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Capt MacTavish

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About Capt MacTavish

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  1. Capt MacTavish

    Check trigger if alive

    @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"; }; }];
  2. Capt MacTavish

    Check trigger if alive

    @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;
  3. Capt MacTavish

    Check trigger if alive

    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.
  4. Capt MacTavish

    Check trigger if alive

    @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 ?
  5. Capt MacTavish

    Check trigger if alive

    @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.
  6. Capt MacTavish

    Check trigger if alive

    @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.
  7. Capt MacTavish

    Check trigger if alive

    @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.
  8. 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.
  9. Very very sexy. Will definetely use in the future.
  10. Capt MacTavish

    Firing range help

    @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.
  11. @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.
  12. 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.
  13. 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.
  14. Capt MacTavish

    Vehicle damage

    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.
  15. 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.
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