kylania 568 Posted July 11, 2016 There's a few AI mods that can help up the aggression and challenge of AI. Some scripts too. Setting skills higher helps as well, but you often end up with head shots when you least expect them. :) Might start with this one. Share this post Link to post Share on other sites
kylania 568 Posted July 12, 2016 Here's an extra icon you can include in your missions, just save it as rings.png or whatever. 1 Share this post Link to post Share on other sites
Salutesh 16 Posted July 13, 2016 This is a rly nice function wohaaaa! Share this post Link to post Share on other sites
Salutesh 16 Posted July 13, 2016 Is there a simple way to add a bis_fnc_holdActionAdd to a spawned vehicle on Multiplayer? Like: private ["_laptop"]; _laptop = [ ["Land_Laptop_unfolded_F",[12064.168,2454.260,0.810],332.572,[0,0,1],true] ]; { private ["_objectLaptop"]; _objectLaptop = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _objectLaptop setDir (_x select 2); _objectLaptop setPos (_x select 1); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; } else { _objectLaptop setPosATL (_x select 1); _objectLaptop setVectorDirAndUp (_x select 3); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; }; } foreach _laptop; Share this post Link to post Share on other sites
kylania 568 Posted July 13, 2016 My code in this post is designed as a function. So save that as function. (Wrap it all in fnc_addStuff = { }; and add it above below your private command in your code. Then just: [_objectLaptop] call fnc_addStuff; along with your allowDamage lines. 1 Share this post Link to post Share on other sites
Salutesh 16 Posted July 13, 2016 My code in this post is designed as a function. So save that as function. (Wrap it all in fnc_addStuff = { }; and add it above below your private command in your code. Then just: [_objectLaptop] call fnc_addStuff; along with your allowDamage lines. Love you so much for your fast help and reply. I get my hands on that and test this. Share this post Link to post Share on other sites
Salutesh 16 Posted July 13, 2016 Tryed that but i still get no option on my Laptop. I called the hole code from a server side pbo. Here is my code now: private ["_vehicles"]; fnc_addHoldAction = { [ _object, // 0 object "Download Files", // 1 action title "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 2 idle icon "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 3 progress icon "true", // 4 condition to show "true", // 5 condition for action {["System", "File download started..."] call BIS_fnc_showSubtitle}, // 6 code executed on start {}, // 7 code executed per tick {["System", "File downoad complete!"] call BIS_fnc_showSubtitle; call RG_fnc_pcEvent;}, // 8 code executed on completion {["System", "Download failed! Please try again."] call BIS_fnc_showSubtitle}, // 9 code executed on interruption ["You are a hacker!"], // 10 arguments 5, // 11 action duration 0, // 12 priority false, // 13 remove on completion false // 14 show unconscious ] remoteExec ["bis_fnc_holdActionAdd", -2]; // Multiplayer (remoteExec is the new version of BIS_fnc_MP) }; _laptop = [ ["Land_Laptop_unfolded_F",[12064.168,2454.260,0.810],332.572,[0,0,1],true] ]; { _objectLaptop = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; _objectLaptop setDir (_x select 2); _objectLaptop setPos (_x select 1); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; [_objectLaptop] call fnc_addHoldAction; } foreach _laptop; _vehicles = [ ["Land_CampingTable_F",[12063.847,2453.986,0],330.493,[0,0,1],true] ]; { private ["_objectVehicles"]; _objectVehicles = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _objectVehicles setDir (_x select 2); _objectVehicles setPos (_x select 1); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; } else { _objectVehicles setPosATL (_x select 1); _objectVehicles setVectorDirAndUp (_x select 3); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; }; } foreach _vehicles; Share this post Link to post Share on other sites
kylania 568 Posted July 13, 2016 Change this: fnc_addHoldAction = { to this: fnc_addHoldAction = { params ["_object"]; Share this post Link to post Share on other sites
