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Alleged Accomplice

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Everything posted by Alleged Accomplice

  1. Could I put put isKindOf Car in there to make it work on any vehicle?
  2. Alleged Accomplice

    Craters

    Tried it, no error but craters are way smaller especially on hardened surface. Edit: Okay it seems to take projectile into account now. I can make a fairly deep crater by firing an HE tank shell into the ground but the GBU blown up the debug doesn't do much anymore.
  3. Alleged Accomplice

    Craters

    I may try to add some debris to it, likely will fail, but some rocks in the hole and outside it would be nice
  4. Alleged Accomplice

    Craters

    Nice but I also get this I used the debug console to set off a GBU. Don't know if that could cause the error. Doesn't matter, it works. I put it in a trigger, the one I always use to make something work map wide. Edit, okay I put a navel mine of the ground and shot it till it blew up, nice crater but it still does the error. I don't care but I know you do.
  5. Alleged Accomplice

    Craters

    I keep telling people I saw this a long time ago in a video put out by someone before the game came out. It had "actual" craters but then they took it out before the game came out. It was part of the reason I bought the game. I keep wondering if that is not still inside the game but disabled and now modders have to code craters back in themselves. Still thanks Pierre. @H4wek, also, good work. Not gonna lie some people like scripts better cause the devs are constantly breaking mods with updates. They break scripts as well but not as often it seems. People can make adjustments to scripts more easily, not me but others LOL. Also many modders disappear after being around for a couple of years/months (not Pierre) and the mod is broke and no one can fix it. Must be hundreds of them over at the steam workshop that no longer work and will not be fixed.
  6. @JCataclisma. While trying to make your code work I learned I can write code that instantly crashes the game 😂
  7. Place an unarmed soldier on the map, edit his loadout and put the things you want. Some kits will spawn with the default gear no matter what you put in it in the arsenal. So you start off empty, no default loadout.
  8. Alleged Accomplice

    Spawner from Storage Box

    Well you'd have to have a box with an array of things that could randomly spawn inside it then a trigger that would likely have to be synced to a AI spawner with the condition set on the trigger that if a uniform is in the box then it would trigger an AI to spawn. The smart ones here, who know how to set that up, (not me) tend to not help unless you show you've at least tried to set it up/code it yourself. Edit: Another way I suppose would be to hide a few AI with the hide module or more than one and have one for each and then have a show module to unhide them when the uni ends up in the box.
  9. Or am I just a moron? I thought that if I put something, such as player addction, in init.sqf it would show up in a the player scroll menu but it does not. In single player yes it does. Yes I know their is no player in multi. Tried it initplayerlocal, NO DICE. I used unit, had to define unit, tried to just use addaction with nothing in front of it, well then one of the games commands, addaction is not defined. Tried remotexe, I basically tried everything I could find. I searched here and the internet, maybe I used the wrong search terms but I found no way of adding addaction to the scroll.
  10. Alleged Accomplice

    Alleged"s/Bailing_outs finds and stuff

    I have all your stuff, I just thought that that one that guy made was funny cause it doesn't matter what you put it in. I think I am gonna made the debris trash or something like that for the AI, maybe a table ☺️. If 3 tables end up being where the AI was, I will try to make a video of it happening. I cannot post to the tube, for some unknown reason, it just won't let me but I will find a place.
  11. Alleged Accomplice

