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dchan200

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Everything posted by dchan200

  1. dchan200

    Markers in 3D space

    If you are setting the unit's spawn position using getMarkerPos, then the marker's height is ignored and set to 0. This is mentioned in the biki. gc8's method of placing an object instead of a marker will work as getPosATL (or any other getPos command) will return the height above ground for the object. However, if you want to keep using markers, a user on the biki page described a workaround using setMarkerDir to set the height of the marker above ground.
  2. You can also unbinarize your mission.sqm outside of Arma3 using Mikero's PBO tools. Download and install the following tools at this link: DePbo.5.66.0.14.Installer.exe DeOgg.1.00.5.24.Installer.exe Eliteness.3.45.5.49.Installer.exe Then open up your mission.sqm using Eliteness. Instructions on using Eliteness:
  3. I'm willing to take a stab at fixing this issue. For the rest of this post, I am going to refer to the following: squad A = driver and gunner. They are the vehicle's crew squad B = soldiers and sergeant. They are the vehicle's cargo. Do you know if you gave the unload order to squad A or B? If possible, could you try giving the unload order to squad A?
  4. Try this: nul=[plane, getMarkerPos "marker", "M_Titan_AA", 500] execVM "guidedMissile.sqf" guidedMissile.sqf requires a position [x, y, z] to work. Use getMarkerPos to get the position of your marker. I assumed it was called marker. For the MissileType, you'll probably need to use M_Titan_AA rather than Titan_AA. Also, MissileType takes the class name as a string so put quotation marks around it. To adjust the MissileLaunching height, just adjust the 4th parameter. The height has been increased to 500m in the example above.
  5. Looks like there's a known issue with using moveInCommander on the RHS BMD4 as the commander slot is classified as a turret. You should be able to get around this by assigning the sergeant to turret slot [0, 0]. Give this a try: //RHS if(_x in ["RHS_BMD4_VDV","RHS_BMD4M_VDV","RHS_BMD4MA_VDV"]) then { _squad_lead = leader(_grp); _squad_mems = units(_grp) - [_squad_lead]; // Workaround to access commander spot of RHS BMD4. // More here: http://feedback.rhsmods.org/view.php?id=459 _squad_lead assignAsTurret([_jeep1, [0, 0]]); _squad_lead moveInTurret([_jeep1, [0, 0]]); _p = 1; { _x assignAsTurret([_jeep1, [_p]]); _x moveInTurret([_jeep1, [_p]]); _p = _p + 1; } forEach(_squad_mems); } else { { _x assignAsCargo _jeep1; _x moveInCargo _jeep1; _x addEventHandler ["killed", {_this execVM "core\killed.sqf"}]; } forEach units _grp; };
  6. I don't think the mods are being loaded properly. Try removing the newline between mod and your executable like so: startHC.bat: cd /D "D:\Steam\steamapps\common\Arma 3" "D:\Steam\steamapps\common\Arma 3\arma3server.exe" -client -connect=185.16.85.44 -port=2302 -mod=@ace;@CBA_A3;@RHSAFRF;@RHSUSAF;@task_force_radio;@ZEUSOPS;
  7. Are you looking for the option to change the side (e.g., locations) and unit (e.g., area) of a game logic? If so, it seems each of the separate options can now be found under the Locations tab: Systems -> Logic Entities - > Locations in the editor.
  8. Good to hear you're using the sector module: that should cut down the amount of stuff you'll need to write and test. You've jumped into the deep end of mission editing since you want to create a multiplayer mission, but hang in there. If need be, narrow the scope of your mission and then scale it up later once the basic pieces have been implemented. Units and Starting Position I think it is necessary to place all playable units somewhere on the map as units created after the mission has loaded (using createUnit) will not be selectable in the mission lobby. What I've seen some missions do is place those units in a safe area (ocean, sky, etc) and then teleport them (setPosATL) to the actual starting zone once the game starts: this process would be unnoticeable to the players. To prevent all the players from piling up in the same spot in the starting zone, you could select a random position within the starting zone marker and then teleport the players there (or groups of players in case of a squad). Here's a thread in case you're interested in how to find a random position within a marker. Squads Interesting idea. How do you plan to allow squads to form? For example, would you group up each of the slots in the mission lobby according to the squads (ALPHA: slot 1 slot 2 slot 3; BRAVO: slot 4, slot 5, slot 6) and/or would the squads form after the mission has loaded?
  9. Make sure you've loaded your usual profile in ARMA3 (top right corner once you load up the game). Each profile has its own mission folder so this might be why you don't see your missions.
  10. dchan200

    Firing range and scoring

    Ok, so we already have a list of targets which should not automatically pop up. In your original code, you called them: _targetList = nearestObjects [(getMarkerPos "fr_init") , ["TargetPopup_ACR"], 1000]; From now on, I'm going to refer to this set of targets as: manual_popups Now, I'm going to assume you have a bunch of other targets of type TargetPopup_ACR outside of marker fr_init which we want to automatically pop up after being hit. I'm going to refer to this set of targets as: automatic_popups Now, to do set difference I am going to create a set which contains all targets of type TargetPopup_ACR within your mission (call this set all_popups) and then subtract from this set the manual_popups to get automatic_popups. Basically, we want: automatic_popups = all_popups - manual_popups Ok, with that out of the way let's get to code you can actually use in your mission: _manual_popups = nearestObjects [(getMarkerPos "fr_init") , ["TargetPopup_ACR"], 1000]; _all_popups = nearestObjects [(getMarkerPos "fr_init") , ["TargetPopup_ACR"], 20000]; _automatic_popups = _all_popups - manual_popups; { _x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_Pop.sqf";}]; } forEach(_automatic_popups); bwi_Func_Pop.sqf: params["_target"]; // Do not want target to pop back up instantly sleep 5; _target animate ['terc', 0]; Now, if you have targets 20,000 meters away from marker fr_init, increase the radius as necessary. Note: I have not tested the code above.
  11. dchan200

