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Posts posted by Capt MacTavish
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@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;
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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.
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@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 ?
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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.
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@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.
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@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.
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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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Very very sexy. Will definetely use in the future.
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@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.
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@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.
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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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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.
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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.
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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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Hello I have run in to a issue that I have not yet been able to figure out. I am a beginner to scripting in SQF and ArmA in general. A little info about what I am in the process of making, Simply it is a GUI attached to a object you can approach and use via addAction. The purpose of the menus is to choose a level, difficulty and missionType, mission. missionType and mission both have a listBox, return button, select button, close button. Now this is where the issue lies, when returning to the missionType menu the listBox options disappear. I tried but am limited to few options because I don't know much about scripting for arma and every tutorial I have watched and or read have been helpful but, has not helped me fix my issue. I love this game so dam much and I have a lot of respect for others who put their time in to making something amazing. Did I forget to add something ? Is there a refresh command or something similar ?
Mission Type Menu.hpp
Spoilerclass goisseMissionTypeMenu { idd = 6104 movingEnabled = false; onLoad = "[] spawn {execVM 'functions\fnc\actions\goisse\listBox\GLB_missionTypeMenu.sqf';};"; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Capt MacTavish, v1.063, #Lyzaje) //////////////////////////////////////////////////////// class CMT_rscPicture_1: RscPicture { idc = 1200; text = "images\Towns\Goisse\[4] Mission Type Menu\goisseMissionTypeSelectMenu.paa"; x = 0.154531 * safezoneW + safezoneX; y = -0.017 * safezoneH + safezoneY; w = 0.70125 * safezoneW; h = 1.045 * safezoneH; }; class CMT_rscButton_1: RscButton { idc = 1600; action = "call CMT_fnc_SDT_3goisseDifficultySelectMenu;"; text = "Return"; //--- ToDo: Localize; x = 0.381406 * safezoneW + safezoneX; y = 0.599 * safezoneH + safezoneY; w = 0.0360937 * safezoneW; h = 0.033 * safezoneH; colorText[] = {0.61,0.61,0.61,1}; tooltip = "Return to previous menu"; //--- ToDo: Localize; }; class CMT_rscPicture_2: RscButton { idc = 1601; action = "closeDialog 0"; text = "Close Menu"; //--- ToDo: Localize; x = 0.572187 * safezoneW + safezoneX; y = 0.599 * safezoneH + safezoneY; w = 0.0515625 * safezoneW; h = 0.033 * safezoneH; colorText[] = {0.61,0.61,0.61,1}; tooltip = "Close the Menu"; //--- ToDo: Localize; }; class CMT_rscButton_3: RscButton { idc = 1602; action = "[] spawn {execVM 'functions\fnc\actions\goisse\listBox\GLB_missionTypeMenuActions.sqf'}"; text = "Select"; //--- ToDo: Localize; x = 0.474219 * safezoneW + safezoneX; y = 0.599 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.033 * safezoneH; colorText[] = {0.61,0.61,0.61,1}; tooltip = "Confirm selection"; //--- ToDo: Localize; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; x = 0.422656 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.170156 * safezoneW; h = 0.22 * safezoneH; action = "[] spawn {execVM 'test.sqf'}"; }; class CMT_rscListBox_1: RscListbox { idc = 1501; x = 0.4175 * safezoneW + safezoneX; y = 0.313 * safezoneH + safezoneY; w = 0.154687 * safezoneW; h = 0.264 * safezoneH; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; };
Mission.hpp