    Alleged"s/Bailing_outs finds and stuff

    This is a fun one I have not seen here https://steamcommunity.com/sharedfiles/filedetails/?id=2529689111&tscn=1694731551 _fuelTank = (_this select 0); waitUntil {(damage _fuelTank != 0)}; sleep 0.5; bomb = "DemoCharge_Remote_Ammo_Scripted" createVehicle (_fuelTank modelToWorld [0,0,-0.5]); //SMALL: DemoCharge_Remote_Ammo_Scripted || HUGE: Bo_GBU12_LGB bomb setDamage 1; deleteVehicle _fuelTank; "Land_HistoricalPlaneDebris_03_F" createVehicle (_fuelTank modelToWorld [0,0,0]); "Land_HistoricalPlaneDebris_03_F" createVehicle (_fuelTank modelToWorld [0,0,0]); "Land_HistoricalPlaneDebris_03_F" createVehicle (_fuelTank modelToWorld [0,0,0]); private _posATL = _fuelTank modelToWorld [0,0,-0.5]; // Fire private _ps0 = "#particlesource" createVehicleLocal _posATL; _ps0 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 0, 1, [0, 0, 0.25], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1,1,1, 0.0], [1,1,1, 0.3], [1,1,1, 0.0]], [0.75], 0, 0, "", "", _ps0, rad -45]; _ps0 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 0, 0.5, [0, 0, 0, 0], 0, 0]; _ps0 setDropInterval 0.03; // Smoke part 1 private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _ps1 setDropInterval 0.5; // Smoke part 2 private _ps2 = "#particlesource" createVehicleLocal _posATL; _ps2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _ps2]; _ps2 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _ps2 setDropInterval 0.25; Put that into a a SQF file name it what you will and then put this in the init of any object, I mean any, doesn't have to be a fuel tank, hell I put it into an AI dude and blew him up 😁 [this] execVM "explodingTank.sqf"; Of course if you name the first file something else it will have to be changed to that. I highly recommend changing this line waitUntil {(damage _fuelTank != 0)}; to waitUntil {(damage _fuelTank != .02)}; . Things tend to explode on spawn if not, for me anyway. You can take out the debris but if you do the flames will not go out so I did this _fuelTank = (_this select 0); waitUntil {(damage _fuelTank > .02)}; sleep 0.5; bomb = "R_80mm_HE" createVehicle (_fuelTank modelToWorld [0,0,-0.5]); //SMALL: bomb setDamage 1; deleteVehicle _fuelTank; "Land_penblack_F" createVehicle (_fuelTank modelToWorld [0,0,0]); // you won't find these pens LOL "Land_penblack_F" createVehicle (_fuelTank modelToWorld [0,0,0]); "Land_penblack_F" createVehicle (_fuelTank modelToWorld [0,0,0]); private _posATL = _fuelTank modelToWorld [0,0,-0.5]; // Fire private _ps0 = "#particlesource" createVehicleLocal _posATL; _ps0 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 0, 1, [0, 0, 0.25], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1,1,1, 0.0], [1,1,1, 0.3], [1,1,1, 0.0]], [0.75], 0, 0, "", "", _ps0, rad -45]; _ps0 setParticleRandom [0.2, [1, 1, 0], [0.5, 0.5, 0], 0, 0.5, [0, 0, 0, 0], 0, 0]; _ps0 setDropInterval 0.03; // Smoke part 1 private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 7, 1], "", "Billboard", 1, 10, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.3, 0.3, 0.3, 0.33], [0.4, 0.4, 0.4, 0.33], [0.2, 0.2, 0, 0]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [0, 0, 0], [0.33, 0.33, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _ps1 setDropInterval 0.5; // Smoke part 2 private _ps2 = "#particlesource" createVehicleLocal _posATL; _ps2 setParticleParams [ ["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 9, 1], "", "Billboard", 1, 15, [0, 0, 0.5], [0, 0, 2.9], 1, 1.275, 1, 0.066, [4, 5, 10, 10], [[0.1, 0.1, 0.1, 0.75], [0.4, 0.4, 0.4, 0.5], [1, 1, 1, 0.2]], [0], 1, 0, "", "", _ps2]; _ps2 setParticleRandom [0, [0, 0, 0], [0.5, 0.5, 0], 0, 0.25, [0.05, 0.05, 0.05, 0.05], 0, 0]; _ps2 setDropInterval 0.25; The fires go out this way with the pens as debris. Turn up the damage to .8 or .9 so that things just blow up when they are basically destroyed kinda like normal. I made different files for different things, this one is for an AI, used a smaller bomb. Maybe take out some of the debris and make the fires/smoke last longer, I have no clue as to why the debris makes a difference with that. When you search the web for ARMA stuff you find many things.
  12. Alleged Accomplice

    Alleged"s/Bailing_outs finds and stuff

    I will make something from what you posted Pierre I swear 😐. Right now I've change the trigger to call a script that adds the action which calls another script to do something that I haven't figured out how to do yet exactly. IT HAS NO ERRORS, but alas it does not work. I don't know if I forgot or I just now found out that if you use the default backpack on someone like Explosive specialist the way I select my loadouts pictured. Well you can put whatever you want in that backpack but it is going to spawn with the default for the explosive specialist even though the loadout.cpp says different. So when you make them in the edit loadout its best to start off with the basic rifleman or maybe a survivor/unarmed soldier. I forgot, when you copy it out of the edit loadout screen, it will add what you put but it will still copy out the default along with it and even if you edit it out, still spawns with it, so if you want something different you basically have to start with nothing.
  13. Alleged Accomplice

