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Spatsiba

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Everything posted by Spatsiba

  1. How do you mean? Is there anyone who can explain switch case variables? I'm trying to do this: // Custom scripts depending on which spawnpoint is chosen switch (_spawnPointBomber) do { case "spawn_garage": { _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 4.040]; }; case "spawn_hotel": { _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 3.798]; }; case "spawn_shop": { _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 4.292]; }; case "spawn_office": { _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 5.787]; }; case "spawn_binocular": { _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 3.403]; }; case "spawn_suicide": { }; case "spawn_minaret": { _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 17.424]; }; case "spawn_hotel_2": { private _bomberX = 12; private _bomberY = 20; private _bomberC = true; }; case "spawn_wall": { }; case "spawn_hotel_3": { _bomber setPos [getPos _bomber select 0, getPos _bomber select 1, 4.087]; }; default { hint "ERROR! No spawnpoint chosen"; }; }; _trgr_bomber setTriggerArea [_bomberX, _bomberY, _bomberC]; and keep getting error undefined variable in expression _bomberX, _bomberY, and _bomberC I get that it has to do with the scope but I don't fully understand these things even though I've searched and read about it.
  2. Right click > Attributes > Identity > Insignia
  3. I've noticed the animations aren't looped. Not telling you how to do your mod but right now you look epileptic when using radio because your hand keeps switching.
  4. I was actually playing around with that but didn't get it to work. I made a fnc inside the same script and called it in the trigger. I'll try your version and see if it works but just looking at the code it seems like a fix. Thank you! Will come back with results :) EDIT: Ok, it worked. Only problem now is the AI won't pickup the gun at his feet. Going to have to find a way to do that and learn how to use ACE3 explosives with AI now. EDIT EDIT: The only problem now is triggering the explosive with ACE3. If anyone wants the finished code I can post it here on demand. I don't want to bump the thread for no reason. Thanks for the help scott and muzzle for the solution :)
  5. Hey Scott! Thanks for your reply. :) In this specific scenario I probably could but later on when I'd run the script more than once I'm not sure if it'd break something. IE: make two bombers connect to the same trigger etc.
  6. Looks great! I'm not sure if I understood you correctly but will this be a lightweight version of CUP with only BAF included?
  7. In eden editor: Edit unit > Identity > Insignia
  8. Looks great! Going to give this a try. OT: We seem the have the same ideas. I already had pretty much exact this minus the UI already as WIP.
  9. Hey! I've been trying to make AI run out through a garage port into the street using a CUP building. The only problem is they don't actually open the door and instead use ghost technology to go straight through it. The building in question is "Land_House_C_10_EP1" found in CUP Terrains Core. I've tried using scripts that work for vanilla buildings with no success. The door I want to open is number 10 in the edit terrain module supplied by BIS in ORANGE dlc (Right garage port if looking at the building from the front). It's worth mentioning that the module manages to open it with animations and all but my attempts to do so through script fail. If anyone here has experience using CUP I'd appreciate some help.
  10. You got that screen shot?
  11. Thanks for the reply! I'm not sure what module you're refering to. Could you link to their documentation?
  12. Spatsiba

    New CSAT SAM colour

    Try this? https://community.bistudio.com/wiki/setObjectTexture
  13. Does anyone know if this mod is compatible with the latest version + ACE3?
  14. Hey! I'm trying to remove military objects on Altis using: _towers = nearestTerrainObjects[[worldSize/2,worldSize/2],[ "Land_Cargo_Tower_V2_F", "Land_Cargo_Tower_V1_F", "Land_Cargo_Tower_V3_F", "Land_HBarrier_3_F", "Land_HBarrier_5_F", "Land_HBarrier_Big_F", "Land_HBarrier_1_F", "Land_HBarrierWall_corridor_F", "Land_HBarrierWall_corner_F", "Land_HBarrierWall6_F", "Land_HBarrierTower_F", "Land_HBarrierWall4_F"],worldSize,false]; {hideObjectGlobal _x} forEach [_towers] without luck. (I know the list isn't complete with all objects but desert towers are still there). My question is: Is there even a way to do this in a mission file?
  15. Spatsiba

    Unit Deletion

    My group used this at one point, I think
  16. Spatsiba

    Unit Deletion

    Doesn't ArmA 3 have a default version for this now? https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation
  17. I'll try it whenever I get the chance. Thanks for the help :)
  18. Hey gc8! Thanks for the reply. That might've been some lazy writing by me but if I change it I still get nothing.
  19. Have you found help yet? This is a fairly simple process and I'd be willing to *attempt to help you for free. Send me a PM if you still need help :) *I won't guarantee anything.
  20. Hi! I'm having issues spawning in ACE3 IED's with pressure plate activation on. Currently there's 50 IED's that spawn in, they're simulated objects and should (?) work with pressure plate, yet they don't. Here's the faulty script: if (!isserver) exitwith {}; //Theres a marker called center in the middle of the map _centerMrk = "center"; _dist = 25000; _center = getmarkerpos _centerMrk; _counter = 0; _rDist = 5.75; // Objects used as IEDs _iedList = [ "ACE_IEDLandBig_Range", "ACE_IEDLandSmall_Range", "ACE_IEDUrbanBig_Range", "ACE_IEDUrbanSmall_Range" ]; while {_counter < 50} do { //Create position on map for IED _list = _center nearRoads _dist; _iedType = _iedList select (floor random (count _iedList)); _road = _list select (round random (count _list)); _roadDir = getDir _road; _newDir = _roadDir; _dir = _newDir; _pos = getpos _road; _posx = _pos select 0; _posy = _pos select 1; _tx = (_posx + (_rDist * sin(_dir))); _ty = (_posy + (_rDist * cos(_dir))); _iedPos = [_tx,_ty,0]; //Create IED _trgMan = createVehicle ["I_C_Pilot_F", _center, [], 0, ""]; _ied = createVehicle [_iedType, _iedPos, [], 0, ""]; _ied setDir (random 360); _ied setPos getPos _ied; //So far so good, this is where I have to add some type of way to trigger them because they dont work by themselves like if you place them with zeus [_trgMan, _ied, "PressurePlate"] call ace_explosives_fnc_connectExplosive; deleteVehicle _trgMan; //Add IED to list _counter = _counter + 1; }; If anyone with knowledge about ACE3 could help me out that'd be highly appreciated. //Green
  21. Not necessarily. I wouldn't say so at all actually. What do you mean "stealing"? I guess maybe some 12 year old life admin would be smashing his keyboard because you're using "his" mission file but other than that there won't really be much of a reaction.
  22. I'm going to assume you're completly new to everything regarding ArmA and advice you against trying this due to it being too advanced for a beginner. However, here's the steps for you. 1. Download an existing life mission file (If you've played on one before it's been cached on your PC. Search up "MpMission cache arma 2"). 2. Done.
  23. You're insanely talented considering you've already made THAT much progress learning from scratch. Good luck with the addon! There's loads of resources and help on these forums. Not only in readable material but also a lot of people that do configs and textures etc for others, if that's too intimidating.
  24. Spatsiba

    Smooth animation transitions?

    Switchmove forces it instantly, playmove adds it in a que, playMoveNow makes it skip the que. In your example the _unit would instantly do nimation "A" then add animation "B" in a que for when anim "A" is done.
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