zectbumo
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10 GoodAbout zectbumo
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Best Ways to learn modding in Enfusion?
zectbumo replied to Gylden_Drage's topic in Arma Reforger - Mods: Discussion
How did 2023 go? I hope retirement is treating you well as well as your C++ studies. I would look at Enforce Script Syntax and then for each section take any lessons you can find for the equivalent in C++ and come back and apply them in Enforce script. Once you are finished with the concepts and syntax then you should be nice and seasoned ready to dive into the Arma Reforger API . -
Force landing gear unitplay
zectbumo replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
landing gear up: player action ['LandGearUp', vehicle player]; landing gear down: player action ['LandGear', vehicle player]; -
My friend reported to me an error trying to log in using their Steam account without first having a Bohemia account. got error: {"success":false,"message":"Permission denied.","code":403} It worked after creating a Bohemia and linking the Steam account.
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It doesn't have to be infantry. I was thinking the obvious choice is Zeus VR.
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I can't seem to figure out how to script a guard waypoint. I think I'm having trouble with synchronizing the trigger with the waypoint. I am trying this: private _trigger = createTrigger ["EAST G", getMarkerPos "guard_1"]; { if (side _x == east) then { private _wp = _x addWaypoint [position leader _x, 0]; _wp setWaypointType "GUARD"; _trigger synchronizeWaypoint [_wp]; }; } forEach allGroups; The units do not seem to guard the marker position. If I manually create this using the editor and I synchronize the waypoint with a trigger made in the editor then it works fine. But I need to make this work solely in a script.
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Custom sound, superb, repeat?
zectbumo replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this inside your onActivation for your repeating trigger: _=thisTrigger spawn {while {triggerActivated _this} do {playSound3D ["A3\missions_f\data\sounds\click.wss", player]; sleep .25}} -
BIS_fnc_respawnTickets, how to limit to 3 lives per player
zectbumo replied to craptakular's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Create this file initPlayerServer.sqf: [_this select 0, 3] call BIS_fnc_respawnTickets; -
I would like events for reviving. An event handler should be able to be added to the game so I can receive events. HandleRevive [unit, revivor, state] unit: soldier that is down. revivor: soldier that is reviving downed soldier. state: "started", "canceled", "completed"
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Arma 3: Community wishes & ideas- NO DISCUSSION
zectbumo replied to Maio's topic in ARMA 3 - GENERAL
As a group leader when you pull up the map you will see your units displayed by blue dots on the map and units listed in the lower left in boxes in order 1-n. Both these should be selectable with the mouse. Clicking on a blue dot or clicking the unit's status box should toggle selection for making issuing commands easier. Optionally it would be nice to be able to select a set of units by drawing a selection box around an area to quickly select multiple units. -
Center player map on first use
zectbumo replied to delta99's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I finally figured it out. description.ext: showMap = 0; initPlayerLocal.sqf: waitUntil {time > 0.01}; showMap true; openMap [true, true]; mapAnimAdd [0, 1, [0, 0]]; mapAnimCommit; sleep 0.1; openMap [false, false]; -
Discussion; commanding newly spawned units
zectbumo replied to lawman_actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_unitPos = [1760,5920,0]; _group = createGroup west; _unit = "B_engineer_F" createUnit [_unitPos, _group]; _wpPos = [1765,5872,0]; _radius = 10; _wp = _group addWaypoint [_wpPos, _radius]; _unit setCurrentWaypoint _wp; -
If a player starts as a non engineer class and then respawns as an "Engineer" then the player won't have repairing abilities even though I added engineer = 1 in the respawn inventory. How do I get the respawned player to have the repair ability? class CfgRespawnInventory { class WEST1 { displayName = "Engineer"; engineer = 1; weapons[] = {"arifle_MXC_Holo_pointer_F","hgun_P07_F","Rangefinder","Throw","Put"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_green","Chemlight_green"}; Items[] = {"FirstAidKit"}; linkedItems[] = {"V_Chestrig_rgr","H_HelmetB_desert","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; uniformClass = "U_B_CombatUniform_mcam_vest"; backpack = "B_Kitbag_mcamo_Eng"; icon = "iconManEngineer"; }; // I also tried this class WEST2 {vehicle = "B_engineer_F";}; };
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Potential issue regarding magazines not showing up in total count for weapon.
zectbumo replied to pd3's topic in ARMA 3 - TROUBLESHOOTING
I'll add insult to injury: BIS, make up your mind. Spotrep 40 says old 54 became 51 and then sitrep 102 says 51 (old) > 54. http://dev.arma3.com/post/spotrep-00040 Changed: Zafir was re-chambered (old class name for magazines 150Rnd_762x54_Box became 150Rnd_762x51_Box) Changed: Rahim was re-chambered (old class name for magazines 10Rnd_762x54_Mag became 10Rnd_762x51_Mag) http://dev.arma3.com/post/sitrep-00102 Zafir: 150Rnd_762x51_Box (old) > 150Rnd_762x54_Box (new) Rahim: 10Rnd_762x51_Mag (old) > 10Rnd_762x54_Mag (new) -
Returning Position of a Trigger
zectbumo replied to NGagedFX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The answer you've all been waiting for: _spawnpos = getPos thisTrigger;