Cryptdik
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Everything posted by Cryptdik
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I think I've figured it out for the most part, I'm still having one issue. Trigger to create task OnAct: [EAST,["task1"],["taskdescription","taskname","taskmarker"],taskobject,0,0,1,0,true] call BIS_fnc_taskCreate; ["task1","attack"] call BIS_fnc_taskSetType; Trigger to Succeed/Fail task OnAct: _task = ["task1", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; This functions but the only problem is the taskobject section. It DOES work and set the location of the task to the object, but it spits out the following error: '... ])}),[0]]; private _showNotification = |#|param [6,true,[true]]; private _taskType...' Error Type Number, expected Bool File A3\functions_f\Tasks\fn_taskCreate.sqf [BIS_fnc_taskCreate], line 60 What's the problem here and can it just be ignored since it seems to function fine? https://community.bistudio.com/wiki/BIS_fnc_taskCreate
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Would I be able to call BIS_fnc_setTask in just a trigger? Also looking at factors like task locality to make it usable in Multiplayer. I have no idea how to even start on that. https://community.bistudio.com/wiki/Arma_3_Task_Framework https://community.bistudio.com/wiki/BIS_fnc_setTask
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I had a sweet idea that I'm working on here. I want to make a support option that spawns a vehicle (chopper, car, submersible, whatever) at a designated marker with a respawn point attached and then moves to another designated marker, activates a new respawn point outside the vehicle and boots anyone in it out and locks it (to prevent the player riding the vehicle out of the area) and after one or two minutes it heads back to the spawning marker before being deleted. I know how to set up all the individual parts like setting up the respawn point for the vehicle before and after and booting them out, but how would I go about linking this all together (probably in an SQF I'm guessing) effectively? The setup: For the mobile respawn point I'm using the below in an SQF with the associated Init scrips in the editor. As for locking the vehicle, kicking the player out and creating a new respawn point that isn't attached to the vehicle I can figure that out myself. Also for spawning the player inside the vehicle AND creating custom support options (which I've looked into just a little) I may need some help with as well. Also it would probably take some command to force the vehicle to stay put, maybe setting its fuel to 0 for a certain amount of time and then setting it back to full when it is time for it to leave. _marker = _this select 0; _vehicle = _this select 1; while {alive _vehicle} do { _marker setmarkerpos getpos _vehicle; sleep 3; }; deletemarker _marker; This would be really cool to be able to execute if you ask me. Help is appreciated!
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Support Respawn Vehicle Idea
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OnAct: myhelo = [getMarkerPos "supporthelospawn", 0, "B_Heli_Transport_01_F", west] call BIS_fnc_spawnVehicle; createVehicleCrew (myhelo select 0); heloway1 = (group myhelo) addWaypoint [getposatl (thislist select 0), 0]; heloway1 setWaypointType "LAND"; heloway1 setWaypointBehaviour "aware"; heloway1 setWaypointCombatMode "yellow"; heloway1 setWaypointSpeed "FULL"; heloway1 setWaypointCompletionRadius 30; OnDeact: myhelo setfuel 0; marker1 = createMarker ["respawn_west", position myhelo]; sleep 60; myhelo setfuel 1; heloway1 setWaypointType "MOVE"; heloway1 setWaypointBehaviour "CARELESS"; heloway1 setWaypointCombatMode "yellow"; heloway1 setWaypointSpeed "FULL"; heloway1 setWaypointCompletionRadius 30; deleteMarker marker1 If I have something like this in a trigger, what's a way to make it function using a support menu option? -
Starting mission with vehicle in cargo
Cryptdik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Trying to make it so a vehicle begins the mission in the air being cargo lifted by a chopper because it takes waay too long to wait for a chopper to come pick you up and transport you to a far away location. I'd rather start it in the air close to the drop off point. The chopper I can simply move upward in the editor so it starts flying, but I can't get the vehicle to start attached to the chopper. I came across this command and have been playing with it trying to get this to happen. I made a trigger around the player's beginning position and put this in the OnAct: 0 = chopper1 setVehicleCargo car1 https://community.bistudio.com/wiki/setVehicleCargo Doesn't seem to work. How would I do this? Edit: Also to take it further how could I create a custom support that would command a helicopter to come and lift you up to use as a mission ending or just general support. It'd be sweet to be able to call a support option that spawns a flying helicopter with an Ifrit or something nearby so it's a mostly immediate airdrop. -
Detection - > Waypoint help
