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RyanTurner

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Everything posted by RyanTurner

  1. Good afternoon to everyone, I've been here for a while to figure how to I get the information (ammo, grenades, etc..) of the current vest and transfer/paste into the new vest. { if ((side _x) == West) then // For every units in Blufor { if ((vest _x == "V_PlateCarrierGL_rgr") or (vest _x == "V_PlateCarrierSpec_rgr")) then // If they have X or Y Vest { removeVest _x; // Remove the Current Vest _x addVest "V_PlateCarrier1_rgr"; // Change to the Plate Carrier }; }; } forEach allUnits; Before removing the Current vest, I would like to copy the content and transfer it to the new one. Current Vest: 4x 30Rnd_65x39_caseless_mag 2x 30Rnd_65x39_caseless_mag_Tracer 3x 16Rnd_9x21_Mag 2x HandGrenade 2x B_IR_Grenade 1x SmokeShell 1x SmokeShellGreen 1x SmokeShellBlue 1x SmokeShellOrange 2x Chemlight_green New Vest: <Empty>
  2. So I'm having a problem with Multi-dimensional Arrays within getItemCargo function. So we I've been doing some Mission Phases with Items of Certain Supply Crates, this case the "loot" that the players acquire throughout the mission. I've copy the Creates Data (getItemCargo) but when I get the value to my clipboard I get this: [["rhsgref_chicom","rhs_uniform_gorka_r_y_gloves","rhsgref_ssh68_ttsko_mountain","rhssaf_vest_md99_woodland_radio","rhssaf_uniform_m93_oakleaf_summer","rhssaf_helmet_m59_85_oakleaf","rhs_scarf","ACE_fieldDressing","ACE_packingBandage","ACE_morphine","ACE_tourniquet"] ,[1,1,1,2,2,1,1,2,1,3,1]] And when I try to crate an Array and select the array content I simply can't doesn't give me any data via the Debug in game, hint or SQF script variable. _multiArray = [ ["rhsgref_chicom","rhs_uniform_gorka_r_y_gloves","rhsgref_ssh68_ttsko_mountain","rhssaf_vest_md99_woodland_radio","rhssaf_uniform_m93_oakleaf_summer","rhssaf_helmet_m59_85_oakleaf","rhs_scarf","ACE_fieldDressing","ACE_packingBandage","ACE_morphine","ACE_tourniquet"] ,[1,1,1,2,2,1,1,2,1,3,1] ] Isn't multiArray select 0; supposed to give me the content of the first array? (the one with uniforms and weapons etc). Because at the end of the day I want to be able to grab both arrays and grab their indexes and match between Arrays. Array1[0] and Array2[0] to match the Gear and the Amount. and just run a for loop to Merging their indexes. so I can later add them into a create in a future mission start or editor. via the "AddItemCargo". If someoen can clarifiy me how to work with Multi-dimension. What I want to do. 1) Get Crate's Content (Already working) 2) Seperate the Array and make arrays withs the content (Gear, Amount) 3) Add those Arrays into the Crate
  3. I was checking as you mention, out of already pre-created (in the editor) crates and named them since I can't do that on the editor. The storage amount i don't have a problem since we use "Ammo Cache Empty" (VirtualRealAmmoBox w/o Camo-net). Is there a possible way to save the data to an external file? Save it the output of the "_count" ?
