Jump to content

reggaeman007jah

Member
  • Content Count

    152
  • Joined

  • Last visited

  • Medals

Everything posted by reggaeman007jah

  1. reggaeman007jah

    Rotolib VSI Value

    Awesome man ... thank you GoM :)
  2. reggaeman007jah

    Initiate script on dialog exit?

    Larrow .. thank you mate, works perfectly :) awesome !!
  3. Hello good folks, I was hoping to get some guidance on a syntax issue I am having with a basic dialog project. I have a button (in dialogs.hpp) to close the dialog (which works as intended), but I would like to also trigger a simple script as well, when the 'action' is triggered. This is what I have in the class, which works fine as it is: class exitButton: RscButton { idc = 1601; x = 0.335 * safezoneW + safezoneX; y = 0.600 * safezoneH + safezoneY; w = 0.099 * safezoneW; h = 0.077 * safezoneH; action = "closeDialog 0"; }; What I would like to do, is to execVM a script as part of the action. So // closeDialog 0 + execVM "myscript.sqf"; // I sadly lack the basic knowledge to string these things together, and was hoping someone could advise on the syntax to do this? Cheers RM
  4. reggaeman007jah

    Initiate script on dialog exit?

    Thank you mate, I will give that a try :) Cheers
  5. reggaeman007jah

    NPC Dialogue Tutorial?

    Search "arma dialogs" in YT, should be pretty high up on the list :)
  6. reggaeman007jah

    NPC Dialogue Tutorial?

    I would personally suggest re-watching Feuerex's and other similar videos multiple times, given the wealth of knowledge often found therein. I am trying to learn some scripting knowledge myself, and I find that sometimes you just have to watch these videos quite a few times before they really start to click. Or maybe that's just me durpp :) I would also suggest H8termaker's videos on dialogs.. I learned a lot from them recently.
  7. reggaeman007jah

    C2 -Command And Control

    @john1 hey mate, I messaged you on Discord :)
  8. Hello folks, I am hoping for a bit of help with something - apologies, this is very basic stuff, but I just can't get this to work. I have three markers that I want to select randomly, using addAction. I have the marker XY positions in an array, and am trying to populate the positions randomly every time (i.e. generate random markers per addAction). This is what I have currently: This works to a degree; when I restart a mission, it does show a random marker. But when I reactivate the addAction subsequently, it does not change. I am sorry to bring such a basic question to this great forum, but it is driving me crazy. Can anyone point out the (my) obvious stupidity here? :) Cheers RM
  9. reggaeman007jah

    Repeatable Markers [Solved]

    I love it!! :) Thank you for this. This is of course a much smarter way to do things. I have only really just started scripting in anger (and, there's been more anger than script to be honest recently), which is probably evident in my example above, but we all gotta start somewhere I guess haha. This ^^ is amazing, and while I don't claim to fully understand all of it right now (but not far off I think), I'll be dissecting and testing tonight. Nice one! :)
  10. reggaeman007jah

    Repeatable Markers [Solved]

    Hey @Tajin, thanks for replying :) So, I am building a basic heli mission, where you go from LZ to LZ, picking up and dropping off AI dudes. I have a bunch of suitable map locations scoped out already, and will eventually build the locations into the script - the idea is that once you land at an LZ, you'll be given another random LZ (from the array) to go to next. I'm planning about 20 or 30 locations in the region, so the only rule would be that your next drop-off point should not be the marker you've currently landed on. Once a marker is created, I have units, smoke, flares, enemy etc to keep things interesting. So, when I start off the mission in the editor, I have no markers on the map. Ideally I want to run the addAction command to create the first marker location from the array (which would then initiate the bells and whistles, units, ambience etc). Once at said marker, I would hit addAction again to get a new marker to go to. To do this ^^ would I need to delete the recently created marker, before a new one could be generated? Sorry if that is a bit unclear.. *** edit *** So this works: @Tajin thanks mate, you inspired me :)
  11. reggaeman007jah

    Unit play + EngineOn in MP

    Yep, I found that too .. I hope they fix it one day..
  12. reggaeman007jah

    Unit play + EngineOn in MP

    On the side note, I believe it is generally accepted that car wheels do not reliably move when using unitCapture/Play. I have had some limited success with this, but generally they don't move, which is a shame given how awesome unitPlay with Cars would be :)
  13. reggaeman007jah

    How to use UnitCapture in Arma 3.

