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Everything posted by Danskkat
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Okay I'm REALLY new to the editor so excuse the dumb. This co-op mission calls for the players to infiltrate a zone, arm themselves, do their thing, etc. The enemy is supposed to treat them as friendly until they are armed as they should be dressed like civilians. So far my Google Fu has revealed that I can make the RedFor team play it cool by putting all BluFor players as "this setCaptive true" This is awesome. What I have not been able to figure out is how to set it so that if a player picks up any form of weapon they are "this setCaptive false" It appears that I can possibly say "if unit acquires item" but that looked a little too confining. I am willing to accept that I may just need to list off all the weapons available in the map and turn them into "if player has [maguffin] then setCaptive false" sorts of things. Thank you!
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For some reason when I try to test my mission I've been working on I lose all my weapon information on the HUD. No fire select, grenade type selected, etc. It's only on this mission. In the player's .ini from Eden they have... this addEventHandler ["killed", { _this spawn { TitleCut [" ","black out",1]; sleep 3; TitleCut [" ","black in",3]; "DynamicBlur" ppeffectenable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; ["Initialize", [player, [west], false, false, false, true, true, true, true, false]] call BIS_fnc_EGSpectator; }}]; removeGoggles this; this addGoggles "G_Balaclava_Combat"; Aside from this, I'm not sure what else I may have accidentally screwed up to remove that information. Any thoughts? Thanks!
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Missing HUD Elements in My Scenario
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still not sure what's going on. I tried doing different things with how it calls spectator. Is there something in Eden I might be missing? The problem appears completely absent from my code. -
Missing HUD Elements in My Scenario
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry the more I dig into this the more complicated it's getting. Was hoping to have better details before I reached out again. So in the original mission I had put... into all player units (in the Eden init). Worked great, everything lovely, cool stuff. So I copy/pasted the mission folder, removed all my set pieces except the players (who had that in them) and started the sequel. Except this time, when you fire up, the host and SOME of the clients have all their HUD elements missing. I figured out that if you fired spectator from the debug and closed it again they'd return, so I made a very stupid workaround: It works, but is also very janky. As for your description.ext, I can't imagine why the problem would be from there (since again, direct copy/paste) buuuuuuuuut here you go: Right now I'm trying to run that code that used to be in the Eden unit init into serverInit as a {}forEach allPlayableUnits and seeing how that works. Hope that's enough detail! -
Missing HUD Elements in My Scenario
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UPDATE: I removed the spectator thing from all inis and the code in general, and it STILL occurs. -
Is there a way to prevent units from using a ladder? I've been throwing down invisible walls to block the unit from getting to it, but it doesn't seem to work for the AI who repeatedly climb up anyway. I was debating making a marker that detects someone on the ladder and either removes unit from play or teleports it elsewhere but I'm worried about either A: a lot of removed enemies for no good reason or B: teleported unit may just decide to go path back over again. Any advice or tricks? Thanks!
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Oh that's insanely clever. I love it. Thank you!
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I've been working a mission where I have a bunch of custom buildings placed through Eden. I need certain doors locked while others not, as one might expect. So I used the attributes editor to lock the correct doors. Works great for me, the host! However, players who have joined me can open all doors with no problem. I figure I need to remoteExec something somewhere, however, I haven't been able to find a script on the list that works for doors other than vehicles. What am I missing? Thanks!