  4. RyanTurner

    Arma 3 Creator DLC: CSLA Iron Curtain

    That made my day shiny a little more, but talking seriously about today's release of a joke no offence to the team. But they are many mistakes with this DLC that should be learnt and covered by GM's feedback, since that feedback was public and people express what was wrong with at the release date. And In my personal option, for a 2016/17 (if not mistaken) mod being created and me being a personal fan of your CSLA project for ArmA 2 back in the day, this content is far from being consider a (in my eyes) complete, from the assets, missions, to lack of innovation, sad reality putting CUP to the side, downloading A2 Fully and extracting their content directly to A3 has much more quality content (straight away) giving to ArmA 3, currently with they are barebone mods or even more complex mods that are much higher standards then this, at this current state. -There needs to be more opening from the developers to the community showing us the work and doubts you may with the community or the project. So basic things don't fail like today's release, trust me, you've a nice concept the Czech's Theme, unique, just not well executed. -Missions can be simple, just don't make them as someone just open ArmA 3 for the first time, put groups or units, used some triggers and saved the mission, missions are lacking depth, detail, gameplay, keeping in mind ArmA's vanilla AI since there's no AI/FSM tweaking when operating the missions. -Content, when is paid content, everyone expects it, visually and audibly to at least that ain't vanilla or a generic. (Right now, weapons are pee shooters, they don't sound nor feel right, breaks the imersion in a flash). -No one, wants to wait 1 to 2 years like GM, to see any good progression, GM had high-quality content, but lack of content and mission content or playable-content/gameplay and the barely it had, it lack in executing it. EDITED: -And please learn with ArmA 3's Campaign and Missions, avoid AT MAX having player controling large Cluster of Units, you will end up having the Nutshell of A2 and their expansions. ArmA 3 avoids at max and leading Units is a small Squad for a reason, no one likes ArmA's AI simple the mega-ultra-complex Menu, since i say that because im the one who always deals with AI Squads while playing with friends. Having a Large Squad, requires a lot of Micro-mangament, that makes a player not focus on gameplay but trying to keep them alive. While a smaller squad is much easier to micro-manger or even the simple factor of "Regroup" and "X Formation" and they are within 20 metres of you and not 200 metres whatever behind a tree. I've request and got my refund after seeing the mod in the pair of hours i played it, I was very hyped for it, but this was a joke, this in my eyes, is much below then GM on release and tbh this is at a Workshop Mod Level, not a premium paid content, it could've been 1€ i would've refunded it. Just the reviews of the game and there are some genuinely and creatively feedback there. Twitter Video It's a joke from the guy but it's genuinely problem gameplay wise. Specially with AI
  5. I was just curious how does this that his fatigues are the normal NATO Fatigues (Tee) but with a Black Tee-Shirt but the moment I dropped it, arsenal or copy the content of him, it turns into Tropic Fatigues, does anyone know why? Images That's his content. comment "Add weapons"; this addWeapon "arifle_MXC_F"; this addPrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "optic_Holosight_blk_F"; this addPrimaryWeaponItem "30Rnd_65x39_caseless_mag"; this addWeapon "hgun_Pistol_heavy_01_F"; this addHandgunItem "optic_MRD"; this addHandgunItem "11Rnd_45ACP_Mag"; comment "Add containers"; this forceAddUniform "U_B_T_Soldier_AR_F"; this addVest "V_PlateCarrier2_rgr_noflag_F"; this addBackpack "B_Patrol_Respawn_bag_F"; comment "Add items to containers"; this addItemToUniform "FirstAidKit"; for "_i" from 1 to 2 do {this addItemToUniform "30Rnd_65x39_caseless_mag";}; this addItemToUniform "Chemlight_green"; this addItemToVest "30Rnd_65x39_caseless_mag"; for "_i" from 1 to 2 do {this addItemToVest "11Rnd_45ACP_Mag";}; this addItemToVest "SmokeShell"; this addItemToVest "SmokeShellGreen"; this addItemToVest "Chemlight_green"; this addHeadgear "H_HelmetB_light_desert"; this addGoggles "G_Tactical_Clear"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; this linkItem "NVGoggles"; comment "Set identity"; [this,"WhiteHead_32","novoice"] call BIS_fnc_setIdentity;
