Furcas00
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Everything posted by Furcas00
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So I've been looking into adding the 'Hold Space' to interact with an object, as in Apex Protocol to complete tasks, and so far come across BIS_fnc_keyHold as the function to use for this type of interaction. But I can't find any documentation for it on the forum, or on the Wiki. All I know is that it was introduced in 1.44 with the Revive system. Is this the right function i'm looking for? if so, how do I use it? Thanks in advance for any help on this. Edit: Nevermind, someone on the steam community board just linked me https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd
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Use for BIS_fnc_keyHold?
Furcas00 replied to Furcas00's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried searching before, but I was completely off track in terms of keywords. Now that I have the actual function's name, it makes it much easier to find on here. Now to try get it working Globally, rather than Locally. Thanks for the link though. -
Tracking Shot Script (Smooth Interpolated Spline shots)
Furcas00 replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gonna try this out. Thanks for posting it, i'll let you know how it goes. -
Using fixed wing aircraft in a mission
Furcas00 replied to dragon01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
scottb613, when you set up your recording, you can use the optional arguments to enable the use of firing. https://community.bistudio.com/wiki/BIS_fnc_UnitCapturehas the full function line. The example they provide is [bIS_Vehicle, 50, 30, true, 10] spawn BIS_fnc_UnitCapture; Which would capture data from a unit named BIS_Vehicle, would capture for 50 seconds, would capture at 30 FPS, and would also record the unit's weapon fire data as well. Frame time offset would be 10 seconds. -
"Randomly Populate Area" On Demand
Furcas00 replied to PCanas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"You can do that with ALiVE" Serious answer though, you might want to look into the script version of the Dynamic Ai Creator (DAC), It's possible to active/deactivate zones which will add/remove AI along with them. You also can define what will spawn in each zone. The hard part will be the system you put in place to manage the activation/deactivation. Also it should be noted the Zones are defined using trigger areas, so it should be easy enough to stack them on each other.