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ricoarma

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Posts posted by ricoarma


  1. On 5/10/2020 at 5:05 PM, tom4_atpl said:

    Hi guys,

     

    I have short question:

     

    Where is the save file located for this misson?

     

    Many thanks, I wish you all the best

    HI man.

    Maybe search in documents>> arma 3 - other profiles >>yourgamertag>>mp missions OR mission OR saved>>a3

    😉


  2. Your Welcome
    Tanks again for the answer.

     

    21 hours ago, Gemini said:

    @ricoarma

    Thanks for this feedback.

    Building detection is not perfect I know, I will try to improve the commande as soon as possible.

    Maybe you can use for  THIS or ask the devolpper to includ on your mod.

     

    21 hours ago, Gemini said:

    @ricoarma

    ...

    About side random missions: I have that in mind yes, but I'm afraid I won't have time to work on it before my deadline. Maybe someday but don't expect it soon.

    Oh no!! You don't!! 😭😭😭😭

     

    4 hours ago, Guillaume Massé said:

    .....
    - Some AI having silencer do not keep it installed when I order them, They install and it's removed 3s later (but not all have this issue)
    .....

    The reason that unit only put silencer if BEHAVIOR is equal to STEALTH. Or perhaps it's an error in the code..



    @Gemini
    Do you put a command init line for the AI player? I mean, now they walk and drive very slowly...

    • Thanks 1

  3. Hi everyone.

     

    @Gemini it's me again... 

    Small bug uplift. Especially on CUP maps like Isla and Fata.

     

    During the mission: evacuate civilians

    Three-fourths of them are trapped in walls or under the ground. This makes extraction very complicated.

     

    Another request: do you think it would be possible (still coding) to add random mission requests from HQ, for example

    A patrol near us needs backup.

    Or should an armed civilian be neutralized near our position

     

    The recovery of intel is fine, but a pity that it only adds credits.

    Personally the allocation of bonus malus were more appreciable before.

     

    Thanks again


  4. On 2/16/2020 at 6:03 PM, Guillaume Massé said:

    Hi, everybody,
    On Beta2.0. With ace d activated I don't have rearming, refueling, automatic repair when I'm in the base areas. Does anyone know how to deactivate their ACE modules only?

    Hey,

    2 / 3 solutions, for you, either with a wheel action in play without ace action...

    Either you disable these modules in the addon options.

    Either you remove the add-ons (.sqf) directly in the ace file, but be careful (several of them are linked together. Don't hesitate to go to the ace wiki for this manipulation).

    Here I hope I could help you, if I understood your request correctly.

     

    Spoiler

     

    Salut, 

    2 / 3 solutions, pour toi, soit avec une action molette en jeu sans action ace.. 

    Soit tu désactives ces modules dans les options d'addon. 

    Soit tu supprimes les add-ons (.sqf) directement dans le fichier ace, mais attention (plusieurs d'entre eux sont liés entre eux. Ne pas hésiter à aller sur le wiki de ace pour cette manip). 

    Voilà j'espère avoir pu t'aider, si j'ai bien compris ta demande. 

     

     

    *********** ****** ******* ***** ****** ***

    Questions à tous les beta testeurs, notamment les joueurs solo. 

     

    - Utilisez-vous d'autre mod, en plus de ceux déjà recommandé ? Si oui, avez-vous des pertes de perf ? 

    Utilisez-vous les mods tel que Vcom, bCombat, C2, all in one command?

    //////////// //////// ////////// //////////// 

     Questions to all beta testers, including solo players. 

     

    - Do you use other mod, in addition to those already recommended? If yes, do you have any loss of perf? 

     

    Do you use mods such as Vcom, bCombat, C2, all-in-one-command? 

    Thanks for our answer. 

     

    --------- - - - - - - --------------- - - - - - - - - - - - - 

    @Gemini for the map:

    Timberland Island

    Tira bora

    Namalks

    Pulau

    Vis

    Khoramshahr


  5. Hello guys.

    On 1/16/2020 at 11:00 PM, beno_83au said:

    Thanks.

     

    On 1/17/2020 at 11:12 AM, Grumpy Old Man said:

    I don't even know where to start...

    ...

    Thanks a lot.


    Thank you for your answers and your feedback.


    I apologize for the first post and the code I had rewritten and not copy / paste. So I left with what you told me and the links. I redid my code and here it is:

    createMarker ["marker_attached", getPos T1];
    "marker_attached" setMarkerShape "ELLIPSE";
    "marker_attached" setMarkerSize [500, 500];
    "marker_attached" setMarkerColor "ColorRed";
    "marker_attached" setMarkerBrush "DIAGGRID";
    ["marker_attached", 0.5, 1000] spawn BIS_fnc_blinkMarker;
    
    if (isServer) then
    	{
    		0 = [] spawn {
    			while {not isNull T1} do
    				{
    					"marker_attached" setMarkerPos getPos T1;
    					sleep 0.5;
    				};
    		};
    };

     

    • Like 1

  6. Hi everyone,
    Need help with this script.
    I create a marker who spawn on tanks placed in Zeus on the map call T1, T2 etc...
    This marker could be dynamic. I mean its move with the tanks and show on the map, with a bliking effect only when the player will be at a defined distance.
    So I try this, but the marker don't move with the tank. I try to use setPos getPos player,  to attach markers to tanks but nothing.
    The Marker will be create correctly, could see on the map, but didn't move with de tank...