Spoilerclass goisseMissionTypeMenu { idd = 6104 movingEnabled = false; onLoad = "[] spawn {execVM 'functions\fnc\actions\goisse\listBox\GLB_missionTypeMenu.sqf';};"; class controls { //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT START (by Capt MacTavish, v1.063, #Lyzaje) //////////////////////////////////////////////////////// class CMT_rscPicture_1: RscPicture { idc = 1200; text = "images\Towns\Goisse\[4] Mission Type Menu\goisseMissionTypeSelectMenu.paa"; x = 0.154531 * safezoneW + safezoneX; y = -0.017 * safezoneH + safezoneY; w = 0.70125 * safezoneW; h = 1.045 * safezoneH; }; class CMT_rscButton_1: RscButton { idc = 1600; action = "call CMT_fnc_SDT_3goisseDifficultySelectMenu;"; text = "Return"; //--- ToDo: Localize; x = 0.381406 * safezoneW + safezoneX; y = 0.599 * safezoneH + safezoneY; w = 0.0360937 * safezoneW; h = 0.033 * safezoneH; colorText[] = {0.61,0.61,0.61,1}; tooltip = "Return to previous menu"; //--- ToDo: Localize; }; class CMT_rscPicture_2: RscButton { idc = 1601; action = "closeDialog 0"; text = "Close Menu"; //--- ToDo: Localize; x = 0.572187 * safezoneW + safezoneX; y = 0.599 * safezoneH + safezoneY; w = 0.0515625 * safezoneW; h = 0.033 * safezoneH; colorText[] = {0.61,0.61,0.61,1}; tooltip = "Close the Menu"; //--- ToDo: Localize; }; class CMT_rscButton_3: RscButton { idc = 1602; action = "[] spawn {execVM 'functions\fnc\actions\goisse\listBox\GLB_missionTypeMenuActions.sqf'}"; text = "Select"; //--- ToDo: Localize; x = 0.474219 * safezoneW + safezoneX; y = 0.599 * safezoneH + safezoneY; w = 0.04125 * safezoneW; h = 0.033 * safezoneH; colorText[] = {0.61,0.61,0.61,1}; tooltip = "Confirm selection"; //--- ToDo: Localize; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; x = 0.422656 * safezoneW + safezoneX; y = 0.357 * safezoneH + safezoneY; w = 0.170156 * safezoneW; h = 0.22 * safezoneH; action = "[] spawn {execVM 'test.sqf'}"; }; class CMT_rscListBox_1: RscListbox { idc = 1501; x = 0.4175 * safezoneW + safezoneX; y = 0.313 * safezoneH + safezoneY; w = 0.154687 * safezoneW; h = 0.264 * safezoneH; }; //////////////////////////////////////////////////////// // GUI EDITOR OUTPUT END //////////////////////////////////////////////////////// }; };
Function for switching dialog to mission type menu
Spoiler// params["_player"]; if (!(isNull (findDisplay 6104))); lbClear 1501; closeDialog 0; createDialog "goisseMissionTypeMenu"; _index = lbCurSel 1501; waitUntil {!(isNull(findDisplay 6104))};
function for switching dialog to mission menu
Spoilerparams["_player"]; if (!(isNull (findDisplay 6105))); closeDialog 0; createDialog "goisseDefendMissionMenu"; waitUntil {!(isNull(findDisplay 6105))};
List box for mission type menu
SpoilerdisableSerialization; _display = findDisplay 6104; _listBox = _display displayCtrl 1501; _listBox lbAdd "Defend"; _listBox lbAdd "Patrol"; _listBox lbAdd "Garrison"; _listBox lbSetColor [0, [0,1,0,1]];
List box actions for mission type menu
Spoiler_selectedIndex = lbCurSel 1501; if(_selectedIndex == 0) exitWith { closeDialog 0; createDialog "goisseDefendMissionMenu"; }; if(_selectedIndex == 1) exitWith { hint "You have selected index 1, or second item in the list"; closeDialog 0; }; if(_selectedIndex == 2) exitWith { hint "You have selected index 2, or third item in the list"; closeDialog 0; };
I know doing it this way might seem messy but it is the only way I know of right now.
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This looks very nice.
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That looks simply amazing.
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Look at this here-
http://www.armaholic.com/page.php?id=26789
This is the only implementation of single round loading into a weapon that I know of- It's possible, but it must be particularly difficult if no-one else has attempted it.
I'm new to Scripting and making Animations. My question is how do I after making an Animation example Waving, Push ups etc set that to either a Menu in game or to a key ? I am sorry for kinda high jacking OP Post but I am new to BIS and can not post yet. I would really apreciate the help. A little more info, I host a Private Exile server for my friends and since I have been doing so much such as adding and learning all about Arma I wanted to go a step further and make something kinda simple such as an Animation and put that on my Server for my friends and I to use.
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Friended you on Steam under "NukeInMyPantz". I need help with a small script at the moment. If you could help me msg me on Steam and I'll tell you more about it. Thank you.
Check trigger if alive
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
@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 :)