    Alleged"s/Bailing_outs finds and stuff

    Okay, I've done something and have no idea why it works. 2 triggers trying to attain an addaction on the player all of the time. Which is what this thread started out as. Trig1 condition (player distance thistrigger) < 1000000000000 // figured that would cover the map 😁 activation - player addAction ["set off bomb","carbomb12.sqf",nil,1,false, true, "true", "true", 3, false]; Works, until you die then you don't get it again. So I messed around with removing the action, still no go so then I added 2nd trigger trig1_1 condition --triggeractivated trig1 && alive player && (player distance thistrigger) < 1000000000000 I get the action everytime so I get suspicious, like I always do if I mange to make something work, and delete the first trigger and just use the 2nd minus the triggeractivated condition. so condition ---- alive player && (player distance thistrigger) < 1000000000000 I accidentally got what I wanted. Works ever respawn. If anyone thinks "why not make a huge trigger covering the map", cause that really lags the game out. For some reason that does not. I ran it in the multiplayer hosted thing, just me, so I have no idea how it would work with more than one player or on dedicated. I set up a dedicated one time and I do not plan on doing it again for awhile. I only did that to prove to myself that all the crap I put into that scenario would work and it had a lot of crap in it but it all worked. Now I have to add some other conditions so it only works on either players in a certain role or with certain equipment. Thank you for joining me on my weird journey to wherever its going. The Razorback game is about to start so I'm done for the day.
  14. Alleged Accomplice

    GF Object Spawner Script - Mod

    I found a github collection of aussie-battler who has many of George's mods/scripts in the link below. I know this thread is old but I think many would like to know where to find these. One of the leaders around here IMO should put the ones that are found into a sticky since armaholic is gone and all of George's stuff was there. https://github.com/aussie-battler/GEORGE-FLOROS-GR-Arma3-Scripts
  15. When its water you need to use this https://community.bistudio.com/wiki/setPosASLW so maybe (getPosASLW [(position vehicle && vehicle2) select 0, (position vehicle && vehicle2) select 1, -3];
  16. Alleged Accomplice

    Alleged"s/Bailing_outs finds and stuff

    Since in all my missions I chose from the respawn thing shown here https://steamcommunity.com/sharedfiles/filedetails/?id=1986342104 Theirs no init to put it into. I have tried to make an init on those but in 3 unlike 2 theirs no adding to those inits. I saw A2 had an init line in the configure respawn it had. I tried to add one to mine but I got nothing. When I read people longing for stuff from A2 I understand even though I never played it. Right now I have paused my tilting at this windmill, I will continue soon enough.
  17. Alleged Accomplice

    Alleged"s/Bailing_outs finds and stuff

    Okay I put it in a huge trigger which fires, I added the sounds and I hear them and I put this in the activation [] remoteExecCall ["bomb.sqf;"]. I then added waitUntil { not isNull player }; into bombsqf, still nothing. Then waitUntil { not isNull player && hasInterface }; but nothing. Oh the addaction is this, player addAction ["Arm With Carbomb", "carbomb2.sqf","", 0, false, true, "", "true", 5, false, "", ""]; Edit. When I go back to try again I will try the addMPEventHandler
  18. Alleged Accomplice

    Alleged"s/Bailing_outs finds and stuff

    I suppose I could add it to a vehicle and set the range on the action to cover the map but you'd still have to be facing the vehicle at least if not see it. This is the start of another of my windmills to tilt at, this is just the beginning 😬
  19. Alleged Accomplice

