patpowercat
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Hey Night! Great addon, essential in my opinion. I know I asked for a specific class before, but do you have updated classnames for all the factions for use with ALiVE? I checked for documentation and couldn't find it. Specifically, I am looking for Kabeiroi. Thanks!
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Hey Night, Awesome work! Been watching this and waiting for the final release, glad it's here. It seems (some) factions are compatible with ALiVE, but maybe not all? Specifically, police, do you have a classname for them beyond "Police" that is in the CfgGroup? Thanks again
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[Release] Incon Scripts A3
patpowercat replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
With the new 64bit executables, will you be updating persistence since iniDBi is only for 32bit? -
Change rating/side of spawned unit
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone? -
Change rating/side of spawned unit
patpowercat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am working on trying to create a civilian hostage spawn, which you can then free. I have figured that out (with the help of some stolen script, sorry can't remember whose), but now I want to create another trigger that basically if times out causes OPFOR to shoot the civilians. Here is my script, which for testing purposes is changing the units side once he is free: if (isServer) then { // CREATE GROUPS _hostageGroup = creategroup civilian; freegroup = createGroup EAST; "C_man_1" createUnit [getmarkerPos "spawn", _hostageGroup, "hostage1 = this; this setCaptive true; this switchMove 'Acts_ExecutionVictim_Loop';"]; // Add Hold Action to Free Hostage [ /* 0 object */ hostage1, /* 1 action title */ "Free Hostage", /* 2 idle icon */ "\a3\ui_f\data\IGUI\Cfg\HoldActions\holdAction_unbind_ca.paa", /* 3 progress icon */ "\a3\ui_f\data\IGUI\Cfg\HoldActions\holdAction_unbind_ca.paa", /* 4 condition to show */ "_this distance _target < 3", /* 5 condition for action */ "_caller distance _target < 3", /* 6 code executed on start */ {}, /* 7 code executed per tick */ {}, /* 8 code executed on completion */ { // if (_this select 3 select 0 == "Acts_ExecutionVictim_Loop") then { _this select 0 playMove "Acts_ExecutionVictim_Unbow"; // } else { // _this select 0 switchMove "Acts_AidlPsitMstpSsurWnonDnon_out"; // }; _complMessage = selectRandom ["I thought I was gonna die in here!","Thank you so much man.","Can I hug you?"]; ["Hostage", _complMessage] remoteExec ["BIS_fnc_showSubtitle"]; sleep 0.5; (_this select 0) enableAI "MOVE"; (_this select 0) enableAI "AUTOTARGET"; (_this select 0) enableAI "ANIM"; (_this select 0) setBehaviour "SAFE"; [(_this select 0)] joinSilent freegroup; [(_this select 0),(_this select 2)] remoteExec ["bis_fnc_holdActionRemove",[0,-2] select isDedicated,true]; }, /* 9 code executed on interruption */ { _intrMessage = selectRandom ["Hey! I don't wanna die here!","Don't leave me here man! Please!","*Mumbles* Shit shit shit..."]; ["Hostage", _intrMessage] remoteExec ["BIS_fnc_showSubtitle"]; }, /* 10 arguments */ [], /* 11 action duration */ 3, /* 12 priority */ 0, /* 13 remove on completion */ true, /* 14 show unconscious */ false ] remoteExec ["BIS_fnc_holdActionAdd",[0,-2] select isDedicated,true]; // CREATE TASK [west, ["rescue"], ["We have more reports of mass executions in this area, secure the area and see if anyone can be saved.", "Rescue civilians", "Rescue"], getMarkerPos "spawn", true] spawn BIS_fnc_taskCreate; ["rescue", "ASSIGNED",true] call BIS_fnc_taskSetState; //CREATE TRIGGER hostage_rescue = createTrigger ["EmptyDetector", getMarkerPos "spawn", true]; hostage_rescue setTriggerActivation ["NONE", "NOT PRESENT", false]; hostage_rescue setTriggerStatements ["hostage1 in units freegroup", "['rescue', 'SUCCEEDED', true] call BIS_fnc_taskSetState;",""]; }; This makes the civilian spawn, adds the action to free him, and when rescued he joins freegroup (which I know works due to the trigger activating and completing task). If I am in Zeus, the units group icon will change to an OPFOR diamond, but remain purple. BLUFOR units will also never fire on him. I have tried spawning instead of a civilian an OPFOR unit, same result EXCEPT the spawned OPFOR unit WILL shoot at BLUFOR units, who don't shoot the OPFOR unit. I have also tried using addrating -10000, but still the BLUFOR units will not shoot. I can also add units using Zeus (in case already placed units won't detect for some reason) and still nothing. Any help appreciated! -
Vcom AI V2.0 - AI Overhaul
patpowercat replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I post this in an ALiVE support module, I get an error: 8:27:13 Error in expression <_x setvariable ["VCOM_NOPATHING_Unit",tr> 8:27:13 Error position: <_x setvariable ["VCOM_NOPATHING_Unit",tr> 8:27:13 Error Undefined variable in expression: _x Anyone able to reproduce this? -
Vcom AI V2.0 - AI Overhaul
patpowercat replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! Pesky semicolons. -
Vcom AI V2.0 - AI Overhaul
patpowercat replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've placed this in my init.sqf for an alive mission, but I keep getting errors. This is from my RPT: [ { { If (!isNull (driver _x) ) then { {> 20:35:57 Error position: <[ { { If (!isNull (driver _x) ) then { {> 20:35:57 Error Generic error in expression Genesis you able to shed any light on this? -
Vcom AI V2.0 - AI Overhaul
patpowercat replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When I place this in my init.sqf I get the following error: [ { { If (!isNull (driver _x) ) then { {> 8:26:35 Error position: <[ { { If (!isNull (driver _x) ) then { {> 8:26:35 Error Generic error in expression Any ideas? -
F/A-18 Super Hornet and Su-35S Flanker E
patpowercat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just an FYI, it appears that if you use this with the virtual CAS support module, the plane just crashes. Anyone know about this? You can correct this using setVelocity in the module init. -
Vcom AI V2.0 - AI Overhaul
patpowercat replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well of course, I made a test mission to day to see if I could replicate and I can't. I used vanilla factions (instead of RHS), and just threw it together super quick, but other than that I can't think of much different. I'll make sure I document further if I can find anything. The only other thing I didn't think of is I haven't tried it on my dedicated server. Perhaps I'm setting it up wrong? I just us TADST with VCOM loaded on it as well as on the client. Do I need to add the AISettingsV2.hpp to my server similar to ASR_AI? -
F/A-18 Super Hornet and Su-35S Flanker E
patpowercat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You sir, are a gentleman and a scholar. Thanks a ton! -
Vcom AI V2.0 - AI Overhaul
patpowercat replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I love VCOM, but I have noticed that when using an AI squad, one of my squad mates inevitably freezes up, stands in place and doesn't move again after this happens. You can issue commands, and the squamate replies that he is following them, but never moves. Anyone else ever have this? -
F/A-18 Super Hornet and Su-35S Flanker E
patpowercat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to change the loadout or skin when spawning this via a script? I want to spawn an AI plane on a trigger, but was wondering how to change the skin or loadout. -
Create Radio Trigger via script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haha you are correct sir. "EmptyDetector" is what I am using. Auto spellcheck