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Everything posted by Spatsiba
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help EndMission if slot not selected
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok I'm not the most knowledgable but what's the difference betwene isNil and isNull? Should you ever use isNull instead of isNil since it seems like a broader command? -
Welcome to Glasgow
Spatsiba replied to thebuckfastwine's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That's the one! Would love to see less war torn maps and more "default" style ones. Especially if they're more realistic and less adapted to the game. -
backpack Realistic backpacks
Spatsiba replied to FLying-FINN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know that's why I made the joke about snails lol. I hope you guys got that it was about snails. Because the bergen is huge and makes you look like one. -
backpack Realistic backpacks
Spatsiba replied to FLying-FINN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah but you wouldn't hide a bergen under a ghilile. You'd look like a french delicatessy! About the bags. What about c4 etc. In my opinion I'd love to have to take out the c4 of the bag, then attach it to stuff. But maybe they will have to be allowed. Same with radios etc. Stuff that can't fit in your vest/uniform. Speaking of ACE3. They actually have a feature like this on certain items that'll have to be in vest/uniform and won't work in bag, just saying. -
Welcome to Glasgow
Spatsiba replied to thebuckfastwine's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That pic!!! Looks great! -
Welcome to Glasgow
Spatsiba replied to thebuckfastwine's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Let's leave that for mission makers ;) Maybe an optional pbo with extra bad custom weather? lol -
Welcome to Glasgow
Spatsiba replied to thebuckfastwine's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks great! Can't wait to do some BAF missions here. I remember someone made an irish/scottish/welsh (can't remember which pls don't lynch me) terrain in ArmA 2 that was about 5x5km with loads of hedges around the roads. Hopefully this will have some very cool and unique features as well. -
Hey! I've been trying to adapt the ambient civilian module released by BI to allow modded factions. So far the only way I've found this doable is by adding some code on unit created. _civs = [ "LOP_Tak_Civ_Man_06", "LOP_Tak_Civ_Man_08", "LOP_Tak_Civ_Man_07", "LOP_Tak_Civ_Man_05", "LOP_Tak_Civ_Man_01", "LOP_Tak_Civ_Man_10", "LOP_Tak_Civ_Man_02", "LOP_Tak_Civ_Man_09", "LOP_Tak_Civ_Man_11", "LOP_Tak_Civ_Man_12", "LOP_Tak_Civ_Man_04", "LOP_Tak_Civ_Man_14", "LOP_Tak_Civ_Man_13", "LOP_Tak_Civ_Man_16", "LOP_Tak_Civ_Man_15" ]; _loadOut = selectRandom (getUnitLoadOut _civs); _this setUnitLoadout _loadOut As you can probably tell I'm using PO4 and want to make generic desert-y civlians. I haven't tested the code but it should be working. Now the only problem is the civies all look like John Wayne dressed up in taki wear. They speak greek/french too which is an issue as well as their names being Gorkhus Thanos and shit. Is there any way to impliment this somehow? identityTypes "LanguagePER_F", "Head_TK", "G_IRAN_default" faceType "Man_A3" genericNames "TakistaniMen" I want the language, heads and names fitting for the environment (far west asia) assigned to the civies. I haven't found a way of doing so without creating hundreds of versions of custom identities in the description.ext. Any help would be greatly appreciated!! :)
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help Set random identity script
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
True but it'd be nice if the module used game mechanics like selecting a unit classname instead of reconfig a whole unit every time it spawns. It should technically use twice as much if not more resources doing it this ghetto way. Also about faces I think it's easiest just making custom identities in the description.ext and then selectRandom on those. Civilian names aren't really important for the missions I plan on using this in and there's plenty of other scripts for spawning civies like EOS style if you need it. Thanks for the help though! I'll definitely work something out of this.- 6 replies
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help Set random identity script
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah that's what I'm afraid I'll have to do. I want a damn script to fetch and write for me!! I'm already working on a way to make it all a public variable to fetch from so it doesn't have to rewrite itself hundreds of times in a mission. I should really make a ticket about making the civilian module a drop down and choose faction thing kind of like how zeus has the addons setting. Right now it's meant to "auto detect" if it's tanoa or altis.. but what about mods?? :(- 6 replies