Salutesh 16 Posted July 13, 2016 Still not working so far i am on that problem the hole day. My code now; private ["_vehicles"]; fnc_addHoldAction = { params ["_object"]; [ _object, // 0 object "Download Files", // 1 action title "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 2 idle icon "\exile_assets\texture\marker\mission_hardcore_ca.paa", // 3 progress icon "true", // 4 condition to show "true", // 5 condition for action {["System", "File download started..."] call BIS_fnc_showSubtitle}, // 6 code executed on start {}, // 7 code executed per tick {["System", "File downoad complete!"] call BIS_fnc_showSubtitle; call RG_fnc_pcEvent;}, // 8 code executed on completion {["System", "Download failed! Please try again."] call BIS_fnc_showSubtitle}, // 9 code executed on interruption ["You are a hacker!"], // 10 arguments 5, // 11 action duration 0, // 12 priority false, // 13 remove on completion false // 14 show unconscious ] remoteExec ["bis_fnc_holdActionAdd", -2]; // Multiplayer (remoteExec is the new version of BIS_fnc_MP) params ["_object"]; }; _laptop = [ ["Land_Laptop_unfolded_F",[12064.168,2454.260,0.810],332.572,[0,0,1],true] ]; { _objectLaptop = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; _objectLaptop setDir (_x select 2); _objectLaptop setPos (_x select 1); _objectLaptop allowDamage false; _objectLaptop enableSimulationGlobal false; [_objectLaptop] call fnc_addHoldAction; } foreach _laptop; _vehicles = [ ["Land_CampingTable_F",[12063.847,2453.986,0],330.493,[0,0,1],true] ]; { private ["_objectVehicles"]; _objectVehicles = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _objectVehicles setDir (_x select 2); _objectVehicles setPos (_x select 1); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; } else { _objectVehicles setPosATL (_x select 1); _objectVehicles setVectorDirAndUp (_x select 3); _objectVehicles allowDamage false; _objectVehicles enableSimulationGlobal false; }; } foreach _vehicles; Here is also the PBO i am using: https://www.dropbox.com/s/a0ct93gbwxruohw/a3_rg.pbo?dl=0 I am very grateful for your help! Share this post Link to post Share on other sites
kylania 568 Posted July 13, 2016 I'll check it out once I get home, which should have been 30 minutes ago. :) 1 Share this post Link to post Share on other sites
Salutesh 16 Posted July 13, 2016 I'll check it out once I get home, which should have been 30 minutes ago. :) Thank you very much. Get home safely ^_^ Share this post Link to post Share on other sites
2nd ranger 282 Posted July 18, 2016 Does anyone know the path to the handcuff icons used in the campaign when untying the Gendarme? EDIT: never mind, found it: "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa" 1 Share this post Link to post Share on other sites
mrcurry 509 Posted July 18, 2016 Anyone found images of the right size for hold-action icons? Revive icon "a3\ui_f\data\revive\medikit_ca.paa"works, obviously.I've used the waypoint icons so far, they fit, look good and are easy to preview. To get the path to each icon just check CfgWaypoints in the config viewer.The Search & Destroy icon for instance doubles nicely as a spotting or marking action. Scripted waypoint (Gear) can be used with a lot too. Share this post Link to post Share on other sites
2nd ranger 282 Posted July 18, 2016 Some icons are bit small for the hold UI though, they end up being upscaled and look low-res. Here are some more that are specifically for the hold action: "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa" "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_forceRespawn_ca.paa" "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa" "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa" "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_Search_ca.paa" 1 Share this post Link to post Share on other sites
gaffel 0 Posted July 18, 2016 Here's a ready example for the holdActionAdd function: fn_addHoldAction.sqf #define TARGET _this #define TITLE "Downloading Data" #define ICON "" #define PROG_ICON "" #define COND_ACTION "true" #define COND_PROGRESS "true" #define CODE_START {hint "Downloading data..."} #define CODE_TICK {} #define CODE_END {hint "Data downloaded!"} #define CODE_INTERUPT {} #define ARGUMENTS [] #define DURATION 5 #define PRIORITY 1 #define REMOVE true #define SHOW_UNCON false [TARGET,TITLE,ICON,PROG_ICON,COND_ACTION,COND_PROGRESS,CODE_START,CODE_TICK,CODE_END,CODE_INTERUPT,ARGUMENTS,DURATION,PRIORITY,REMOVE,SHOW_UNCON] call bis_fnc_holdActionAdd; init line of your object: _action = this execVM "fn_addHoldAction.sqf"; I thought it would be easier to define the parameters in seperated lines for better legibility I'm new to this whole scripting thing, is there a way to make it so after i've downloaded the intel a trigger activates? Share this post Link to post Share on other sites
kylania 568 Posted July 19, 2016 I'm new to this whole scripting thing, is there a way to make it so after i've downloaded the intel a trigger activates? Here's a demo mission that shows that and rescuing a hostage. Share this post Link to post Share on other sites
Grenadier-Ghost-Div 0 Posted July 24, 2016 Here's a demo mission that shows that and rescuing a hostage. Hello to all. A question... also it works in MP? PS compliments for the job Share this post Link to post Share on other sites
