Nach
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Everything posted by Nach
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addaction && variable by _this select help
Nach replied to Nach's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank, I just change _mrap by mrap !! by;))) -
slingload Helo AttachTo Script without names, adding action to helo
Nach replied to EnvakeoLugaria's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you must to have a liste with the cfg vehicule of addon for car and heli _warthog = nearestObject [player, "Car"]; <<< it the cfg of unit ex for remplace car by "OPTRE_M12_FAV" _pelican = nearestObject [player, "Helicopter"]; <<again "OPTRE_Pelican_armed_green" _warthog = _this select 0; _pelican = _this select 1; _warthog attachTo [_pelican, ([(typeOf _warthog)] call OPTRE_fnc_PelicanAttachToPoints)]; -
slingload Helo AttachTo Script without names, adding action to helo
Nach replied to EnvakeoLugaria's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New version : forget version trigger ;) into init.sqf --------------- _allmrap = nearestObjects [player, ["OPTRE_M12_FAV" ], 999999]; { null = [_x] execVM "helpscript.sqf"; }foreach _allmrap ------------------------------------------ helpscript.sqf --------------------- _mrap = _this select 0; addac = heloname addAction ["Attachtomrap",{[_this select 0] attachTo [heloName, ([(typeOf mrapName)] call OPTRE_fnc_PelicanAttachToPoints)]},[],1,false,true,"","(_target distance _this) < 150"]; // 150 distance active script on heloname by a mrap to 150m publicVariable "addac"; you must to have a script into the init. addon I think for active adonn exemple >> OPTRE_fnc_PelicanAttachToPoints = compile preprocessfilelinenumbers "Maglocks.sqf"; or an global script who search the init null = [] initmyaddon.sqf; for active the fnc you must to call or execvm it into the init .sqf for actived attach to by ;))))))) -
slingload Helo AttachTo Script without names, adding action to helo
Nach replied to EnvakeoLugaria's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok I return to you later -
slingload Helo AttachTo Script without names, adding action to helo
Nach replied to EnvakeoLugaria's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you post this script I can help you if you want by ;) -
slingload Helo AttachTo Script without names, adding action to helo
Nach replied to EnvakeoLugaria's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_allmrap = nearestObjects [player, ["O_MRAP_02_hmg_F","O_MRAP_02_gmg_F","O_MRAP_02_hmg_F" ], 999999]; // https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EAST // for exemple class east { _trg = createTrigger["EmptyDetector",getPosATL _x]; _trg setTriggerArea[150,150,0,false]; _trg setTriggerActivation["any","PRESENT",false]; _trg setTriggerStatements["this", "null =[] execVM 'yourscript.sqf',hint 'my trigger actived debug' ;", ""]; // "1st condition" , 2nd "on activate" change "this" by>> "this && vehicle player isKindOf ""air""" ---for the condition if is the player in fly }forEach _allmrap; -
passing a local variable to a eh
Nach replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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Spawned ACE3 pressure plate IED not working
Nach replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you write in a trigger in game or editor is >> if (isserver) then { null = [_trgMan, _ied, "PressurePlate"] call ace_explosives_fnc_connectExplosive;}; another solution into init.sqf ace_explosives_fnc_connectExplosive = compile preprocessfilelinenumbers "myscript.sqf"; into a trigger null = [] spawn ace_explosives_fnc_connectExplosive; -
How do you group unassigned Soldiers to you unit in game?
Nach replied to dufalator's topic in ARMA 3 - GENERAL
1) yes you can change start here into unit init the box>> this addaction ["Rescue Pilot","unit = _this select 0,_this join group player, unit removeAction 0"]; 1*) into the first " " // "you can write anything to read on the IA" , Don 't forget write this addaction before for the script. 2) yes you input to the init box of the pilot. by ;))))) -
Spawned ACE3 pressure plate IED not working
Nach replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
activateAddons ["ACE_IEDLandBig_Range","ACE_IEDLandSmall_Range","ACE_IEDUrbanBig_Range","ACE_IEDUrbanSmall_Range"]; I don' t try maybe the solution by ;))) -
How do you group unassigned Soldiers to you unit in game?
Nach replied to dufalator's topic in ARMA 3 - GENERAL
put in the object init box of your unit (rescue pilot)>> this addaction ["Join.Player","unit = _this select 0,_this join group player, unit removeAction 0"]; You have now an action on this unit by ;)))) -
in MP You can put into init.sqf. hostageaddaction = namevariableuniteditor addaction ["Rescue","rescue.sqf"]; publicvariable "hostageaddaction"; all clients can read the addaction on the hostage
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Hello There a misc bug when we actived this function in the Windows debug into the editor. Other when the player set to the height for the jump the addaction for deploy the parachute " it' s the first arm" ? Thanks Nach
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How to set markers on vehicles - Best practice/method
Nach replied to csk222's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (!isServer) exitWith {}; while {true} do { "mymarkerheliinitvariable" setMarkerPos getPos variablenamehelico; variablenamehelicoeditor addEventHandler ["respawn", {"mymarkerheliinitvariable" setmarkercolor "colorBLUE"}]; variablenamehelicoeditor addEventHandler ["killed", {"mymarkerheliinitvariable" setmarkercolor "colorRED"}]; }; for marker color https://community.bistudio.com/wiki/setMarkerColor. -
I send this mail because we making mission editor , with my team we want to jump simply with a parachute in inventory cop . We take a b_parachute in cargo heli. all players don' t have the addaction in fly after the ejection for open parachute on Server. We don 't use funtion BIS halo. We don't use another ADDON . Just it s an IA drive to a ejection waypoint . Other... I saw in the editor Windows debug there a misc error with the _bis_fnc_halo. ex : [player,100] call BIS_fnc_halo; A relation ? I don't say!! Thank you for your game !! Sorry for my bad English . Nach Arma Team GRIFF France
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Réapariton object Dlc Markmen after Eden update doesn't work in multiplayer , only the player install this can respawn on the "menuposition" of the revive BIS. Before there are no this problem .
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Editor Questions & Answers - ArmA 3
Nach replied to vano2410's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use call bis arsenal on the initialisation of my mobile and a module respawn mobile i want say how at the respawn conserve the initialisation call bis arsenal on the new vehicle spawn if you have solution ? Thank you! :)