    _tank = ["T1", "T2", "T3", "T4", "T5"];
    while {((!alive _tank) && (player distance _tank < 1000))} do  
    { 
    (_marker1 = createMarker ["mark1", _tank]; 
    _marker1 setMarkerShape "Ellypse"; 
    _marker1 setMarkersize [500, 500]; 
    _marker1 setMarkerColor "ColorRed"; 
    mark1 attachTo [_tank]; 
    ["mark1", 3, 50] spawn BIS_fnc_blinkMarker; 
    };

    Somebody could help me?


  7. Hi everyone;

    I try to put this other script in the init of a soldier / a UAV  / or a UGV

     

    •  [this, true] spawn bin_fnc_attachChemlight; in the init of a soldier
    •  [this] spawn BIN_fnc_initUGV; in the init of a UGV
    •  [this] spawn BIN_fnc_initUAV; in the init of a UAV

    But nothing, I try to put them without brackette, but nothing. Somebody could help me pelase?


  8. On 5/14/2019 at 8:57 AM, Owling said:

    So I ran this script with ACE3 and the interaction menu for defusing bomb does not show up in dedicate server hosted mission, any idea why ?

     

    Yes, I have a defusing kit.

     

    On 8/7/2019 at 9:41 AM, Captain Apple said:

    Works in editor MP but doesnt work on dedicated for me.
    EDIT: Could contact have anything to do with it?

     

    Hi guys.
    Did you try to put this in the INIT of your player:

    this setVariable ["ACE_isEOD",1,true];

    And you need to put "_this" and not "this" for the init of the barel (without quote), like that:

    null = [_this, 10, true, false] execVM "bomb\bomb.sqf";

     


  9. Hello everyone.
    Is it possible to put the module "ressurection setting" on an AI, and it turns into a zombie once dead (by a shot)? Is it possible? I tried, but maybe I forgot some things.
    The idea would be that soldiers become zombies after their death
    Thank you for your answers.

     

    edit:

    I try to put the modul with Zeus, synch with n AI (i. e. a Bluefor AI), but nothing. Someone could help me!!
    !!!PLEASE???


  10. On 08/05/2018 at 7:54 AM, PSYKO_nz said:

    hope I've come to the right place.

    I need to terminate a script that is part of an add action...

    the script is...
    pickupaction = PC1 addAction [("<t color=""#cd0000"">") + ("PICK UP") + "</t>", "MissionScripts\CALLER.sqf", [false], 1, false, true, "", "Player distance PC1 <3"];

    and in another script, I have tried...
    terminate pickupaction; 

    and it does not work, any ideas?

    hi,
    I know it's a long time. But did you found a solution. Because I have the same problem. After a Ace_Action I want the player can do an another one but On himself a SelfAction. So I try in the first time to do it with a simple addAction but it doesn't work  :(


  11. ok so I try do this:

     

    _action_1 = ["Prendre_Mallette","Prendre la mallette","",{[deleteVehicle "RicoArma_Suitecase"]},{true}] call ace_interact_menu_fnc_createAction;
    ["RicoArma_Suitecase", 0, ["ACE_MainActions"], _action_1] call ace_interact_menu_fnc_addActionToClass;
    
    _action_2 = ["Deposer_Mallette","Déposer la mallette","",{["RicoArma_Suitecase" createVehicle getPos _player]},{_action_1}] call ace_interact_menu_fnc_createAction;
    [typeOf player, 1, ["ACE_SeflActions", "ACE_Equipment"], _action_2] call ace_interact_menu_fnc_addActionToClass;
    
    _action_3 = ["Trainer_Mallette","Trainer la mallette","",{[(_this select 0), true, [0, 1, 0], 0] call ace_dragging_fnc_setDraggable;},{true}] call ace_interact_menu_fnc_createAction;
    ["RicoArma_Suitecase", 0, ["ACE_MainActions"], _action_3] call ace_interact_menu_fnc_addActionToClass;
    
    _action_4 = ["Porter_Mallette","Porter la mallette","",{[(_this select 0), true, [0, 2, 0], 0] call ace_dragging_fnc_setCarryable;},{true}] call ace_interact_menu_fnc_createAction;
    ["RicoArma_Suitecase", 0, ["ACE_MainActions"], _action_4] call ace_interact_menu_fnc_addActionToClass;

    But action_3 and action_4 doesn't really good. In game after activate them, I have the icon who's appear .
    And I have a problem with my action_2,
    Arma 3 don't like what I do :(


  12. Hello everyone.

    I've got a problem with a script
    That's my problem:  I created a door with a digital board that must open with a code. Once the code entered on the digital board, the door can open.

