookAt [(getpos _gunner select 0), ((getpos _gunner select 1) + 50), 50]; sleep 1; _x fire "rockets_230mm_GAT"; _shots = _shots + 1; sleep 1; }; } forEach _artyGunsArray; sleep 10; _x = 0; while {_x < _shots} do { _rndNum = round(random 5); _target = _targetArray select _rndNum; _explosion = createVehicle ["rockets_230mm_GAT", getMarkerPos _target, [0,0,+100], 0, "NONE"]; _x = _x + 1; sleep 1; }; sleep 15; }; How can i make the rounds appear above the designated 'area', send a warning out to players saying something like player sideChat "WARNING! one of the 5 main areas is under artillery barrage, Get Clear"; Also, is the below code right as into adding a 'zone' around the area? _marker = createMarker ["artyzone", _target]; _marker setMarkerShape "ELLIPSE"; _marker setMarkerSize [100,100]; Thanks to anyone whom can shed some advice into this.
  3. Chaosnz82

    [SOLVED] adding a weapon to a vehicle

    looking to add weapons to vehicles that normally dont come with any, ive been searching about and come up with this bit of code,.. not sure if i did it right as its pretty much the first time ive scripted anything for arma 3,.. I put it in ExileServer_object_vehicle_createPersistentVehicle.sqf the line is if (typeOf _vehicleObject player == "Exile_Plane_Ceasar") then ... is it going to work?
  4. Chaosnz82

    [SOLVED] adding a weapon to a vehicle

    Not quite sure whats happening as to why this doesn't work, but after doing a bit of research and coming across a few different posts about where it should go etc, this is the best i could come up with. Purchasing said vehicles from my traders ingame returns vehicles with no weapons on, even creating through infiSTAR has no effect. The RPT logs show no errors as they once did with my above code. Any ideas/help in this matter would be highly appreciated. Thank you.