  6. Good afternoon to everyone, I've been going all over this I don't get it how could I could do it and wanted to ask if it's possible. So I've 2 Roles and 4 Loadouts Roles: SL - M4 SL - M16 Loadouts SL: M4 - Light SL: M4 - Medium SL: M16 - Light SL: M16 - Medium I just want X Person to have Y loadouts, so I just want have Squad Leader to have the choice from the Roles M4 or M16 and their respective Loadouts JUST for him and no one else. While works fine, if I wanted to add another [usa_squadleader, "USA_SquadLeader_Light_M4"] call BIS_fnc_addRespawnInventory; If i add another line to do this: [usa_squadleader, "USA_SquadLeader_Light_M4"] call BIS_fnc_addRespawnInventory; [usa_squadleader, "USA_SquadLeader_Light_M16"] call BIS_fnc_addRespawnInventory; when I start the mission it gives me the following error: [BIS_fnc_addRespawnInventory] USA_SquadLeader_Light_M16' not found in CfgRespawnInventory or CfgVehicles I've tried array but from what I see it can't be as normal array as _array = [loadout1, loadout2] then add that instead of the class name. This is my description.ext class CfgRoles { class USA_SquadLeader_M4 // M4 Loadouts { displayName = "Squad Leader - M4 "; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; class USA_SquadLeader_M16 // M16 Loadouts { displayName = "Squad Leader - M16 "; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; class CfgRespawnInventory { // M4s Loadouts class USA_SquadLeader_Light_M4 { displayName = "M4 - Light"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "USA_SquadLeader_M4"; }; class USA_SquadLeader_Medium_M4 { displayName = "M4 - Medium"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "USA_SquadLeader_M4"; }; // M16s Loadouts class USA_SquadLeader_Light_M16 { displayName = "M4 - Light"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "USA_SquadLeader_M16"; }; class USA_SquadLeader_Medium_M16 { displayName = "M4 - Medium"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "USA_SquadLeader_M16"; }; }; and my initServer.sqf [usa_squadleader, "USA_SquadLeader_Light_M4"] call BIS_fnc_addRespawnInventory; [usa_squadleader, "USA_SquadLeader_Light_M16"] call BIS_fnc_addRespawnInventory; With the 2nd one It doesn't work, i wanted to add M4s and M16s loadouts to only the squad leader. My multiplayer options: Imgur
  7. Good afternoon, Would like to know how to does someone information, in this case, units alive at the end of the mission and if they are dead remove them on the next mission, this to be used ona SP/MP non campaign format missions Example via imagens on imagur link Thanks to everyone
  8. I wanted to know if it was possible possible to execute any code/script on selecting a mission (where you choose the roles). Simply wanted to get the Unit's Rank, Name and Surname and Display it on the Mission Lobby but i don't know how to display that without being manually.
  9. Trying to do a simple Animation plays on death. If the unit it's in Combat and gets killed plays a wounded animation, when is out of combat gets up again (something like Brothers In Arms Hell's Highway AI "knock-out"); I've made a script that check player's behaviour, simply need to know how to check if the unit it's killed to play an animation and get out of it afterwards while {True} do{ hintSilent(behaviour Player); switch (behaviour Player) do{ case "COMBAT": { // behaviour Player == "COMBAT" Player sideChat "Combat"; }; default{ // behaviour Player == "CARELESS" | behaviour Player == "SAFE" | behaviour Player == "AWARE" | behaviour Player == "STEALTH" Player sideChat "Out of combat"; {_x setDamage 0} foreach units group Player; }; }; };
  10. Sorry for the late response, been busy with work ^^" I've just tested this it's something like this i wanted to do, now let's see reading your code and adapting with my own knowledge and changing it to the way I want (Instead of "waking up" when i Get away from them, they would only "Wake up" after being Out of Combat. And @GEORGE FLOROS GR Thanks a lot man, and If get this script working the way i want, don't worry I will be crediting you for help and everyone else 😃 @wogz187; George at Line:148 gives an error if you want to take a look at: Imagur Image
  11. @wogz187 and @GEORGE FLOROS GR While In combat if AI health goes 0 or below instead of being killed, gets incapacitated and when combat ends they get up again. Link this: -Down
  12. Decent at Procedural Programming, but when it's get to OOP I get lost. But a simple pair of questions if anyone could help. -Wanted to do while my squad it's safe or aware (or anything but combat, this being the "behaviour") they are automatic healed, and if they do suffer "lethal"/ or "terminal" (death) damage they wouldn't die; -While In combat if they get "killed" to heal them, play an wounded animation, immune to damage and stay surrendered (As the status, _WhoEverAiGotShot setCaptive true;); -When the combat ("behaviour") ends they would stop the animation, be non-immune and back on their feet; // init.sqf 0 = [] spawn { while {true}do { waitUntil{behaviour Player == "AWARE"}; hintSilent(behaviour Player); sleep 0.5; {_x setDamage 0} foreach units group Player; waitUntil{behaviour Player == "COMBAT"}; hintSilent(behaviour Player); sleep 0.5 }; }; This so far what I got, i don't know how to check Player's Group instead of Player behaviour, or Player's Group always the same as their members? I only got working the healing, while "AWARE" they are getting heal every second, I don't want someone to do it for me, Just to give some help to get it in my own way. Thanks for reading ^^ -Ryan
  13. RyanTurner

    Behaviour Actions [Help]

    @wogz187 behaviour group player; behaviour group player; Will give you an error since the parameters are just "behaviour unitName" , but thanks still I tried it for a few hours yesterday.
