Nach
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Everything posted by Nach
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Make Land_Cargo20_military_green_F slingable
Nach replied to celludriel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you have #include "x.sqf" or "x.hpp" // into your init.sqf? -
Make Land_Cargo20_military_green_F slingable
Nach replied to celludriel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_inventory = nearestObjects [player,["Land_Cargo20_military_green_F" ],300]; { _x addAction ["OpenArsenal","x.sqf",[],1,false,true,"","(_target distance _this) < 3"] ; } foreach _inventory -
How can I sync up groups
Nach replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
waitUntil { (currentWaypoint (_waypoint1 select 0)) > (_waypoint1 select 1) }; // it ' a trigger wait statement of the passage {unassignvehicle _x;moveout _x;} foreach (units _group); // you assign your group to out -
How can I sync up groups
Nach replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
can you send you script please I m french it s so difficult to explain -
How can I sync up groups
Nach replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oki into editor how many squad you have I start for three. Into the editor create 3 groups . There are a ledader by squad double click on this init box . write in first>>> alpha = group this; 2nde >>> bravo = group this; 3rd >>> charlie = groups this; There are a selection of waypoint select and place a waypoint script double click on this there are a initbox onactivation write this script {unassignvehicle _x;moveout _x;} foreach (units alpha); {unassignvehicle _x;moveout _x;} foreach (units bravo); {unassignvehicle _x;moveout _x;} foreach (units charlie); -
How can I sync up groups
Nach replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oki exemple _soldat1 createunit [_pos, _groupe1,"this moveInDriver _camion;"]; _soldat2 createunit [_pos, _groupe2,"this moveInCargo _camion;"]; _soldat3 createunit [_pos, _groupe2,"this moveInCargo _camion;"]; _soldat4 createunit [_pos, _groupe2,"this moveInCargo _camion;"]; _wp1 = _groupe1 addWaypoint [_targetpos, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointCombatMode "RED"; waitUntil { (currentWaypoint (_wp1 select 0)) > (_wp1 select 1) }; or make a scriptwaynpoint into eden on activation >> { unassignvehicle _x; moveout _x; } foreach (units _groupe2); you can change by groupename and waypoint name into the editor for _group && _wp1 delete the seven first write (lignes) of my script write into initbox leader group >> yourgroupename = group this; It juste a question oki I write English by;)) ty Google traduction ;) -
How can I sync up groups
Nach replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tu es français? Il veulent qu ils sortent tous en même temps -
How can I sync up groups
Nach replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{Obliquité _x} unités foreach (mygroup) -
what 's the revive use into your mission? BIS ?
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Teleporting via user action (SOLVED)
Nach replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
createunit _soldier Soldier = _soldier Publicvariable "soldat" Mon addaction {soldat etc ... -
Teleporting via user action (SOLVED)
Nach replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No variable exactely -
Teleporting via user action (SOLVED)
Nach replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This addAction["teleport",{player setPos getMarkerPos "marker_nimitz"}]; no variable function into an script addaction thanks to KK to tell me that ;) -
Teleporting via user action (SOLVED)
Nach replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes it s right , remotexec normaly if you input an addaction into object init box there a no matter for JIP . All clients read addaction . maybe destruction object in game -
Teleporting via user action (SOLVED)
Nach replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sorry, into onplayerRespawn.sqf and init.sqf [player addaction ["<t color='#004EFF'>Teleporter soldier</t>", {_pos = getMarkerPos "marker_nimitz",player setpos _pos },[], 1, false, true,"","alive _target and (getposatl player distance getposatl flagteleport) <10"]] call bis_fnc_mp; -
Teleporting via user action (SOLVED)