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Door Locks on Buildings in MP
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thankfully Eden tells and shows you which door is where. So knowing that's how I can use that script, it should be pretty easy from there. ....... I hope. I'm assuming this needs to be remoteExec -
Door Locks on Buildings in MP
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh slick. Excellent. I did a quick search and couldn't find BIS_disabled_door in any of the script lists I have bookmarked so no wonder I couldn't find it. Thank you so much. Seriously huge help. -
Door Locks on Buildings in MP
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still appreciated. Actually, since it's fresh in your mind from having done it recently: Did you find a clean way to only have specific doors locked? I'm not at my computer so haven't looked at the BIS_fnc page for it. -
Door Locks on Buildings in MP
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
YUS! Thank you, I did not see that in my Googles. Much appreciated! -
Missing HUD Elements in My Scenario
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Interesting idea. I actually just came to report something else: It only affects the server regularly, everyone else is intermittent. If I enable spectator mode and then disable it again using debug my elements return. It currently exists in the Eden init, I have temporarily removed it and seeing what I'd need to do to make that a script in initServer or something. (Maybe initPlayerLocal?) It's very bizarre. Also not the only bizarro problem this scenario is having for me. I also ONLY shows up as "Unnamed" when I load it. So... issues upon issues. Some worse than others. -
Scalar NaN - Need Other Set of Eyes
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Confirmed working! Thanks KK! -
Getting a Scalar NaN and it's weirding me out because I believe I'm calling it the exact same way as a previous iteration in the same code and it worked fine there. Would love someone else to take a look at this with me. (Inside a [] spawn, and everything else works fine. Adding what I believe is the only necessary bits of the code) //Declaration of Variable before a While {true} loop _gameStartTime = floor time; //Declaration inside of the loop _timerFix = floor time; //Previous instance where this worked, ignore the "enemies in Sim stuff, just wanted to make sure copy & pasted as-is _hintFormattedTimed = format ["Enemies in Sim %1 \nTime: %2", ({alive _x && side _x == independent} count allUnits), _timerFix - _gameStartTime]; [_hintFormattedTimed] remoteExec ["hintSilent", 0, false]; //Where it fails, and my attempt at fixing it by making a new variable to contain it _finalTime = _timerFix - _gameStartTime; _timeScore = format ["Time to Completion: %1", _finalTime]; [[_timeScore, "PLAIN"]] remoteExec ["titleText", 0]; When that is called in-game I get Time to Completion: Scalar NaN. I get that whole "Not a Number" thing, but I can't figure out why the working remoteExec on a formatted version of _timerFix - gameStartTime would work just fine but the new remoteExec is unhappy. Anyway, thank you for looking!
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Scalar NaN - Need Other Set of Eyes
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, I think that's what I was getting at, but that's definitely a good way of explaining it. Thank you so much for the help! I was bashing my head against this for days! -
Scalar NaN - Need Other Set of Eyes
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am very confused on that first one. Also extra confused because that one's never failed on me. Huh. So, let me see if I can understand this... _timerFix is defined inside of a conditional that relies on GameTimer being 1... and is called again later in the loop where GameTimer also has to be 1... but because they're not defined in the same conditional they can't talk across to each other? Would making them both public variables help? (Apologies for dumb language, largely self-taught code means I am bad at communicating it sometimes.) -
Scalar NaN - Need Other Set of Eyes
Danskkat replied to Danskkat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Same as in code, copy/pasted. Here's the whole spawn, then. [] spawn { _gameStartTime = floor time; while {true} do { terroristsLeft = ({alive _x && side _x == independent} count AllUnits); _hintFormattedCasual = format ["Enemies In Sim: %1", ({alive _x && side _x == independent} count AllUnits)]; if (GameTimer == 0) then { [_hintFormattedCasual] remoteExec ["hintSilent", 0, false]; } else { _timerFix = floor time; _hintFormattedTimed = format ["Enemies in Sim %1 \nTime: %2", ({alive _x && side _x == independent} count allUnits), _timerFix - _gameStartTime]; [_hintFormattedTimed] remoteExec ["hintSilent", 0, false]; }; sleep 1; HostagesAlive = ({alive _x && side _x == civilian} count allUnits); if (HostagesAlive < HostageCount) then { [["<t color='#ff0000' size='5'>A HOSTAGE WAS KILLED</t><br/>--------------------<br/><t color='#ff0000' size='5'>MISSION FAILURE</t>", "PLAIN", 0, true, true]] remoteExec ["titleText", 0]; sleep 5; ["HostageFail", false, 5] call BIS_fnc_endMission; }; if (terroristsLeft == 0) then { [["<t color='#0078FF' size = '5'>ALL HOSTILES ELIMINATED</t>", "PLAIN", 0, true, true]] remoteExec ["titleText", 0]; sleep 5; if (GameTimer == 1) then { _finalTime = _timerFix - _gameStartTime; _timeScore = format ["Time to Completion: %1", _finalTime]; [[_timeScore, "PLAIN"]] remoteExec ["titleText", 0]; sleep 5; }; ["MissionSuccess", true, 5] call BIS_fnc_endMission; }; }; }; -
The black screen happens to me as well. Makes sense, I am trying a Workshop map (Ihantala Winter)
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So I did the walkthrough here: https://community.bistudio.com/wiki/MP_Warlords Set up a mission, fired it up and got.... this: 13:39:55 Error in expression <; _incArr pushBack 0; _incArr = _incArr vectorMultiply 3000; _planeSpawnPos = _r> 13:39:55 Error position: <vectorMultiply 3000; _planeSpawnPos = _r> 13:39:55 Error 1 elements provided, 3 expected 13:39:55 File A3\Functions_F_Warlords\Warlords\fn_WLVarsInit.sqf [BIS_fnc_WLVarsInit], line 176 I tried replacing all the modules just in case my custom settings messed it up somewhere and that did not fix it. I have 8 units placed on each side, 3 helipads each. Otherwise nothing other than basic modules (with names) have been placed.