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help Set random identity script
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. I'll have to write down a bunch of names then.. Do you know if there's any way to grab names from the PO4 pack? Also I'm assuming I can do the same thing with setIdentity. I'll probably have to make this into a completely different script to save some FPS eventually too smh.- 6 replies
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backpack Realistic backpacks
Spatsiba replied to FLying-FINN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright. ACE wasn't really that relevant though. Let me rephrase that. Does anyone know if it's at all possible to remove backpack from inventory and force it to be on the ground to mess around with inventory? Would it be possible to just edit the player gear menu and use the script provided above? I'm asking more like a is there something that's preventing this that any of you know of. Not a whole tutorial on how to do it. Going to download your mod version and check it out HAZ! :) -
help Weapons won't fire from water
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know a lot of guns tend to not function/actually blow up when fired underwater. Some like the HK416 has been tested and works fine directly after raising out of the water. A gun really serves no purpose UW because the water itself will just tank the bullet in less than a metre. The guns in backpacks thing is something I've already tried and I guess it's the best "solution" so far. However the SDAR is EXTREMELY innacurate when fired from water at a distance longer than 15 metres. It also just looks really stupid imo. Only big problem is the mission is stealth and firing a SDAR isn't very stealthy soundwise. I might just make a shoot in sync with loud noises script.- 12 replies
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- gun wont fire in water
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Hey! I've been trying to make a mission where you do some navy seal shit and surface from the water to take down two guards on a pier. Problem is, the gun won't fire unless you aim almost straight into the air. Does anyone know any way to fix this in the mission file without having to modify the game? The SDAR is an option that I've played around with but I'd prefer an HK.
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help Weapons won't fire from water
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know how to add attachments to the SDAR. I had to mod the game however. Also silencers didn't work. I also know how to mod guns so they can fire underwater. But both require configs and making people download a mod for just one mission. Which sucks..- 12 replies
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backpack Realistic backpacks
Spatsiba replied to FLying-FINN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, it wouldn't be possible to edit the gear menu to remove the backpack itself and add an ace interaction to drop/pickup/open bags? Then find a way to not count the mags etc if they're in your bag. I'm thinking engine limitations rather than how boring it sounds. Because it sounds like some really boring work. -
help Weapons won't fire from water
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm aiming for some more arcade ish than that. I mean shooting from a swimming position. Seems like there's no smart way of doing it without cutscenes or attachto etc.- 12 replies
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backpack Realistic backpacks
Spatsiba replied to FLying-FINN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would it be possible, technically speaking, to make a module for ACE that removes the backpack entirely from your inventory? Like you don't get any option to use the items inside of it, they don't count in your mag count and you have to drop it to access gear? I'm just curious if anyone here would know since you're fairly knowledgeable when it comes to the quirks of ArmA. -
Air Defence Systems
Spatsiba replied to Captain Dodger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried https://community.bistudio.com/wiki/doFire? -
backpack Realistic backpacks
Spatsiba replied to FLying-FINN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been wanting this since ArmA 3 came out. ArmA 2 style backpacks!! Just want to follow this thread. -
Making an enemy unit go unconsious when hit (ACE 3)
Spatsiba replied to mcnools's topic in ARMA 3 - MISSION EDITING & SCRIPTING
