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Check trigger if alive
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi The safezone is just a respawn point where the player won't be killed upon respawning. He can change a loadout and if he want's to stop the mission, change it etc he can from there. The mission area is about 100-200m away from the respawn point, the purpose if for training only. To have fun and do different missions either alone or with friends. I guess I am very bad at explaining things haha. Short explanation: I get my gear, I pick a mission and I walk over to the mission area for some fun :) Thank you @Grumpy Old Man @pierremgi and @HazJ for helping me! It's fixed now and if anyone else finds it helpful, have at it :) this addAction ["Mission Menu", { if (count (allUnits select {alive _x && side _x isEqualTo opfor && _x distance getMarkerPos "dieselPowerPlantChecker" < 251}) > 0) then { hintSilent "OPFOR Units still in AO"; } else { createDialog "dppMainMenu"; }; }]; -
Check trigger if alive
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Grumpy Old Man Any chance you can add a if, then and else to this please ? count (allUnits select {alive _x AND side isEqualTo east AND _x distance "SomeMarkerName" < 500}) > 0; -
Check trigger if alive
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I run it on a laptop which is in a safehaven, basically a respawn point where the player is safe from being killed and can rearm. I thought of putting the addAction on a trigger but I didn't want the player to have access to the menu while playing the mission, only when he is inside the safezone. -
Check trigger if alive
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@zagor64bz I apologise, I was running on fumes when I replied to grumpy. I'm just passing 4000 hrs myself and I have learnt a lot, it's just I had no idea how to combine for example alive, getpos, getmarkerpos, units etc( not saying that those are the correct ones to use ) together to make what I need. I will try to be more clear in the future when I post. I absolutley love making stuff in arma, this is probably the only game I couldn't get tired of playing. I'm basically making a training mission for my community and I just want to make sure when I make something it not only works but it works well and made the right way. If this works then the only other thing I can think of to add to it would be when the player opens the dialog, if a mission is "active" a message would appear saying "Mission Active". These two things do the same thing, do you think it would be better to run a check upon opening the dialog or when the player chooses a mission ? -
Check trigger if alive
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@zagor64bz this addAction["Mission Menu", {createDialog "dppMainMenu";}]; All I asked was how to just check to see if there are any opfor units within a marker, that's all. I am NEW to arma scripting and mission editing and therefore naturally I have questions on how to go about certain things. What is a good technique, what's the right way. @Grumpy Old Man Thanks for your help, I will try that out and see what happens. And zagor you don't have to be rude about it, If I knew how to do all of this I wouldn't of posted... Sorry for any confusion. If you want the entire path then tell me. Laptop with a addAction with the code above that opens a dialog that contains the mission options. The actual code that spawns the mission is very long. At the moment there is no other code to look at. I wanted to get this figured out before I do the rest of it. There is no code that pertains the check for opfor units because I didn't know how to make it so therefore there is none. -
Check trigger if alive
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Grumpy Old Man I have a area that I am making pre made missions (By default there are no spawned AI). The way you activate a mission is a laptop with a addaction, when the player chooses a mission I want it to go through a checker to see if any opfor units are alive. I'm not sure if I should use a Trigger or a Marker that covers the mission radius to see if there are any OPFOR units alive. If you have any more questions let me know, hopefully we can figure this out. -
Check trigger if alive
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi Thanks for the reply. I'm not sure I understand fully. From what I understand about that condition is that it can connect to say a marker and or trigger with the given variable name, is that correct ? If yes then wonderful, if not then I'm still stuck on running a check if any opfor units are alive in the given area. I'm just trying to understand. -
Capt MacTavish started following Vehicle damage, Check trigger if alive, [Abandoned] [Release] Notification System and and 1 other
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Hi everyone, I am stuck on somethan. I'm making a mission in a pre defined area where a player can spawn ai via a addAction. My issue right now is, the player can spawn the mission over and over. That by itself will cause a lot of problems. Others might have a better idea on how to go about this but I thought it would be a good idea before the script spawns the mission it would check to see if there are any OPFOR Units Alive within the marker or a trigger area if there is the mission will not spawn, if there is'nt then the mission will spawn. I don't know how to successfully make a check for opfor units (not players, just AI). Any help would be very much appreciated thank you.
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[Abandoned] [Release] Notification System
Capt MacTavish replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very very sexy. Will definetely use in the future. -
Firing range help
Capt MacTavish replied to Capt MacTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@mrcurry Thanks for the reply, I put it on my mission and so far it works beautifuly. I like that it's very dynamic, the range, set lanes, min / max etc. The mission I am currently making is not only for my group but it is for me to learn how to script and make things. The reason I asked if anyone could make a bare bones script so that I could mess with it and add on to it. Thanks again @mrcurry your script is awesome, can't wait to make somethan like that. -
[Abandoned] [Release] Download Data (from End Game)
Capt MacTavish replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@HazJ I believe it could of been the video but as for say a command to set the volume to a specific db, no luch yet. I have been trying to test say3D, playSound, playMusic to test it with attaching it to a vehicle addAction and that doesn't work for me either.- 61 replies
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Hello, I've been messing around with trying to make a simple firing range script that when activated puts the popup targets in down position. Then every let's say two seconds pops up a target, if not hit pop down and randomly select another target and repeat. If a target is hit have a counter count how many targets the player has hit then display at the end. This seems pretty straight forward but as I am new I am unable to successfully do this by myself. If anyone could help me make this I would be very appreciateive, thank you. I know there are a few other firing range scripts out there, I have tried a few such as moss targets and it is really nice, I am just looking to make my own simple one. score start at 0 count how many hits tgt1, tgt2 for knowing which targets to connect to.
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[Abandoned] [Release] Download Data (from End Game)
Capt MacTavish replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey is there a way to set a volume to the setObjectTexture that play's the intro.ogv. From what I noticed it play's pretty loud and you do not have to be close to the object in order to hear it.- 61 replies
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Vehicle damage
Capt MacTavish replied to Capt MacTavish's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just realised I posted this in the wrong one thread, could a mod please move this to arma 3 editing and scripting for me please. -
Hi I ran into a little issue. I made a little heli training where the instructor can control the heli from the ground via a dialog. In the dialog there are options to damage the engine, main rotor, tail rotor etc. In the editor it works perfectly and when trying it on a dedicated server it half works in a way. If I am in the menu and a friend is in the heli it does not produce the damage for him. I assume it has something to do with local / global variable ? I don't know too much about that as I am a beginner. Setup: Object stand has a addAction on it that opens the dialog. if(_selectedIndex == 0) exitWith { player sideChat "Little Bird has Light Engine Damage!"; trainingLittleBird setHitPointDamage ["HitEngine", 0.5]; }; I'm not sure how to fix this. Any help would be appreciated.