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Posts posted by Mokka
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I think this issue has been rectified, at least for now.
I have switched over to rapping and packing the pbos with Mikero's PboProject,
which works a charm. I cannot, however, make use of the fancy compression subroutine for his MakePbo tool.
It seems fine for now, I totally forgot about this post. Thanks for bringing it up again, so it gets some closure :)
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These sound and look great, Pierre! Thanks for posting them here, much appreciated.
I'm going to give them a test run in the near future.
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Maybe to specify this even more for you case, you should put the infinite loop in a separate script (let's call loop.sqf) and spawn/execVM this from within your init.
// Unit init/init.sqf _loopHandle = spawn "loop.sqf"; //loop.sqf while {true} do { // Stuff here };
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Oh, there was one too many ;_;
I am also going to edit my original post. God damnit *incoherent german slur mumbling*
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6 hours ago, Grumpy Old Man said:It will return true if there's an item on the muzzleslot that's in the compatible muzzle items list, so about vanilla A3 weapons this covers the suppressor part.
2My bad, missed the arrayIntersect. Reading, great skill ;_;
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https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport
https://community.bistudio.com/wiki/getVehicleCargo
BIKI is your friend. You could use something like:
waitUntil { (prowler1 in (getVehicleCargo blackfish) && (prowler2 in (getVehicleCargo blackfish)); };
Not optimised at all, but should give you an idea on how to solve this.
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Are you using any additional scripts?
The default Arma 3 Respawn system does not allow settings, that make players invincible after they have respawned.
https://community.bistudio.com/wiki/Arma_3_Respawn
Your issue might be down to using the Vanilla Respawn System/any Third-Party Revive system.
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@Grumpy Old Man Would that not only return if the weapon can be suppressed since all you would get is an array of compatible muzzle attachments?
As for asserting whether the currently held player weapon has a silencer attached to it, I would simply take KK's approach, as seen here:
hasSilencer = player weaponAccessories currentMuzzle player param [0, ""] != "";
As for:
15 minutes ago, beno_83au said:... at pulling a config value for weapons or suppressors on anything to do with noise or the raising of awareness
There are some interesting values in the config for the common sounds suppressor object.
htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; /----- minRange = 1; minRangeProbab = 0.3; midRange = 150; midRangeProbab = 0.58; maxRange = 500; maxRangeProbab = 0.04;
I have no idea what they are, these values might well be a cryptic cake recipe that BIS out in there, but trying things out almost never hurts.
There also seems to be a value called "detectRange" in the config for both weapons and suppressors, but the value is 0, in all cases that I have observed so far.
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And another nice bit: https://github.com/oOKexOo/AresModAchillesExpansion/wiki/Custom-Music
Using CfgMusic seems to be the solution though. I am however unsure if the above information only applies to use with Achilles (ie that Achilles handles Music and Sounds stored in CfgMusic itself)
Adding to my above: https://github.com/oOKexOo/AresModAchillesExpansion/blob/69f0b1e9f24372a034a822175a69c1008fa1aedc/%40AresModAchillesExpansion/addons/ui_f/scripts/RscAttributeMusic.sqf
This seems to handle adding custom music to the Achilles mod, worth a look if using CfgMusic alone does not resolve your issue...
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Have you tried this approach already? It does not make use of units[], but registers the sounds and music in the music library.
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Function utilises nearRoads .
You should play around with this command and take note of what it returns.
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No worries mate, glad I could help you.
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Oh, I am sorry :D
The Arma 3 Samples library is an additional component, not included with the base game.
Go to your Steam Library, and hover over the Library Selector and navigate to the "Tools" section:
In the Tools section you then look for the Arma 3 Samples entry, and click "Install":
Hope that helps :)
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Yes, you are right Larrow. Just checked.
@XerXesCZ: See the Arma 3 Samples for an officially released and designed campaign example. Path is: Arma 3 Samples\Scenario_Design\Example_Campaign
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https://github.com/Haymaker-1/arma3-campaign-template
This could be of help.
Otherwise you could have a look at ADAM by Pwner Actual, which is a nice tool if you want to focus on mission design and building, without having to worry greatly about the scripting aspect:
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Patches in Arma are what you would consider a modification.
For ingame CfgPatches (ie. those that the game has shipped with), see BIKI (as usual):
https://community.bistudio.com/wiki/Arma_3_CfgPatches_CfgVehicles
You would add the names of the CfgPatches as seen above, enclosed in quotation marks, to Larrow's whitelist.
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I am not entirely sure, but I'd assume the music for all DLCs is part of the "base update", the patch everyone receives for download and install after release. These things are called a "platform update".
You'd have to test this, my recommendation.
Unless there is someone here that already has made experiences with cross-DLC use of music?!
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I do believe that it's more of a security thing, I do it this way myself as well. "Just to make sure"
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This has to do with how the count command works. It expects a boolean statement as result, to indicate counting preferences.
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@Midnighters I am unsure of your intentions, but as of now all I've seen from you if off-putting and insulting.
This goes from discouraging people from staying active in the editing/scripting part of this game to issuing comments far off the topic present in a thread.
I do not wish any further interactions with you from this point, and this is the nice way of putting things.
If you are unwilling to help people because of your "pitiable" past, leave it off this board and for yourself, instead of shedding a bad light on the entirety of the Arma 3 community.
Thank you.
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Don't thank me, thank the wonderful guys (and maybe gals) that keep the BIKI and surrounding resources alive and healthy.
I am just showing you the way, those people made it :)
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Have a look at the Altis Life RPG repo on Github.
https://github.com/AsYetUntitled/Framework
Or more specifically the following query:
https://github.com/AsYetUntitled/Framework/search?utf8=✓&q=fed_bank
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Actually transferred above code into a more understandable syntax:
/* * BIS_fnc_wpPatrol * * Description: * Script seems unfinished, as it does not actually do anything with its params, and does not return * anything. * * Parameters: * 0: Group to be processed <GROUP> * 1: Position (of the group?!) <POSITION> * 2: Target (unit/object?) of the patrol <OBJECT> * * Return Values: * Unknown... */
As you can see, this function is totally useless and has not been completed, as it stands...
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AI REVIVE HEAL SCRIPT SP/MP
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Ohhhh, this looks promising!
I'll play around with this once I get some time c:
Thanks for sharing, pierre