HIV addEventHandler ["Hit", {execVM "hivHit.sqf"} ] }; Maybe try that and then in "hivHit.sqf" add [hiv, 100, true] call ace_medical_fnc_setUnconscious; I haven't tested but I think it'd work? -
mgi scripts REPACK or AUTO-REPACK MAGAZINES
Spatsiba replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So the first one allows for COD style reloads? If so that's cool and useful for arcade scenarios.- 2 replies
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Hey! I've been trying to make a IED script that uses a triggerman instead of the commonly found pressure plate. So far it's early in "development" but eventually I'm aiming for it to become dynamic and able to spawn random death traps all over the chosen map. The problem I've encountered and need help with is that my local variable doesn't work in a trigger. // Pick a spawnpoint _spawnPoint = selectRandom [ "spawn_garage", "spawn_hotel", "spawn_hotel_2", "spawn_shop", "spawn_office", "spawn_binocular", "spawn_suicide", "spawn_minaret", "spawn_wall" ]; // Spawn IED man _bomberGroup = createGroup [East, True]; _bomber = _bomberGroup createUnit ["LOP_AM_OPF_Infantry_Engineer", getMarkerPos _spawnPoint, [], 0, "CAN_COLLIDE"]; _bomberGroup setBehaviour "careless"; //removeAllWeapons _bomber; _bomber setCaptive true; _bomber disableAI "MOVE"; _bomber setUnitPos "UP"; _bomber_weapon = currentWeapon _bomber; // Custom scripts depending on which spawnpoint is chosen switch (_spawnPoint) do { case "spawn_garage": { hint "GARAGE"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 4.040]; }; case "spawn_hotel": { hint "HOTEL"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 3.798]; }; case "spawn_shop": { hint "SHOP"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 4.292]; }; case "spawn_office": { hint "OFFICE"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 5.787]; }; case "spawn_binocular": { hint "BINOCULAR"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 3.403]; }; case "spawn_suicide": { hint "SUICIDE"; }; case "spawn_minaret": { hint "MINARET"; _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 19.424]; }; case "spawn_hotel_2": { hint "HOTEL_2"; }; case "spawn_wall": { hint "WALL"; }; default { hint "ERROR! No spawnpoint chosen"; }; }; // Make bomber face IED _dir = _bomber getDir IED_L; _bomber setDir _dir; _bomber setFormDir _dir; // Spawn weapon next to bomber //_wh = "WeaponHolderSimulated" createVehicle position _bomber; //_wh addWeaponCargoGlobal ["rhs_weap_akm",1]; //_wh addMagazineCargoGlobal ["rhs_30Rnd_762x39mm",1]; //_wh setPos (getpos _bomber); _wh = "GroundWeaponHolder_Scripted" createVehicle position _bomber; _wh setPosAtl (getPosATL _bomber); _bomber action ["DropWeapon", _wh, _bomber_weapon]; // Create a trigger on triggermans position to make him combat any player that gets close // ###THIS IS WHERE IT GETS FUCKY### _trgr_bomber_1 = createTrigger ["EmptyDetector", getPos _bomber, true]; _trgr_bomber_1 setTriggerArea [10, 10, 0, false]; _trgr_bomber_1 setTriggerActivation ["ANYPLAYER", "PRESENT", false]; _trgr_bomber_1 setTriggerStatements ["this", "hint 'trigger start'; _bomber selectWeapon '_bomber_weapon'; _bomber enableAI 'MOVE'; _bomber setUnitPos 'AUTO'; _bomberGroup setbehaviour 'COMBAT'; _bomber setCaptive false;", "hint 'trigger end'"]; // Testing to see if set to careless because he kept on throwing grenades // Somehow AI still do that in careless I guess? sleep 5; _b = behaviour _bomber; hint format ["%1", _b]; /* ACE Detonation Needs to be fixed No clue how to use this at all // Connect explosives to bomber [_bomber, IED_L, "Cellphone"] call ace_explosives_fnc_connectExplosive; sleep 30; // Boom? [{ ["_bomber", "3000", "IED_L", "0", "Cellphone"]; true }] call ace_explosives_fnc_addDetonateHandler; */ Basically, if you can understand my mess, I have two issues 1: the "_trgr_bomber_1" doesn't know what "_bomber" is so it can't make him pickup a gun and activate standard AI combat. 2: AI still throw grenades at me like 17th century grenadiers even though they're set to "CARELESS". Any help would be greatly appreciated and I'm pretty sure it's an easy fix for anyone who's actually a coder.
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help Private variable in trigger?
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@HazJ Ok, thank you! I'm not a coder I just taught myself how to do the basics in ArmA. The more advanced stuff is completely new to me. This is kind of a small project I made to learn the slightly less basic basics. -
help Private variable in trigger?
Spatsiba replied to Spatsiba's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is all the code minus the activateBomber. I want the trigger to be different sizes depending on which spot the bomber spawns at. EDIT: That last trigger and ace stuff is very WIP as I don't fully understand the ace functions neither.