    Haul Cargo

    My convoluted and clunky way of loading and unloading cargo. First the truck and the things attached to it, in this case a German 305 blitz. In its init this addAction ["load","cargo.sqf",nil,1,false, true, "true", "true", 9, false]; this addAction ["unload","unload.sqf",nil,1,false, true, "true", "true", 9, false]; I attach 2 invisible helipads to it, works better thats why. Game logic with this in its init pad1 attachto [truck1,[0,-2,0]]; Then the second game logic with this in its init pad2 attachto [truck1,[0,-9,0]]; That gives you an easy to set location to unload to anywhere. Its right behind the truck but I scatter them a bit more when I unload cause they had a bit of a catching fire problem when they collided as they flew out of the truck 😂. The inits of helipad 1 pad1 disableCollisionWith truck1; and into the second helipad pad3 disableCollisionWith box1; pad3 disableCollisionWith box2; pad3 disableCollisionWith box3; Next cargo.sqf to load with if ((box1 distance truck1) < 8) then {box1 attachTo [pad1, [0, 1, 0]]; box1 attachTo [pad1]; detach box1; box2 attachTo [pad1, [-.5, -1, 0]]; box2 attachTo [pad1]; detach box2; box3 attachTo [pad1, [.5, -1, 0]]; box3 attachTo [pad1]; detach box3;} else {hint "too far"}; And to unload we have unload.sqf if ((box1 distance truck1) < 8) then {box1 attachTo [pad3, [0, 1, 0]]; box1 attachTo [pad3]; detach box1; box2 attachTo [pad3, [-.5, -3, 0]]; box2 attachTo [pad3]; detach box2; box3 attachTo [pad3, [.5, -5, 0]]; box3 attachTo [pad3]; detach box3;} else {hint "too far"}; Before I had the distance checker in there they would fly across the map, even the unload script had to have it or they would fly to the helipad on the back of the truck. Took awhile cause I aint no good with IF statements. And don't give me the wiki cause the wiki gives no examples like that above, I have to go find them. The first post of this thread from 2019 fixed it for me. Everything I do runs on borrowed snippets from others code. Insert the loading where the hint was and put else too far at the end. This does not care what vehicle it is, you don't have to add support for another truck or van. I could have done that with a van or even a car but then you blow up both the supplies and the car. Theirs been plenty of good cargo handling systems made for the game but they either have to have support added for more trucks and vans or BI breaks them with an update. I don't think BI will break their own code. I detach as soon as I attach even in the truck, works better especially unloading. Now onto making this work with generic supplies so I am not naming the boxes. The truck and the helipad is okay to name for me and you have to name them to attach stuff to them.
  20. Alleged Accomplice

    Haul Cargo

    It works, first page has that.but I want it to work without naming objects and I want it with no mods and I want to do it mostly myself.
  21. Alleged Accomplice

    Haul Cargo

    I have notepad++, I got VSC cause it was able to use the now non working syntax highlighters, I saw the highlighters mentioned and got it. I figure VSC will do C++ and I may do it that way.
  22. Alleged Accomplice

    Haul Cargo

    I am using Visual studio code with the sqf language thing. I tried to use two different sqf syntax highlighters or what ever and they both had errors going on, something about python, I guess they haven't been updated in quite awhile. Have to admit I sometimes just use metapad but lately I have been trying to use VSC all of the time. I didn't know you could use C++ to do this VSC will show missing brackets of all kinds. I apparently wasn't paying close enough attention. I was listening to news bout Hawaii.
  23. Alleged Accomplice

    Haul Cargo

    So I came back to this job and I put this in the script params ["_ammobox", "_playerscar", "_actionId", "_arguments"]; if ((_ammobox distance _playerscar) <9) then {_ammobox attachTo [_playerscar, [0, -1, 0]]}; Doesn't throw an error but it doesn't load the ammobox and it smashes the truck down close to the ground and it cannot move. Its like something very heavy was loaded into it LOL. Then did this, same thing. params ["_ammobox", "_playerscar", "_actionId", "_arguments"]; _ammobox = _this select 0; _playerscar =_this select 1; if ((_ammobox distance _playerscar) <9) then {_ammobox attachTo [_playerscar, [0, -1, 0]]}; Any ideas what I've done. Oh yeah this is all done from a basic addaction from the truck. Tried this and it keeps saying it needs another ) on line 2 params ["_ammobox", "_playerscar", "_actionId", "_arguments"]; If ((_ammoxbox isKindOfof reammobox_f) && (_ammobox distance _playerscar) <9) then {_ammobox attachTo [_playerscar, [0, -1, 0]]};
  24. Yes 😀. Its one of the stranger ideas I've read here and I've gone through hundreds of pages of this section of the forums. I am not saying it doesn't have a use, it almost certainly does to him but it is strange for it to be done in a war game. Maybe I saw something stranger in this forum but I can't remember it.
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