    @Rougor the easy option is to create a radio trigger, and use that to spark your MovementTest.sqf path. I normally use Radio Alpha for record, and Radio Bravo, Charlie, Delta etc to trigger any number of unitPlay paths in a mission. You can also use a detection trigger (i.e. Run script if, say, Blufor detected), to create a more dynamic effect (e.g. Gun run overhead while you get to the chopper etc).
  14. reggaeman007jah

    C2 -Command And Control

    @mad_cheese I just wanted to give huge thanks to your efforts to add default go-code settings. It has made the process of detailed mission planning so much quicker.. it is now so quick in fact, that re-plans (when things go wrong, and they often do go wrong) can even be done on the fly, while under fire. There are so many new elements to this mod, too many to mention (even looking back a couple of weeks - so many beta releases!!) but I wanted to pick on this one in particular, as it made a massive improvement to my game play (and I'm sure anyone who uses goCodes would agree). (And if you're not using goCodes yet, I would strongly suggest you look into that :) ) Nice one!
  15. reggaeman007jah

    C2 -Command And Control

    In my experience, C2 has so much to offer anyone operating with AI. Features are modular too, so take what you need and leave the rest. Best advice IMHO is load it and see for yourself :) KITD FOHS
  16. reggaeman007jah

    Arma3 Videos

    Goddamn hot LZ's man...
  17. reggaeman007jah

    C2 -Command And Control

    Thanks for the feedback@Mack. Apologies about the link .. we'll sort that tonight. See you on Discord soon hopefully :) KITD FOHS
  18. reggaeman007jah

    C2 -Command And Control

    Best way to take this forward is via the new Discord channel. You can also pm me on here. Either way if you see any gaps, or areas that could do with more explaining, please let us know and we'll look into it :) KITD FOHS
  19. reggaeman007jah

    C2 -Command And Control

    @ripppe hey mate, the wiki is exactly as per the current downloadable manual in terms of content right now, but has some more video content on how to use the Mod :)
  20. reggaeman007jah

    C2 -Command And Control

    Hi Mad Cheese, I have a question about Planning Mode.. I was planning a raid last night, with two teams, each using about 10-15 waypoints. As it was in an urban env, I had set each waypoint as a goCode. Team Red was goCode A, Blue was B. This was (of course) to ensure that a team's progression through the neighbourhood was always together and in sync with the other team. And it worked really well too! My process was to define all of the waypoint paths In Planning Mode, then go back and designate most of them as goCodes. I was thinking (as I was designating numerous goCodes), would there be an option at some point to have a 'default' setting for waypoints, when in Planning Mode? So, once configured, every time you create a waypoint, it could appear directly as goCode A, goCode B, or just a plain old trusty waypoint.. Potentially this could be via a sub-dropdown menu item at the bottom of the existing dropdown list. Just a thought. You may have already suggested this on the previous page, but I wasn't sure if this is what you meant.. This is probably only an issue for those who programme complex or lengthy attack plans, but I thought I'd mention it as it would save some time for operations planners, when the number of goCodes required for each attack phase are in double digits. Keep up the great work! Cheers RM
  21. reggaeman007jah

    C2 -Command And Control

    Thanks MC, I am just trying to help out in a small way in C2's journey towards nirvana Still working out the details, but essentially will involve a discord channel for new feature requests, and a wiki for learnings..
  22. reggaeman007jah

    C2 -Command And Control

    Quite agree. There is a difference between throwing down some cool ideas for discussion, and placing direct requests for mod makers to make changes. The way I see things, these mod threads are to help inform the product owner (who is in this case the also the 'only' dev here) make the best decisions through feedback and dialog; we play a role of course as testers/users, but we should respect the fact that this is a creative endeavour - if we don't like the way things are going, we can either learn to live without the mod, or take up coding (in fact, I think we should all take up coding anyway :) This is, great news! Thank you sir!
  23. reggaeman007jah

    C2 -Command And Control

    awesome man .. I will give that a try :) What I want, what I really really want.. activate 'go codes' using voice commands X) (and by that, I mean, activating go code progression using a bound key, then assigning a voice command to that same key :) )
  24. reggaeman007jah

    Helmet Mounted Displays MOD

    Hey Kimi... how I have missed this mod I have no idea, but this looks amazing! I was planning to learn the ways of HUD design, but now it seems you've saved me several years of work haha :) I noticed in an older post that there is a TTG indicator, showing how much time left to get to waypoint. Is this now removed, or is this vehicle-dependent? Cheers
  25. reggaeman007jah

    C2 -Command And Control

    Hi MC.. a question on go-codes.. Is it possible to cycle through go-codes while in HUD mode? Or do you need to trigger the next go-code while in planning mode? Keep up the great work, your mod is awesome!
×