    Firing range and scoring

    If it worked for T1 and T2, it'll be simple to add all the other targets using set difference (no need to do it manually). I'll help you with that when necessary.
  12. dchan200

    Firing range and scoring

    Write it like this T1 and T2 should be the target objects.
  13. dchan200

    Firing range and scoring

    Well, you should try it on a smaller set of targets to make sure it works first. Try it on these targets: if (_testLane1) then {TargetsLane1 set [count TargetsLane1, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_Pop.sqf";}];}; All the other targets should remain down when hit, but the ones listed above should go back up after a few seconds.
  14. dchan200

    Firing range and scoring

    nopop applies globally so you cannot set it per target.
  15. dchan200

    Firing range and scoring

    We might run into the same issue as before (just in reverse) if we add an event handler to make each target go up. Using nopop should prevent the targets from automatically playing animations which might've solved the main problem. But, let's see if we're on the right track by adding event handlers to each of the pop-up targets outside of the firing range. Add the following code somewhere. Note, you'll need to include the targets you want to pop back up. _popups = []; { _x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_Pop.sqf";}]; } forEach(_popups); bwi_Func_Pop.sqf: params["_target"]; // Do not want target to pop back up instantly sleep 5; _target animate ['terc', 0]; Note: have not tested code
  16. dchan200

    Firing range and scoring

    I looked up this issue and it has been mentioned here (targets kept staying up). I tested the command they used and it seems to make all targets stay down now: nopop = true; Now, I am not sure if it works with TargetPopup_ACR but give it a try.
  17. dchan200

    Firing range and scoring

    There are a few non-popup targets listed here (search for nopop). Would any of them work?
  18. You may want to look into the sector module which is included in the base game. If you use that module, I don't think you can make it so that a player has to activate an action on the flag pole to capture it: it would be more like capturing a point in the Battlefield series.
  19. dchan200

    Firing range and scoring

    Hmm, that's unfortunate. I can't find the TargetPopup_ACR object in the biki, is it included in a mod? If so, does the mod include a target that does not pop up? We might be able to get around this problem by using a non-popup target. In the meantime, I'll take another look at your script to see if I can find the root cause of the problem.
  20. dchan200

    Firing range and scoring

    I suspect your issue has something to do with addEventHandler. Try replacing it with addMPEventHandler and using MPHit instead. if (_testLane1) then {TargetsLane1 set [count TargetsLane1, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_No_Pop.sqf";}];}; if (_testLane2) then {TargetsLane2 set [count TargetsLane2, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_No_Pop.sqf";}];}; if (_testLane3) then {TargetsLane3 set [count TargetsLane3, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_No_Pop.sqf";}];}; if (_testLane4) then {TargetsLane4 set [count TargetsLane4, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_No_Pop.sqf";}];}; if (_testLane5) then {TargetsLane5 set [count TargetsLane5, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_No_Pop.sqf";}];}; if (_testLane6) then {TargetsLane6 set [count TargetsLane6, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_No_Pop.sqf";}];}; if (_testLane7) then {TargetsLane7 set [count TargetsLane7, _x];_x addMPEventHandler ["MPHit", {_this execVM "bwi_Func_No_Pop.sqf";}];}; bwi_Func_No_Pop.sqf params["_target"]; _target animate ['terc', 1];
  21. dchan200

    Mission Compatible with ACE

    I couldn't find information on what Revive does in respawnTemplates[], but just to be sure remove it. Also, could you double check the revive settings in the editor? Biki says you can enable/disable BI's revive through Attributes >> Multiplayer >> Revive.
  22. Not sure about using isPlayer to get units inside vehicles, but the code I posted should take care of getting all alive units in a vehicle. However, it seems you intend on grabbing only one of the alive units inside the vehicle?
  23. Is there a case where a unit would satisfy isAbleToBreath but not alive? Your edited code should find vehicles, but I don't think it will return the units in them. Additionally, I think it is possible to substitute nearestObjects with nearEntities: would remove the need to enumerate all BLUFOR CfgVehicles. This is what I came up with: _n = player nearEntities(WS); _units = []; { if (side(_x) == west) then { // Need to find each unit in a vehicle if (vehicle(_x) == _x) then { { if (alive(_x) && _x != player) then { _units append [_x]; }; } forEach(crew(_x)); } else { if (alive(_x) && _x != player) then { _units append [_x]; }; }; }; } forEach(_n); hint str(_units); Note: I have not tested the code above.
  24. Sorry for the double post. But, could you try the following: //I NEED HELP FROM HERE _close_camera = false; while {!_close_camera} do { if (inputAction "Fire" > 0) then { CameraUnit Say3D "Shutter"; // Only count once per mouse-click waitUntil { inputAction "Fire" == 0; }; } else { if (inputAction "toggleRaiseWeapon" > 0) then { _close_camera = true; }; }; }; //TO HERE Added a waitUntil to make sure it only counts once per-click.
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