Nach replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[player addaction ["<t color='#004EFF'>Teleporter soldier</t>", {_pos = getMarkerPos "marker_nimitz",player setpos _pos },[], 1, false, true,"","alive _target and (getposatl player distance getposatl flagteleport) <10"]] call bis_fnc_mp; create into mission folder OnplayerRespawn.sqf ( input this script) https://community.bistudio.com/wiki/Event_Script name your flag in editor >> flagteleport >>init box : this allowdamage false; (for no destruction of the flag , flag dammage adios addaction) good edition by;)) -
oki you want to check the surface it 's that? if (!surfaceIsWater position player) then { myscript }; // for the land or if (surfaceIsWater position player) then { myscript }; // fot he sea or if (!surfaceIsWater position player) then { mylandscript }else{ myseascript };
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marker =["P1","P2","P3","P4","P5","P6","P7","P8","P9","P10", "P11","P12","P13","P14","P15","P16","P17","P18","P19","P20", "P21","P22","P23","P24","P25","P26","P27","P28","P29","P30", "P31","P32","P33","P34","P35","P36","P37","P38","P39"]; // marker on map _nombre = round(random ((count marker)-1)); _mkr = marker select _nombre; myslodier setPos getMarkerPos _mkr;
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_joueurs = playableUnits; _nombre = round(random ((count _joueurs)-1)); _cible = _joueurs select _nombre; _targetPos = getPos _cible; _posecentre = _targetpos; _start_distance = 300; // raduis of the spawn _xpos = _posecentre select 0; _ypos = _posecentre select 1; _zpos = _posecentre select 2; _distance = _start_distance; _angle = random 360; _xxpos = (_distance * cos _angle); _yypos = (_distance * sin _angle); _xpos = _xpos + _xxpos; _ypos = _ypos + _yypos; _posecentre set [0, _xpos]; _posecentre set [1, _ypos]; _posecentre set [2, _zpos]; mysoldier setpos _targetpos; For ramdom spawn by player it ' s my solution the script work only on MP session no into the editor by;)) good edition
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CHANGE IN GUNNER MODE KEY CTRLG + 2ND BOUTON MOUSE THIS SWITCH INTO THE DRONE BACK THE LITTLE SCREEN DRONE CHANGE IN GUNNER BY ;)) fun game
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https://community.bistudio.com/wiki/switchCamera good edition by;))
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How to get a airplane in the air placed down from the editor to fly to a waypoint.
Nach replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
use a script waypoint >> 2 click this into the box when activation of the waypoint write >>>> this setdammage 1; Good edition by ;))) -
Spawn empty vehicle and set its direction
Nach replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (isserver) then { _vehicleObject = createVehicle ["B_Plane_CAS_01_F", getmarkerpos "marker_spawn_A10 ", [], 0, "NONE"]; _vehicleObject setdir 270; //check your angle for your position; }; I write >>> if (isserver) { yourscript }; // for no duplication vehicle by player in MP Good Edition by;)))))) -
slingload Helo AttachTo Script without names, adding action to helo
Nach replied to EnvakeoLugaria's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_warthog = nearestObjects [player, ["OPTRE_M12_FAV"], 10]; _pelican = nearestObjects [player, ["OPTRE_Pelican_armed_green"], 10]; _warthog = _this select 0; _pelican = _this select 1; pelican = _pelican; warthog = _warthog; "pelican" publicvariable; "warthog" publicvariable; warthog attachTo [pelican, [0,-4.9,0.1]]; with attach to only object function by;) -
Detect named unit in trigger area
Nach replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
(darter findNearestEnemy position player) distance player > 30 >> into the condition trigger / by any you can change by < ou > + value the distance for the spott (player findNearestEnemy position player) distance player > 30 // if you play a slot with a drone darter your name object init box you can remplace player by any object with his name https://community.bistudio.com/wiki/findNearestEnemy by;)) good edition and create an actually topic this date of 2013 ^^ -
addaction && variable by _this select help
Nach posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
_mrap = _this select 0; // computer = object in editor addac = computer addAction ["Boom!",{ _mrap setdammage 1},[],1,false,true,"","(_target distance _this) < 150"]; publicVariable "addac"; hello, It s possible to have a return variable in addaction script "boom!" _mrap after select this ? The debug editor not found this variable . Thank for your help! Nach