mandothreesixtee
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Attaching an object to a random object.
mandothreesixtee replied to mandothreesixtee's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Already tried that and didn't work as well. Doesn't matter though, problem already solved. -
Thanks again haleks! Wanna make a dynamic mission to clear out a horde of zombies on a random location. More questions from me though, sorry. :lol: Tried installing the melee weapons script by Phronk(adding execVM line to the init.sqf) since I've been seeing random spawns for melee objects(axe, shovel, etc.) in Ravage. Doesn't seem to be working since I don't see an action for the melee objects. I guess the object needs the init line for it to work.
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Attaching an object to a random object.
mandothreesixtee replied to mandothreesixtee's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for clarifying. Didn't fully understand how the attachTo works, thought it can pull classnames from a string array. Anyway solved the problem. This script works better(I hope :lol:): _objType = floor(random(5)); switch (_objType) do { case 0: {MissionIntel attachTo [officetable01, [0,0,0.43]]}; case 1: {MissionIntel attachTo [officetable02, [0,0,0.43]]}; case 2: {MissionIntel attachTo [officetable03, [0,0,0.43]]}; case 3: {MissionIntel attachTo [officetable04, [0,0,0.43]]}; case 4: {MissionIntel attachTo [officetable05, [0,0,0.43]]}; default {hintSilent "null"}; }; _tableMarker = createMarker ["testintelspawn", MissionIntel]; _tableMarker setMarkerShape "ICON"; _tableMarker setMarkerType "mil_objective"; _tableMarker setMarkerColor "ColorGreen"; _tableMarker setMarkerText "Test Spawn"; -
Attaching an object to a random object.
mandothreesixtee posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! Is it possible to use 'attachTo' to a random object? Made a script like this, not sure if it works since the createMarker I used to test if it attached to a random table i placed all over the map still marks the original location I placed the object. _tables = ["officetable01","officetable02","officetable03","officetable04","officetable05"]; _rndTable = _tables call BIS_fnc_selectRandom; MissionIntel attachTo [_rndTable, [0,0,0.43]]; _tableMarker = createMarker ["testintelspawn", MissionIntel]; _tableMarker setMarkerShape "ICON"; _tableMarker setMarkerType "mil_objective"; _tableMarker setMarkerColor "ColorGreen"; _tableMarker setMarkerText "Test Spawn"; -
Will do. :) Actually I'll hold off releasing the mission first until it's 100% done. Also is there a function I could call or spawn for the zombie horde or is it only available through a module in the editor?
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Thanks haleks! I'm basically done with my mission. All that's left is to add more random side missions to my mission board feature with more varied rewards and some fine tuning and polishing. Dunno if I can post it since it uses your base mission opening from the Tanoa mission and some objectives(not the entire plot) from cosmic10r's "A mission". All the other scripts I use is basically GPL. (Link removed.)
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Thanks! Not sure if I can release it just yet since it uses a lot of other stuff, don't know how permissions work in Arma3 community(haven't read that yet). I basically made the mission for personal enjoyment. The main mission I did is simply the default opening for the Ravage.Tanaoa mission with a different background and with objectives from cosmic10r's "A Mission"(collect intel/laptop functions) ported in. The new stuff I added in are hunters that follow you if you progress into the main mission, survivor zones and inside the main zone is a mission board that produces random missions when activated. The only random side mission I have for now is clear a random area of bandits(no rewards yet.).
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This mod is awesome! Thanks for this Haleks. I've expanded on the Tanoa mission and have worked on a scripted main mission and a random side mission system. Just to ask, what's the variable for the trader currency in Ravage? Wanted to setup the side missions with some rewards.