clawhammer 10 Posted July 24, 2016 /* init field of a phone: null = this execVM "tickleMe.sqf"; */ params ["_object"]; [ /* 0 object */ _object, /* 1 action title */ "Tickle Satphone", /* 2 idle icon */ "\a3\ui_f_exp_a\Data\RscTitles\RscEGProgress\downloadicon_ca.paa", /* 3 progress icon */ "\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa", /* 4 condition to show */ "true", /* 5 condition for action */ "true", /* 6 code executed on start */ {["Satphone", "That tickles!!"] call BIS_fnc_showSubtitle}, /* 7 code executed per tick */ {hint "Don't stop!"}, /* 8 code executed on completion */ {hint format["%1 tickled a phone!\n\n%3", name (_this select 1), _this select 3 select 0]; player setDamage 0.5;}, /* 9 code executed on interruption */ {["Satphone", "You lazy bum!"] call BIS_fnc_showSubtitle}, /* 10 arguments */ ["Winnar is you!"], /* 11 action duration */ 3, /* 12 priority */ 0, /* 13 remove on completion */ true, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; If i want to execute another script in line this line: "* 8 code executed on completion */" how do i have to write it? Share this post Link to post Share on other sites
M1ke_SK 230 Posted July 24, 2016 If i want to execute another script in line this line: "* 8 code executed on completion */" how do i have to write it? /* 8 code executed on completion */ { null = [] execVM "yourScript.sqf";}, Share this post Link to post Share on other sites
Kaleu 24 Posted July 27, 2016 It's just me that I can't call "Spawn BIS_fnc_showSubtitle" through a file .SQF ? Share this post Link to post Share on other sites
lexx 1392 Posted July 27, 2016 Must be, because everything works for me and I am using this thing *a lot* now. Share this post Link to post Share on other sites
Kaleu 24 Posted July 27, 2016 It looks like I'll miss a few more hours of sleep then. EDIT: I was using a wrong syntax Share this post Link to post Share on other sites
Kaleu 24 Posted July 28, 2016 Guys me again, I'm now having a problem with "bis_fnc_holdActionAdd" He can't read the script I did for some reason I still do not know (for me the code is written correctly). Here is the code params ["_object"]; [ /* 0 object */ _object, /* 1 action title */ "Upload", /* 2 idle icon */ "\a3\ui_f_exp_a\Data\RscTitles\RscEGProgress\downloadicon_ca.paa", /* 3 progress icon */ "\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa", /* 4 condition to show */ "true", /* 5 condition for action */ "true", /* 6 code executed on start */ {["Raposa do Deserto", "Começando o upload"] call BIS_fnc_showSubtitle}; {[_object, 3] call BIS_fnc_dataTerminalAnimate}, /* 7 code executed per tick */ {hint "Uploading..."}, /* 8 code executed on completion */ {["Raposa do Deserto", "Upload completo"] call BIS_fnc_showSubtitle}; {["Marsupial", "Dados recebidos com sucesso"] call BIS_fnc_showSubtitle}; {[_object, 0] call BIS_fnc_dataTerminalAnimate}, /* 9 code executed on interruption */ {["Data Center", "Dados corrompidos, necessario reiniciar o processo"] call BIS_fnc_showSubtitle}, /* 10 arguments */ [], /* 11 action duration */ 10, /* 12 priority */ 0, /* 13 remove on completion */ true, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; And that is what is in the INIT of the object null = this execVM "data_terminal\data_1.sqf" EDIT: The error is that Share this post Link to post Share on other sites
M1ke_SK 230 Posted July 28, 2016 { private ["_target", "_caller", "_id", "_arguments"]; params [ "_target", //OBJECT - the object which the action is assigned to "_caller", //OBJECT - the unit that activated the action "_id", //NUMBER - ID of the activated action (same as ID returned by addAction) "_arguments" //ARRAY - arguments given to the script if you are using the extended syntax ]; //your code here }, Also if you are using "dataTerminal" inside { } then use "_target", not _object Here implemented in your code params ["_object"]; [ /* 0 object */ _object, /* 1 action title */ "Upload", /* 2 idle icon */ "\a3\ui_f_exp_a\Data\RscTitles\RscEGProgress\downloadicon_ca.paa", /* 3 progress icon */ "\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa", /* 4 condition to show */ "true", /* 5 condition for action */ "true", /* 6 code executed on start */ { ["Raposa do Deserto", "Começando o upload"] call BIS_fnc_showSubtitle; [_target, 3] call BIS_fnc_dataTerminalAnimate; }, /* 7 code executed per tick */ {hint "Uploading..."}, /* 8 code executed on completion */ { ["Raposa do Deserto", "Upload completo"] call BIS_fnc_showSubtitle; ["Marsupial", "Dados recebidos com sucesso"] call BIS_fnc_showSubtitle; [_target, 0] call BIS_fnc_dataTerminalAnimate; }, /* 9 code executed on interruption */ { ["Data Center", "Dados corrompidos, necessario reiniciar o processo"] call BIS_fnc_showSubtitle; }, /* 10 arguments */ [], /* 11 action duration */ 10, /* 12 priority */ 0, /* 13 remove on completion */ true, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; 1 Share this post Link to post Share on other sites