    But if it closes, you can not open it again!! (That's the problem).

    my script is:

    class CfgVehicles
    {
    	class Static;
    	class Wall_F;
    
    
    	class Rico_my_gate_digitale_01: Static
    	{
    		editorPreview="\mydoc\data\ui\Land_ConcreteWall_01_l_gate_F.jpg";
    		scope=2;
    		scopeCurator=2;
    		icon="iconObject_10x1";
    		model="\A3\Structures_F_Exp\Walls\Concrete\ConcreteWall_01_l_gate_F.p3d";
    		displayName="MyGateDigitalNamed";
    		vehicleClass="Structures_Walls";
    		cost=0;
    		armor=200;
    		mass=200;
    		class EventHandlers
    		{
    			init=" Code_a_inserer =floor random [11451,50000,99999]; publicVariable ""Code_a_inserer""; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01""; [_this select 0] execVM ""mydoc\scripts\myOtherScript.sqf"";";
              /*myOtherScript.sqf is the script I use to put de code on a keypad to open the door*/
    		};
    		class AnimationSources
    		{
    			class Door_1_sound_source
    			{
    				source="user";
    				initPhase=0;
    				animPeriod=5;
    				sound="RoadGateDoors";
    				soundPosition="Door_1_trigger";
    			};
    			class Door_1_noSound_source
    			{
    				source="user";
    				initPhase=0;
    				animPeriod=5;
    			};
    			class Door_1_locked_source
    			{
    				source="user";
    				initPhase=0;
    				animPeriod=0.80000001;
    			};
    		};
    		class UserActions
    		{
    			class OpenDoor_1
    			{
    				displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
    				displayName="$STR_DN_OUT_O_DOOR";
    				position="Door_1_trigger";
    				priority=11;
    				actionNamedSel="Door_1_action";
    				radius=3;
    				aiMaxRange=9;
    				onlyForPlayer=0;
    				condition="((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)";
    				statement="([this, 1, 1] call BIS_fnc_Door)";
    			};
    			class CloseDoor_1: OpenDoor_1
    			{
    				displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
    				displayName="$STR_DN_OUT_C_DOOR";
    				priority=11;
    				condition="((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase') && (Rico_code_gate_01)";
    				statement="([this, 1, 0] call BIS_fnc_Door); this animate [""OpenDoor_1"", 0]; Rico_code_gate_01=false; publicvariable ""Rico_code_gate_01"";";
    			};
    		};
    		actionBegin1="OpenDoor_1";
    		actionEnd1="OpenDoor_1";
    	};
    };

    So how to add a command that will verify that the unlocking script has been executed, and especially where?
    Thank you very much


  13. Hello everyone,

    My problem that I want to unlock a gate door only if player has specific item.

    I use a Trigger for that:

    Activation for AllPlayer, present.

    In the condition line  I put  this:  (Player need to have the Ace Cellphone to open gates).

    "ACE_Cellphone" in items player;

    In the On Activation line :

    house1_1 setVariable ['bis_disabled_Door_1',0,true];
    house1 setVariable ['bis_disabled_Door_1',0,true];

    house1 and house1_1 are 2 concrete wall gates.

    In my init.sqf file, I put this:

    house1 setVariable ['bis_disabled_Door_1',1,true];
    house1_1 setVariable ['bis_disabled_Door_1',1,true];

    There a no problem, It's works fine!
    My problem is how can the doors stay locked if the player loses or puts down the phone?

    I try this In a new trigger, but it don't work,

    !("ACE_Cellphone" in items player;);


    Somebody can help me??? ;)


  14. 15 hours ago, M1ke_SK said:

    ...

    I created that solution in 2016 when BIS_fnc_addStackedEventHandler was "in". It was shortly after I saw Spectral [2016] movie. I was working on mission to see enemy only with thermal-vision idea.

    I am late. I saw the movie last week, and it gave me the idea to want to do this script.

     

    @Grumpy Old Man

    tanks for the video, and other test.

     

    So, another question, if we want the script to work randomly, on AI groups, is it better to use the _i and a count?

    And create a specific group, I suppose?


  15. 10 hours ago, pierremgi said:
    
    0 = this spawn {
      while {true} do {
        waitUntil {sleep 0.5; currentVisionMode player != 2 && sunOrMoon < 0.5};
        _this hideObject true;
        waitUntil {sleep 0.5; currentVisionMode player == 2 or sunOrMoon >= 0.5};
        _this hideObject false
      }
    };

    in init field of the unit.

    You catch the idea.

    Hey.

    Why do you use  sunOrMoon ??

    In my idea, i want the effect like the M1ke_sk video's.

    Howerver the time, and day...


  16. On 30/07/2018 at 12:13 PM, M1ke_SK said:

    Sure, I can help you to develop it yourself.

    Show me what you got so far and we can go from there.

    I am not very good at scripting. I see the idea. I think the script should look like this:

    if ((currentVisionMode player == 2) && (side player! = playerSide) then
    {
    unit hideObject false;
    };


    Not tested, for the moment, I do not have my PC.
    What do you think @M1ke_SK?

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