RoryRothon
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player distance player & join
RoryRothon replied to RoryRothon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would i need to put this into a while true loop? This is my code thus far: // Center Map Coordinates = [1000,1000] // Map size = 2000 x 2000 // 900 x 900 marker size // Chopper Class = (B_Heli_Transport_01_camo_F) // ** NEED TO GET CLASS NAME FOR RYANS ZOMBIES ANTI VIRUS EQUIPMENT !! if (!isServer) exitWith {}; // Central marker creation //======================== centerMarker = createMarker ["Spawn", [1000,1000]]; // Chopper spawn into safe position //================================= chopperSafePos = [getMarkerpos "Spawn", 1, 900, 3, 0, 40, 0] call BIS_fnc_findSafePos; chopper = "B_Heli_Transport_01_camo_F" createVehicle (chopperSafePos); // include arrays //=============== #include "vehicleArray.sqf" #include "itemArray.sqf" // 10 Random vehicles around map //============================== for '_i' from 1 to 10 do { _randomVehicle = selectRandom _randomVehiclearray; _SafePos = [getMarkerpos "Spawn", 1, 800, 10, 0, 40, 0] call BIS_fnc_findSafePos; _veh = _randomVehicle createVehicle (_SafePos); _veh setDir (RANDOM 360); // Remove eveything from the vehicle //================================== clearItemCargoGlobal _veh; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; // Place 5 random items into the vehicle //====================================== for '_i' from 1 to 5 do { _veh addItemCargoGlobal [selectRandom _randomItemsArray, 1]; }; // A bit of ammo to help them along the poor buggers //================================================== _veh addItemCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", 10]; // Damage vehicles and light them up //================================== _veh setFuel 0; _veh setDamage 0.8; player action["lightOn",_veh]; }; // Make players join group when they are close to eachother //========================================================= while { true } do { _isInGroup = { params ["_unit"]; count units group _unit > 1 }; { if (player call _isInGroup AND !(_x call _isInGroup) AND player distance _x <= 10) then { [_x] join group player; } } forEach (allPlayers - [player]); }; // DEBUG TESTING PURPOSES ----------------- //waitUntil {getPos chopper select 2 > 15}; //"end1" call BIS_fnc_endMission; //----------------------------------------- Regards Rory -
player distance player & join
RoryRothon replied to RoryRothon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That looks promising, ill give it a try now :) -
Cool, thanks for the info.
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Interesting, i honestly never knew about "popDelay" lol That's going in my scrap book :)
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A a cqb training project, one would assume you have more than 1 shoot house? So i would do the following: 1) Place your targets inside your first shoot house and name them: House1_Target1, House1_Target2, House1_Target3, House1_Target4 etc.... 2) outside the house, place an infostand and use addaction within init: this addAction ["Reset Targets", "popup.sqf"] 3) popup.sqf: house1_target1 animate["terc", 0] house1_target2 animate["terc", 0] house1_target3 animate["terc", 0] house1_target4 animate["terc", 0] house1_target5 animate["terc", 0] // Continue to equal the amount of targets hint "Shoot House 1 Targets reset"; It's easy to sort once you've done it once :) Serena was correct in their post, i just thought i'd elaborate a little. ( You can name popup.sqf to house1_reset or similar, just be sure to update the addAction to show this change ) Regards
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This will certainly come in handy. Thanks for the info everyone :)
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