patpowercat
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Everything posted by 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 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! -
Change rating/side of spawned unit
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone? -
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? -
I am trying to make a simple script for an addaction. Addaction on unit, rescue them and they join your group, then delete the addaction so they don't always have a "Rescue" option over them. I currently have this in the hostage's (h1) init field: this addaction ["Rescue", {[h1] joinsilent (_this select 1); h1 setcaptive false; h1 enableAI "Move";}]; This works great. However, if I put the code {[h1] joinsilent (_this select 1); h1 setcaptive false; h1 enableAI "Move";}]; into a script and call it rescue.sqf and then put this in the units init field this addaction ["Rescue","rescue.sqf"]; Nothing at all happens. Any ideas? Additionally I would like to add to the script a removeaction, how would I go about doing this? Sorry, I'm coming back from about a five month break from Arma and I'm pretty rusty on things.
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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? -
Event Handler Persist after respawn
patpowercat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm having some trouble. I add and event handler in the editor, which works great at first. However, once I respawn, the event handler no longer applies. Do I need to apply the event hander INSIDE another respawn event handler? -
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. -
Trigger detect scripted task complete
patpowercat posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I currently have a task that is assigned by a script. Basically, at some point in mission, you have to capture an HVT, then once captured a helicopter spawns and picks up the HVT. I want to make a new trigger in the editor that detects when the task assigned by the script are completed so I can thus assign new tasks or end the mission on that trigger. Here is the script I have (credit to davidoss, it's pirated and chopped from a script of his): _heli = objNull; _hPad = "Land_HelipadEmpty_F" createVehicle (getmarkerPos "pickup") ; if (!isServer) exitWith {}; private ["_posArray", "_mrkSpawn", "_warlordgrp", "_marker","_grp1C", "_grp2C"]; _posArray = ["m_1","m_2","m_3","m_4","m_5"]; _mrkSpawn = getMarkerPos (_posArray select floor (random (count _posArray))); _warlordgrp = createGroup EAST; warlord = _warlordgrp createUnit ["I_Story_Colonel_F", _mrkSpawn, [], 0, "NONE"]; [warlord] joinSilent _warlordgrp; warlord allowDamage false; warlord setCaptive false; warlord addaction ["Capture","rescue.sqf",[],0,true,true,"","_this distance _target < 3"]; //creating the marker _marker = createMarker ["capture", getpos warlord]; _marker setMarkerShape "ellipse"; _marker setMarkerColor "ColorRed"; _marker setMarkerSize [100,100]; [west, ["capture"], ["Find and arrest the Russian Commander.", "Capture", "Find and arrest"], getMarkerPos "capture", true] spawn BIS_fnc_taskCreate; ["capture", "ASSIGNED",true] call BIS_fnc_taskSetState; sleep 5; _grp1C = [(getPos warlord), EAST, (configfile >> "CfgGroups" >> "Indep" >> "LOP_AM" >> "Infantry" >> "LOP_AM_Rifle_squad")] call BIS_fnc_spawnGroup; [_grp1C,getpos warlord] call BIS_fnc_taskDefend; _grp2C = [(getPos warlord), EAST, (configfile >> "CfgGroups" >> "Indep" >> "LOP_AM" >> "Infantry" >> "LOP_AM_Support_section")] call BIS_fnc_spawnGroup; [_grp2C,getpos warlord, 100] call BIS_fnc_taskPatrol; waitUntil {{alive _x} count ((units _grp1C)+(units _grp2c)) <= 5}; warlord setCaptive true; waitUntil {warlord in units group player}; warlord allowDamage true; ["capture", "SUCCEEDED", true] call BIS_fnc_taskSetState; //PICKUP _extract_crew = creategroup WEST; _airframe1 = [getMarkerPos "pickup_spawn", markerDir "pickup_spawn", "RHS_UH1Y_d", _extract_crew] call BIS_fnc_spawnVehicle; _heli = _airframe1 select 0; _wp1 = _extract_crew addWaypoint [_hPad, 0]; _wp1 setWaypointType "LOAD"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointstatements ["true", "(vehicle this) LAND 'GET IN';"]; [west, ["extract"], ["Extraction helicopter inbound. Get the Russian commander aboard it.", "Extract", ""], getMarkerPos "pickup", true] spawn BIS_fnc_taskCreate; ["extract", "ASSIGNED",true] call BIS_fnc_taskSetState; waitUntil {warlord in _heli}; [warlord] joinsilent _extract_crew; ["extract", "SUCCEEDED", true] call BIS_fnc_taskSetState; _wp2 = _extract_crew addWaypoint [(getmarkerpos "pickup_spawn"), 100]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; The trigger I have set in the editor is set to a condition of taskCompleted extract; But it doesn't fire, even once the task is completed. Any help appreciated. -
I have an array of possible places a unit can spawn (see post about task complete trigger). Some of these possible spawn positions are in buildings with more than one floor. Is there a way to specify a marker on a specific floor or height? I thought I had placed them in the 3D view of the editor (not map) but the units still spawn on ground level (which in this case can be inside a building floor with no doors!). Is there a way to do this or do I just need to change the marker positions?