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Either way, I started with it as an empty Helo and a crew to jump into it. Now i'm just trying to get it to work so I put moveincargo in their init fields and restarted with a chopper that has a pilot but is part of the same group. And as for the waypoint I do now have it in a single trigger's OnAct with no waypoints pre-made. It seems that they are successfully doing the UNLOAD part since they will exit after a few seconds and start moving towards me. No idea why it won't take off though. Edit: Sigh, it looks like they are automatically exiting the chopper when being shot at and still not taking off regardless. Edit: Success!! FINALLY. Started back from square one and ended up using this in the OnAct of a trigger: heloway1 = (group helopilot1) addWaypoint [getposatl (thislist select 0), 0]; heloway1 setWaypointType "MOVE"; heloway1 setWaypointBehaviour "aware"; heloway1 setWaypointCombatMode "yellow"; heloway1 setWaypointSpeed "FULL"; heloway1 setWaypointCompletionRadius 30; I even made a secondary set that changes the waypoint to UNLOAD and COMBAT and it works perfect. The helo will actively launch a volley of rockets at you if you are in a vehicle before circling around and unloading nearby. Case closed. -
https://community.bistudio.com/wiki/addWaypoint Looking to change a mission from using predetermined waypoints for enemies to travel to upon your detection to repeatedly creating a seek and destroy waypoint at the activator of the detection trigger every ~30 seconds or so to keep them chasing you while you are detected. My set up is this: Init on group leader of friendly squad: this setGroupid ["group1"] Trigger that detects enemy Init: this && isNil "myVariable" OnAct: _wp = group1 addWaypoint [getposatl (thislist select 0), 0]; [group1, 0] setWaypointType "MOVE"; myVariable = true; OnDeAct: 0 = [] spawn {sleep 25; myVariable = nil} Still pretty new to this so I don't fully understand all of it, I'm piecing it together from other examples I've seen xD
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Detection - > Waypoint help
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ugh this is frustrating as hell. I'm trying to get a squad to enter a heli (or any vehicle for that matter) and unload at a waypoint determined by the player position, then a SAD at the same position. I have a waypoint set to SAFE to make the squad idle. Then a GET IN waypoint on CARELESS synced to a trigger that detects BLUFOR by OPFOR. Then I put this in the OnAct of the waypoint: heloTU = helogroup1 addWaypoint [getposatl (thislist select 0), 0]; heloTU setWaypointType "UNLOAD"; heloTU setWaypointCombatMode "RED"; heloSAD = helogroup1 addWaypoint [getposatl (thislist select 0), 1]; heloSAD setWaypointType "SAD"; heloSAD setWaypointCombatMode "RED"; I've tried several different things already but the biggest problem is that the group will enter the chopper but not ever take off. Edit: Tried something else now too. Took out the waypoints, stuck everyone in the chopper with moveindriver/moveincargo and made a trigger that detects blufor with this onAct: heloTU = helogroup1 addWaypoint [getposatl (thislist select 0), 0]; heloTU setWaypointType "UNLOAD"; heloTU setWaypointCombatMode "RED"; heloSAD = helogroup1 addWaypoint [getposatl (thislist select 0), 1]; heloSAD setWaypointType "SAD"; heloSAD setWaypointCombatMode "RED"; Can't get this sucker to even turn on the blades. Edit Again: Fixed part of it. The group will still not take off for an unexplained reason, but will not enter the chopper and wait a minute before getting out and coming after me. _wp = helogroup1 addWaypoint [getposatl (thislist select 0), 0, 0, heloTU]; heloTU setWaypointType "MOVE"; heloTU setWaypointCombatMode "YELLOW"; _wp2 = helogroup1 addWaypoint [getposatl (thislist select 0), 0, 0, heloSAD]; heloSAD setWaypointType "TU UNLOAD"; heloSAD setWaypointCombatMode "RED"; -
Cleanup script that only deletes Player deaths
Cryptdik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this possible? I've been looking around and all the cleanup scripts I've seen work on all units. I'm making a mission that doesn't continuously spawn new enemies or anything, so it'd be nice to keep the enemy bodies there for immersion while periodically deleting just the BLUFOR player bodies. -
Cleanup script that only deletes Player deaths
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perfecto. Thanks a million. -
Detection - > Waypoint help
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump. Still haven't figured this out and it's mission breaking. -
Cleanup script that only deletes Player deaths
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still figuring out how to use event handlers. In a trigger: OnAct :_playerkilled = player1 addEventHandler ["killed", {deleteVehicle player1;}] But won't that delete the player after they respawn? And how do you give it a delay? -
Detection - > Waypoint help
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Shit, I spoke too soon. Tested it out and getting this error: Error 1 elements provided, 2 expect https://community.bistudio.com/wiki/setWaypointPosition I can't tell where I'm missing an element in this, making it [SAD1, 0] didn't fix [SAD1] setWaypointPosition [getposatl (thislist select 0), 0]; -
Detection - > Waypoint help
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I actually came up with a new idea. I made a set of waypoints for example a Move on SAFE to make them idle, then on detect a GET IN on careless to make them get into vehicles and such, and finally a SEARCH AND DESTROY on combat mode. Then I synced the GET IN (for vehicle squads) to a trigger that simply moves the location of each of the SAD waypoints to the player every 10 seconds instead of creating new ones. The OnAct: [SAD1] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD2] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD3] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD4] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD5] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD6] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD7] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD8] setWaypointPosition [getposatl (thislist select 0), 0]; [SAD9] setWaypointPosition [getposatl (thislist select 0), 0]; myVariable3 = true; A bit simpler and doesn't require them to be patrolling actively or anything. I may actually use the OnAct you posted for a couple of small patrols as well so there's some movement before you start an attack. Gonna test, I'll have to post a link to the finished mission or something so you can see the fruits of my labor xD Also for setting the GroupID in the editor, is it the Variable Name line above the Init box? -
