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Everything posted by major-stiffy
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ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Too bad Genesis didn't take the time to incorporate this into VcomAI. -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the script there is knowsAbout player Does this include client on hosted server? -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Reference new version 1.1 I'm using the method you helped me with above ie, [task3grp1] call RYD_CH_Herne; initServer.sqf only contains call compile preprocessFileLineNumbers "Herne.sqf"; I get this error which I didn't on version 1: mpmissions\Hunting_the_hunters.chernarusredux\Herne.sqf..., line 423 19:29:59 Error in expression < %1m\nKnowledge: %2\nTime: %3s",(leader HuntingGroup1 distance player) toFixed > 19:29:59 Error position: <HuntingGroup1 distance player) toFixed > 19:29:59 Error Undefined variable in expression: huntinggroup1 Sorry, I know this is above and beyond what this was originally intended for but I think others myself will find it useful when spawning AI at various points along a mission. Thanks -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
WebKnight's Zombies and Creatures -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Rydygier A bit long but very interesting coding by Genesis especially at 20:00 mark. -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent! Now I think I can make a mission with multiple tasks for us two players in MP. Also nice video by Gunter using zombies. 😁 -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I wanted to run this code at a later time via a trigger and not on initServer can I do it? I'm envisioning setting up tasks at different areas of the terrain and spawning an editor placed group via a trigger and at the same time put the code in onAct. Then doing it multiple times as the mission progresses. It should work, right? I would have to change herne.sqf to herne1.sqf and so on. examples; onAct call compile preprocessFileLineNumbers "Herne.sqf"; { [_x] call RYD_CH_Herne; } foreach [zomgrp1, smash1]; call compile preprocessFileLineNumbers "Herne1.sqf"; { [_x] call RYD_CH_Herne; } foreach [zomgrp2, smash2]; Or is there a better way? I suspect changes in herne.sqf would be required also. -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will. Thanks -
ai hunter script Herne The AI Hunter Script
major-stiffy replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm going to test this in MP in a few weeks. Might you see an issue if used with VcomAI? -
How to setup tasks modules with pictures.
major-stiffy replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is Youtube video's on how to do this. -
How to setup tasks modules with pictures.
major-stiffy replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is a way to use parseText to bring up an image, maybe you could use it. https://forums.bohemia.net/forums/topic/233810-hint-parsetext-for-mp/ -
How to setup tasks modules with pictures.
major-stiffy replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
May be a typo on your part but description.sqf is .ext -
Make AI shoot at an object once a trigger is activated
major-stiffy replied to Solarcode red's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And Alive _this. _this is not defined -
Me either but I don't play much SP though, I'm mostly MP.
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Weather Forecast and Time of Changes slider.
major-stiffy replied to EO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can't you use setFog -
Looping say3D in multiplayer
major-stiffy replied to Jay_On_Arma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did you add info in the description.ext file .... for example; class CfgSounds { sounds[] = {}; class yoursound { name = "yoursound"; sound[] = {"yoursound.ogg", 5, 1, 2}; //5 is volume titles[] = {0, ""}; }; -
How can I convert equipment into objects to be placed on the map?
major-stiffy replied to Satojomov's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try in the int of the object (not tested) 0 = [this] call bis_fnc_replacewithsimpleobject; -
AI not seeing me again
major-stiffy replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Create it yourself in the mission folder. -
AI not seeing me again
major-stiffy replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the description.ext -
AI not seeing me again
major-stiffy replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can edit the mission by adding setFriend and see if that helps. -
[IceBreakr/IBIS] Fapovo Island
major-stiffy replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is turning out to be possibly your best terrain, good job. I ported the mod Pilgrimage to this and this terrain is hard on frames. Hope it improves as you go along. -
Artillery problems in MP dedicated
major-stiffy replied to Cigs4's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This worked for me in a hosted MP. _ammo = getArtilleryAmmo [mortar1] select 0; _tgt = getPos player; mortar1 doArtilleryFire[_tgt,_ammo,3]; //3 is amt. shots fired -
252 megs inside this folder I assume for Tacops DLC I don't own and another 1.4GB in a folder called Orange I don't own. And then there's Kart, Jets, heli, etc. that I don't want or own all taking up huge space on my SSD. Can these folders be safely deleted?
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Keep inventory on player respawn
major-stiffy replied to Jacob Anderson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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How to hide floating marker and objective markers in 3d view GUI? [solved]
major-stiffy replied to J.Larsson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
myObject hideObjectGlobal true; for each marker. myObject would be the variableName of the markers. Put that code in init.sqf of mission.