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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 -
I am trying to create a radio trigger via a script, so that I can then run that script when the player enters the area of another trigger. Idea is once you enter an area, you get the radio support. This is what I have, but it doesn't seem to add anything to my radio menu. support = createTrigger ["NONE", getPos player1, true]; support setTriggerText "BOMB!"; support setTriggerActivation ["CHARLIE", "NOT PRESENT", false]; support setTriggerStatements ["this", "0 = execVM 'spawnjet_russia.sqf'",""]; I can run the script in debug without errors, but it doesn't add to the player's menu. I also tried adding player1 synchronizeObjectsAdd [support]; but this did nothing either.
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Trigger detect scripted task complete
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just wrote the trigger into the script, and that works just fine. If anyone knows a different way? -
Trigger detect scripted task complete
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright I may have jumped the gun just a bit. Since the task is created by a script but this trigger is placed by the editor, until the script runs and the task is created at bottom of screen I get a BIS_fnc_taskCompleted: No task "extract" exhists. Is there something I am missing, or should I just write the trigger that activates on task completed into the script that creates the task? -
Create Radio Trigger via script
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I was going off https://community.bistudio.com/wiki/setTriggerType support = createTrigger ["Empty Detector", getPos player1, true]; Works geat. -
Trigger detect scripted task complete
patpowercat replied to patpowercat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perfect thanks for all your help! -
Been trying to figure out how to have a surgical type airstrike via a script. Currently, this is what I have: _crew1 = []; _airframe1 = []; _crew2 = []; _airframe2 = []; if (isServer) then { _crew1 = creategroup WEST; _airframe1 = [getMarkerPos "spawn", markerDir "spawn", "B_Plane_CAS_01_F", _crew1] call BIS_fnc_spawnVehicle; _veh1 = _airframe1 select 0 ;// vehicle _veh1 setPos [getpos _veh1 select 0, getpos _veh1 select 1, 150];// set height _veh1 setvelocity [-50,-50,0]; _veh1 flyinHeight 150; _wp1 = _crew1 addWaypoint [(getMarkerPos "US_1"), 0]; _wp1 waypointAttachVehicle r_arty_1; _veh1 reveal [r_arty_1, 4]; _veh1 doTarget r_arty_1; _veh1 doFire r_arty_1; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointCombatMode "BLUE"; _wp2 = _crew1 addWaypoint [(getmarkerpos "spawn"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; //Second Jet _crew2 = creategroup WEST; _airframe2 = [getMarkerPos "spawn2", markerDir "spawn2", "B_Plane_CAS_01_F", _crew2] call BIS_fnc_spawnVehicle; _veh2 = _airframe2 select 0 ;// vehicle _veh2 setPos [getpos _veh2 select 0, getpos _veh2 select 1, 150];// set height _veh2 setvelocity [-50,-50,0]; _veh2 flyinHeight 150; _wp1 = _crew2 addWaypoint [(getmarkerpos "US_2"), 0]; _wp1 waypointAttachVehicle r_arty_3; _veh2 reveal [r_arty_3, 4]; _veh2 doTarget r_arty_3; _veh2 doFire r_arty_3; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FAST"; _wp1 setwaypointCombatMode "BLUE"; _wp2 = _crew2 addWaypoint [(getmarkerpos "spawn2"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FAST"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;} forEach crew (vehicle this) + [vehicle this];"]; }; This is with 2 different targets (r_arty_1 and r_arty_3) with two different jets to attack them. However, I cannot get the jets to fire on targets. If I change setwaypointcombatmode to YELLOW, they fire, but at both targets. What I want, is a targeted strike against their assigned targets.