  14. @Larrow as pointed check the respawnOnStart of the wiki he mention, Since I'm not on my personal PC can't check if respawnOnStart does Start where my unit was physically, If it doesn't work that way, try adding a start spawn then remove it after players Spawned @Cerebus06
  15. @FoxtrotF do you want to do a simple conversation like the campaign or showcases, Text and Audio?
  16. RyanTurner

    Behaviour Actions [Help]

    @wogz187 hintSilent(behaviour Player); Does the same as the function you mentioned, the behaviour question was it possible to check the Squad/Group's Behaviour, or is the Squad/Groups's Behaviour = To the Group Leader (this case the Player);
  17. If I'm not mistaken, for the any playable unit to be able to respawn on any respawn module they need to start the game choosing their respawn. >Multiplayer Options: >Respawn: Respawn on a Custom Position >Show Respawn Position >Show Respawn Counter Tried this? If not, try. If still not working, do you've any description.ext on your game files?
  18. Hello, I was trying to understand why it's my code only spawn 3 of 4 units, while 1 of those it's a player and another it's a playable unit. What I've working. Have the players already insert in the mission. Starting the mission, spawns me (SL), AI1 (TL) and AI2(HMG), but it doesn't spawn the 4th member. I want the Player (SL) Playable (TL) AI1 (Corpsman) AI2 (HMG). While giving the loadouts it stops at _sfbud2 = units TSG__sfPlayerTeam select 4; // Heavy Machine-Gunner Since it can't detect the "4th" member and this //Init.sqf skiptime -2.6; //0 fadeSound 0; TSG__sfPlayerTeam = [getMarkerPos "TSG_SfSpawner", west, ["B_Soldier_SL_F","B_soldier_TL_F","B_mediv_F","B_HeavyGunner_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0} forEach [TSG__sfPlayerTeam]; //FF module on player group _module = ["Init", [units TSG__sfPlayerTeam, true]] call BIS_fnc_moduleFriendlyFire; selectPlayer leader TSG__sfPlayerTeam; selectPlayer TSG_sfPartner TSG__sfPlayerTeamSpeaker = TSG__sfPlayer; TSG__sfPlayer setIdentity "TO_InfantryLeader"; TSG__sfPlayer setGroupID [localize "STR_A3_radio_a","GroupColor0"]; TSG__sfPlayer setDir 280; TSG__sfPlayer setvariable ["bis_fnc_kbTellLocal_name", Localize "STR_A3_radio_a"]; _comeca = execVM "TSG_Sf_rearm.sqf"; //TSG_Sf_rearm.sqf { removeAllWeapons _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x removeItem "NVGoggles"; _x unassignItem "NVGoggles"; } forEach units TSG__sfPlayerTeam; _sf_sfPlayer = units TSG__sfPlayerTeam select 1; // _sfPlayer _sfPartner = units TSG__sfPlayerTeam select 2; // Partner _sfbud1 = units TSG__sfPlayerTeam select 3; // Corspman _sfbud2 = units TSG__sfPlayerTeam select 4; // Heavy Machine-Gunner // _sfPlayer comment "Add containers"; _sfPlayer setRank "SERGEANT"; _sfPlayer forceAddUniform "U_B_CombatUniform_mcam_vest"; _sfPlayer addItemToUniform "FirstAidKit"; for "_i" from 1 to 2 do {_sfPlayer addItemToUniform "30Rnd_65x39_caseless_mag";}; _sfPlayer addVest "V_PlateCarrierGL_rgr"; for "_i" from 1 to 2 do {_sfPlayer addItemToVest "16Rnd_9x21_Mag";}; for "_i" from 1 to 2 do {_sfPlayer addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_sfPlayer addItemToVest "SmokeShell";}; for "_i" from 1 to 7 do {_sfPlayer addItemToVest "30Rnd_65x39_caseless_mag";}; for "_i" from 1 to 4 do {_sfPlayer addItemToVest "1Rnd_HE_Grenade_shell";}; _sfPlayer addHeadgear "H_HelmetB_light_grass"; comment "Add weapons"; _sfPlayer addWeapon "arifle_MX_GL_Black_F"; _sfPlayer addPrimaryWeaponItem "acc_pointer_IR"; _sfPlayer addPrimaryWeaponItem "optic_Hamr"; _sfPlayer addWeapon "hgun_P07_F"; _sfPlayer addWeapon "Binocular"; If someone can help me, thank you. _RTURNER
  19. I've been trying keep track of 3 Squads though missions as in. m0_hub -> 3 Squads (8 each * 3 = 16 Men). m0 -> "Jacob" dies from Charlie m1_hub -> 3 Squad (16 Men - 1 from Charlie) Now Charlie it's 1 less man alive. Alpha 8, Bravo 8, Charlie 7. I assumed make an Array/List at the first hub (m0_hub) with all Squads and their unique men (i gave variable per unit). and i start that Array, groupAlpha = [aVar_1, etc...] and same for others. I just don't know how to know if anyone died, and if it died, who died so i can be removed from the Array/List so at the end i've anothe array, groupAlphaAliveAtEnd = [] (start initialisation) to have in the end when the mission finishes. groupAlphaAliveAtEnd = [aVar_1 to 5] since 6, 7, 8 died as an e.g. To get that information into the next mission_hub so i can remove the unit/make it not present on the next hub. I want to know it's hard to make that? and pass to the next mission? I've basic and decent knowledge of Python and PHP (POP) i'm bad a OOP, correction, very little knowledge. Thank you for reading.
  20. So i made this on the init.sqf _bravoGroupStart = [bravo_a1, bravo_a2, bravo_a3, bravo_a4, bravo_a5, bravo_a6, bravo_a7, bravo_a8]; _cnt = count _bravoGroupStart; hint format ["%1", _cnt]; this gives me the counter of bravo squad at the start (8) trigger executes sqf _bravoGroupStart = [bravo_a1, bravo_a2, bravo_a3, bravo_a4, bravo_a5, bravo_a6, bravo_a7, bravo_a8]; _bravoGroupStart select {alive _x}; _cnt = count _bravoGroupStart; hint format ["%1", _cnt]; But even after this is still get counted (8) init.sqf _bravoGroupStart = [bravo_a1, bravo_a2, bravo_a3, bravo_a4, bravo_a5, bravo_a6, bravo_a7, bravo_a8]; _cnt = count _bravoGroupStart; hint format ["%1", _cnt]; MyUnits = _bravoGroupStart; { _x addEventHandler ["Killed",{MyUnits = MyUnits - [_this#0]];}; } forEach MyUnits; Gave me an error on the missing ] then missing ; and still gives me missing ; =/ trigger executes sqf _bravoGroupStart = [bravo_a1, bravo_a2, bravo_a3, bravo_a4, bravo_a5, bravo_a6, bravo_a7, bravo_a8]; { if (!alive _x) then { _bravoGroupStart deleteAt (find _x); }; } forEach _bravoGroupStart; _cnt = count _bravoGroupStart; hint format ["%1", _cnt]; Says it missing an ) in find. What I'm doing wrong =/
  21. I was looking in the editor, and checking some missions... and i was curious what those colours schemes mean: -Yellow-ish = Object/Empty? -Grey/Gray = No Simulation/Less possible resources? -Red Vertex/Corner = I assume since the Jet DLCs at the carrier it's assumed to not be max performance (could be wrong) -Cyan? Vertex/Corner = Intractable Entities? If anyone knows i would appreciate it =D Images P.S: Thats a part of a Tanks campaign
