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Learthane

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Everything posted by Learthane

  1. Hello, I recently came across the idea of making a spawning script where it allows me and my friends to do a "terrorist hunt" type of situation but at any of the markers, that have been preplaced throughout the map in EDEN editor. The idea of the script is to randomly select one of these markers and spawn a variety of enemies, whose faction would be chosen through a mission parameter before the game begins. I understand how to make a teleporter to the location and the mission parameter stuff, but I've been having trouble creating a position that the createUnit function will accept. I was hoping I could just use getMarkerPos "marker x" and plug that into the attributes but that isn't working apparently. I've also tried other approaches such as BIS_fnc_randomPos but I can't figure that one out either. I will post my code below so that everyone can view it and make suggestions to help me with my problem. A lot of things have been inline commented out so that I could test if certain portions were working but so far I've only really been confident in the first 12 lines of code. Any help is appreciated, thanks! // This script allows for the random spawning of enemies in a specified area // Mission area generation _areas = allMapMarkers; // Areas defined in editor for mission //deleteMarker (selectRandom _areas) _missionArea = selectRandom _areas; // Randomly selects an area from _areas array // Spawn enemies _spawnCenter = getMarkerPos _missionArea; // create spawning area for enemies //_marker1 = createMarker ["Tester", _spawnCenter]; //_marker1 setMarkerType "b_hq"; /*_radiusX = 200; _radiusY = 200; _randomX = random _radiusX; // Selects a value from 0 to _radiusX _randomY = random _radiusY; // Selects a value from 0 to _radiusY _randomPositionSelect = random 9; // Gives the ability for units to be spread out over the area if (_randomPositionSelect >= 5) then {_randomX = _randomX; _randomY = _randomY} else {_randomX = _randomX - (2*_randomX); _randomY = _randomY- (2*_randomY); }; _spawnPos = [_randomX , _randomY];*/ // Create array of units to choose from //_randomPos = [_spawnCenter, ["water"]] call BIS_fnc_randomPos; _opforUnits = ["O_G_Soldier_F","O_G_Soldier_lite_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F","O_G_Soldier_AR_F"]; _group1 = createGroup east; _enemy1 = group _group1 createUnit [selectRandom _opforUnits, _randomPos, [], 0, "NONE"]; /*_enemy2 = group createUnit [selectRandom _opforUnits, _spawnPos, [], 0, "NONE"]; _enemy3 = group createUnit [selectRandom _opforUnits, _spawnPos, [], 0, "NONE"]; _enemy4 = group createUnit [selectRandom _opforUnits, _spawnPos, [], 0, "NONE"]; _enemy4 = group createUnit [selectRandom _opforUnits, _spawnPos, [], 0, "NONE"]; _enemy5 = group createUnit [selectRandom _opforUnits, _spawnPos, [], 0, "NONE"];*/ //cutText ["Units Created","PLAIN",2];
  2. Where did you get 'scope' , 'CAManBase' and 'faction' from? I've been searching around and can't find anything on them. I tried your example code but it is throwing an error: if (_this isEqualTypeArray [[], 0, 0, 0, false]) e> 0:11:00 Error position: <isEqualTypeArray [[], 0, 0, 0, false]) e> 0:11:00 Error isequaltypearray: Type String, expected Array 0:11:00 File A3\functions_f\Misc\fn_getArea.sqf [BIS_fnc_getArea]..., line 30 0:11:20 [ACE] (advanced_ballistics) INFO: Finished terrain initialization in 31.00 seconds [world: Malden] 0:11:21 Error in expression <s, rectangular _this, -1]}; if (_this isEqualTypeArray [[], 0, 0, 0, false]) e> 0:11:21 Error position: <isEqualTypeArray [[], 0, 0, 0, false]) e> 0:11:21 Error isequaltypearray: Type String, expected Array 0:11:21 File A3\functions_f\Misc\fn_getArea.sqf [BIS_fnc_getArea]..., line 30 I understand all of the other parts of your post though. Should I have just edited my _enemy1 unit and my random position function?
  3. Hello, Just recently I began to do some retextures of the Arma 3 vests, uniforms, and headgear. I am able to get the vest to appear (meaning i don't have an invisible item on me) when i use the code class Tigerstripe_Carrier_Lite: Vest_Camo_Base { scope = 2; displayName = "Tigerstripe Platecarrier Lite"; picture = "\A3\characters_f\Data\UI\icon_v_plate_carrier_1_ca.paa"; model = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"7SOG_Gear\Data\Tigerstripe_Carrier_Rig_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; containerClass = "Supply120"; mass = 80; armor = "30"; passThrough = 0.25; hiddenSelections[] = {"camo"}; }; }; but recently I did some poking around on the forums and found another post that stated the new way armor values were defined in the config. To reference the forum post, it is here (https://forums.bistudio.com/topic/185818-vest-has-no-armor-in-game-config-help/). With the new code my config is currently setup like so, //************************************************************************************************************************************************************************************************ //***** Vests ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class Tigerstripe_Carrier_Rig: Vest_Camo_Base { scope = 2; displayName = "Tigerstripe Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_v_plate_carrier_2_ca.paa"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"7SOG_Gear\Data\Tigerstripe_Carrier_Rig_co.paa"}; class ItemInfo: ItemInfo { class HitpointsProtectionInfo { class whatever1 //use any name you want { hitpointName = "HitChest"; //enter protected hit point class name from soldier Hitpoints class here armor = 60; //enter desired armor value for hit point referenced above passThrough = 0.3; //fraction of damage passed to the total damage through this hit point }; }; mass = 80; //enter desired weight containerClass = "Supply140"; //enter desired capacity }; }; class Tigerstripe_Carrier_Lite: Vest_Camo_Base { scope = 2; displayName = "Tigerstripe Platecarrier Lite"; picture = "\A3\characters_f\Data\UI\icon_v_plate_carrier_1_ca.paa"; model = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"7SOG_Gear\Data\Tigerstripe_Carrier_Rig_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; containerClass = "Supply120"; mass = 80; armor = "30"; passThrough = 0.25; hiddenSelections[] = {"camo"}; }; }; Now my issue is that the Tigerstripe Platecarrier won't appear when i equip it in virtual arsenal, but the Tigerstripe Platecarrier Lite will and neither of the armor values (which are essentially zero) are changing for the vests. If anyone could enlighten me to what I am doing wrong that would be great. Thanks
  4. Hello, I am making a mission where the players have x amount of time to access a virtual arsenal to grab their gear for the mission. After the players have begun the mission, I would like to have the ammo box to be deleted so that people cannot go back and re-equip their gear during the battle. If this is possible, then would it be possible to have other boxes spawn like ammo boxes from the base game that do not contain the virtual arsenal so that people still have a way to obtain ammo throughout the fight? Thanks
  5. Using Revo's method, the box definitely is deleted but instead the box being deleted after ~60s, it is immediately deleted. I copy and pasted the code into the init field but removed the "//Will delete the box ~60 seconds after mission start" That leaves me with everything else looking correct. Any idea of what I could be doing wrong?
  6. Would I put this in the ammobox's init field? Sorry I am kinda new to mission editing.
  7. Learthane