So I'm trying to make an enemy mortar that will not only shoot at your position once when you become detected with all 8 rounds, but rather 4 at a time over multiple instances of being detected (with an ammo box next to it for reloading.) The idea is for a sniper mission, you can attract the mortars attention but it will only shoot directly at the first point you are detected. This way I'm trying to make it fire a few times at you, wait five seconds, and open fire again if you are still in detection until the mortar gets sniped. What I did is make the trigger that detects BLU by OPFOR and onact does this: mortar1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 3]; sleep 5; artytrig2 setTriggerActivation ["WEST", "EAST D", true]; I set up five extra triggers that use the same thing but each leading up, from artytrig2 to artytrig3 and so on, but I turned off the initial activation for the extra triggers so they only get activated one by one. I get "Error Generic Error In Expression", what do I have wrong?
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So I stuck that in the trigger's onact in place of the original script Condition: this && isNil "myVariable" Onact: 0 = thislist spawn {while {alive mortar1} do {mortar1 doArtilleryFire [getposatl (_this select 0) , mortar1 currentMagazineTurret [0],4]; mortar1 addMagazineTurret [mortar1 currentMagazineTurret [0], [0], 4]; sleep 10}}; myVariable = true OnDeact: 0 = [] spawn {sleep 5; myVariable = nil} I'm using the NATO Mk6 mortar to do this with but it won't fire and gives me the error " no entry '.model' " I looked that up and it seems to be more related to people creating new factions and the like. Edit: Ha! Got it working. Went back to the first OnAct and turned it into this: mortar1 addMagazineTurret ["8Rnd_82mm_Mo_shells", [0,8]]; mortar1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 4]; myVariable = true Thanks immensely for the help! Only thing besides this is I'm trying to trigger a squad hunting the player down to make the perfect base that can defend itself.
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cfgMarkers and Fonts/text size
Cryptdik replied to tinboye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/setMarkerType I was actually just doing this tonight. Check under the Additional Information part, it has what you need! -
Works great, but I notice in multiplayer it seems to fire at you a few times in different spots youve been detected (which is good) but it seems to cut out early. I think the mortars start off with what, 16 shells without an ammo box? It only seems to get through about the first 8 and stops firing. I'm going to test it more and see what's happening. Thanks for the help so far.
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I'm now looking at reducing it to one trigger based on this So I now have one trigger set to repeatable with this: Condition: this && conditiontime<time OnAct: arty1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 4]; conditiontime=time+10 It half-works. Seems like the response time is extremely delayed and it doesn't seem to fire more than one barrage. Anything off here? I'm trying to make it so it will wait 10 seconds after a barrage command before being able to be repeated.
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Great call, it works really well. Put it to a 10 second delay for the trigger instead and it gives a perfect amount of time between mortar barrages.
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I've looked into this and have gotten them to work before, but I'm having issues here. I have the .sqf in the same folder as the mission.sqm file for that mission like I'm supposed to, but when I load the mission on MP it immediately says it can't find the .sqf. I'm calling it using someone else's script that is intended to attach a respawn marker to a vehicle, put in the vehicle's init line: nul = ["respawn_west", this] execVM "boatrespawn.sqf" As far as I can tell, everything should be in place, but it can't find the .sqf?
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Error: Can't find ".sqf"
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Favoriting!! Focker's Guide looks like exactly what I need. I'll try to get something going tomorrow and let you know. -
Error: Can't find ".sqf"
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right I know enough to recognize that the initPlayerLocal.sqf would be that, I just need to learn how to actually write SQFs myself. Any good resources for that? -
Error: Can't find ".sqf"
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sadly I'm really new to writing scripts outside of the Arma editor. I've noticed it has a very different format than when doing anything inside the editor and am not sure how to write this up in a init.PlayerLocal.sqf nor how to use eventHandlers xO -
Error: Can't find ".sqf"
Cryptdik replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right, since it begins the mission at the respawn menu, when I spawn at the boat waypoint I'm not in it. Edit: I need a way to make it so when you use that respawn point it puts you in the boat, but also not have that happen with the secondary respawn point.