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I built a quick Eden map, no triggers or scripting, and when people are trying to loot bodies when I host it, they cannot. Anyone know what's going on here?
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I have an OC'd i7 7700k with a GTX 1080 (and 16GB DDR4 RAM and game is on an SSD) and I still chug quite a bit with ArmA. Sometimes you just gotta shrug and go "ArmA, amirite?"
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Alright, preliminary Googling has given me a ton of options but none of them quite seem like the system I'm hoping for. Maybe someone here knows of an answer! I am doing an 8 vs 8 player match in a town in Tanoa (La Rochelle, if you're curious) that I want to have 8 bots on each team for. What I'm hoping for is to have these bots push for the center capture point and the players ultimately determine who is winning. Sort of MOBA-esque but instead of constant wave spawning I was hoping for each bot to respawn with a refreshed kit upon death back at their base and be given an order to go attack the center again. Where this gets a little trickier than usual is that both sides will be technically BluFor units (supposed to be a sort of "war games" training thing, RHS US Army), but I want red caps on the red team, blue caps on the blue team bots. I am not sure if creating a new bot would be easier, or figuring out a way to revive and rearm would be. My original thought would be to simply label the bots BlueBot1, RedBot2, etc. and then have the trigger be !alive RedBot1 then spawn new rhsusf_army_ucp_grenadier or whatever. But it doesn't look like I can then name the newly spawned unit Redbot1 again. In a perfect world, bot's 1-8 would correspond to a particularly loadout so that every time, say, the Red Team's Grenadier dies the thing that spawns in and carries on for him is another new grenadier, etc.
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How to place a invisible wall in the editor
Danskkat replied to Crimson Mage's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well it didn't give me an error, but the way I'm using it something failed and I'm a scripting newb so I may as well ask if you know what I did wrong. I made TWO zones, labelled RPlayArea and BPlayArea (for Red and Blue forces) -- I'm trying to do a small skirmish map where both sides have a zone they need to stay within while fighting. Zones are both 300x300 [This is where I think I screwed up somewhere] I have activation set to BlueFor on the BPlayArea trigger and OpFor for the RPlayArea, so I ASSUMED it would mean that it'd only watch for the correct team before trying to activate. otherwise Condition remains: !(player in thislist) but, Activation: hint "You have 10 seconds to return to play zone!"; 0 = [] spawn { sleep 10; if !(player in list BPlayArea) then { player setDamage 1;}; }; (and RPlayArea for the other trigger zone). When I go Test Singleplayer it immediately gives me my warning and then kills me after 10 seconds. Other thing to note, though I don't know if it's relevent because again, newbie, is that I have AI spawning in on the character slots for now. I also plan on having NPCs doing their own thing in the town this takes place in fighting a little AI war in the middle while the players do their thing against each other. -
How to place a invisible wall in the editor
Danskkat replied to Crimson Mage's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh wow, that's some good dedication mrcurry! Surprised to see an answer given how old this thread was. Cheers to you, man, will try it tomorrow!