    Medium Utility Helicopters

    Not sure if anyone has seen this but just recently I made a mission where you use the UH-1H "XM-16" or UH-1H "XM-21" (I can't remember the exact variant used). Anyway, whenever my co-pilot gets in the bird he must got to the far back right of the chopper to access the get in function for the bird and then if he gets out he falls from the sky. I don't know if this was addressed in the most recent mod update, but I am about to play the mission again and find out. EDIT: I can confirm that the copilot still dies when he gets out of the helicopter via falling from the sky.
  8. Learthane

    Medium Utility Helicopters

    Love the pack so far! Just one thing I noticed is that the UH-1 "Glow" has a spotlight on the top of the bird? Might just be incorrect placement. Thought I would point that out for when you turn on the lights and the pilot/copilot get blinded. Other than that I haven't found any other issues with the birds so far. Also, any chance that you will be adding anymore Hueys to the pack? I really enjoyed the Huey pack that you made a while back.
  9. Learthane

    Niko's Uniforms Mega Packs

    I really do enjoy these camos! It gave me a great smile on my face. My only question though is that I noticed the uniform that was reskinned (i guess that would be the correct word to use?) is the guerilla apparel. Would it at all be possible to apply these camos to the Nato uniforms (MTP, MTP recon, etc.)? And also any thoughts on adding helmets or other additional gear to match the current uniforms?
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