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0 NeutralAbout vaguswarrior
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So I'm pretty new to this scripting and there is a ton I do not know, and some of the information in the wiki is kind of vague or intermediate level for me to understand how things work. I'm trying to get an AI APC that my player group escorts through a series of editor placed waypoints. I'd like the Team Leader of the player group to be able to stop the APC from moving or Start the APC moving again, but have it move only along the editor place waypoints. I have two units placed on the map with the following variables: vipvic: an AI Blufor APC that has a series of waypoints TeamLead: a playable infantry unit I have three sqf files: Init.sqf: [] execVM "viccontrol.sqf"; viccontrol.sqf: _stopaction = TeamLead addAction ["<t color='#FF0000'>VIP APC Hold Position</t>", {["apcmove.sqf", _this select 3]}, APCSTATUS = "HOLD"]; _startaction = TeamLead addAction ["<t color='#00ff00'>VIP APC Proceed</t>", {["apcmove.sqf", _this select 3]}, APCSTATUS = "MOVE"]; TeamLead addAction "_stopaction"; apcmove.sqf: if (APCSTATUS == "HOLD") then { vipvic stop true; TeamLead removeAction "_stopaction"; TeamLead addAction "_startaction"; } else { if (APCSTATUS == "MOVE") then { vipvic stop false; TeamLead removeAction "_startaction"; TeamLead addAction "_stopaction"; } }; I know there are a huge errors in this script, and I might be approaching this completely wrong...my thought was that I have a script that adds two addActions to the unit TeamLead, these addActions then call the script that tells the apc to stop or start. I have a feeling it's broken with the whole trying to pass an argument (HOLD or MOVE) to the apcmove script but I don't know..essentially I wrote this with no experience and I have a feeling it's completely wrong. I'd like this to be something that can run on a dedicated server so I'm concerned both about locality and the fact that it doesn't work at all. Any assistance is appreciated!
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Respawn option still not "noob" friendly
vaguswarrior replied to splash58's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I threw a grenade at a wall...so it should have triggered onKilled. -
Respawn option still not "noob" friendly
vaguswarrior replied to splash58's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok I followed your advice using just 3den settings, I deleted my description.ext and removed the ace3 respawn module. So I spawn in with my stripped down inventory: Whoo I scavenged a rifle (needs ammo though): Well better just kill myself and check if I still have that rifle, seems good not asking my to bypass to the default loadouts: Darn no rifle, just the loadout I started the game with: I'm not sure how to fix this problem.. -
Respawn option still not "noob" friendly
vaguswarrior replied to splash58's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can't get this to work at all... In my mission I have playable units spawn with a custom loadout (done in eden via the arsenal), the idea is that these units have roles but do not have the gear for that role yet, they need to scavenge for it. However, if the player dies the new Role -> Loadout gives them to respawn as a fully stocked unit with all the gear that the default unit has (without the custom loadout). My Respawn Settings: The problem is even if I respawn a player right at the start when they have no more than a pistol they get this option: There is no consistency here... I'd like it so that when the units spawn they have roles, so they can work with ACE as a medic or engineer for example. But the custom starting loadouts for the units put down in eden are empty except for a pistol and some ace items (bandages). However, whats the point if they player can just die and respawn with a full loadout based on the default loadout of the unit... and the save gear function from the 3den enhanced doesn't seem to do anything... It can't figure out how to fix this...