  22. Hello, I'm not new to Arma nor to programming, But i was curious if anyone could help. How hard or simple it is to make a loadout system with 2 Different loadouts and unlocking more roles depending how many people are in the squad (something within the lanes of Project Reality or Squad's Kit Role Selection) E.g: Squad of 8 that has 3/8 men in it. -A Squad Leader -A Rifleman -Another Rifleman Roles: Kits that are "Strikerough" (this) are not available from these reasons: not enough men to unlock the kit or kit already being used. Squad Leader Kit (Just for 1 person, that being Squad lead) Squad Leader Kit Alternative # Rifleman Kit (Anyone can take it, unlimited) Rifleman Kit Alternative # Automatic Rifleman Automatic Rifleman Alternative # Corpsman (2nd kit can be unlocked after 6th or 7th member of the squad joins) Corpsman Alternative # Grenadier Grenadier Alternative # Rifleman AT Rifleman AT Since i don't have an idea how to make loadouts that way, having a menu, where you can select loadout, and it's available or not, i tried with the ArmA 3's loadouts system, didn't went very far. thanks for reading, if you can help me how it works i really be glad =D
  23. Could anyone explain me from these classes iconMan = "\A3\ui_f\data\map\vehicleicons\iconMan_ca.paa"; iconManMedic = "\A3\ui_f\data\map\vehicleicons\iconManMedic_ca.paa"; iconManEngineer = "\A3\ui_f\data\map\vehicleicons\iconManEngineer_ca.paa"; iconManExplosive = "\A3\ui_f\data\map\vehicleicons\iconManExplosive_ca.paa"; iconManRecon = "\A3\ui_f\data\map\vehicleicons\iconManRecon_ca.paa"; iconManVirtual = "\A3\ui_f\data\map\vehicleicons\iconManVirtual_ca.paa"; iconManAT = "\A3\ui_f\data\map\vehicleicons\iconManAT_ca.paa"; iconManLeader = "\A3\ui_f\data\map\vehicleicons\iconManLeader_ca.paa"; iconManMG = "\A3\ui_f\data\map\vehicleicons\iconManMG_ca.paa"; iconManOfficer = "\A3\ui_f\data\map\vehicleicons\iconManOfficer_ca.paa"; I wanted to make Group side only markers (e.g, Fire-team, Squad Leader, AR, Medic and Rifleman) each one respective icons but only see by the Group, but i dont know how to do it neither use the classes, i'm not that expert with .cpp =/ anyone help me please? Thank you
  24. Hey, i've been tryign to make a "jump" on key and i can't get it to work, if addAction to the script with the jump works fine. moduleName_keyDownEHId = (findDisplay 57) displayAddEventHandler ["KeyDown", "hint str _this;"]; // Init.sqf MY_KEYDOWN_FNC = { switch (_this) do { //Key "SPACE" ; Spacebar case 57: { nul = [] execVM "jump.sqf"; }; }; }; // keypressed.sqf { _vel = velocity player; _dir = direction player; _speed = 1; player setVelocity [ (_vel select 0) + (sin _dir * _speed), (_vel select 1) + (cos _dir * _speed), (_vel select 2) + 5 ]; }]; // jump.sqf If i do add an Action on the jump.sqf and make it run init.sqf (run the jump.sqf) it will work fine in game with a Interaction menu, does anyone know why it doesnt work? Credit to the Jump script by: dreadedentity
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