AeroPostal
-
Content Count
14 -
Joined
-
Last visited
-
Medals
Posts posted by AeroPostal
-
-
6 minutes ago, bad benson said:try replacing "modelToWorld" with "modelToWorldVisual".
Ha! That did it! works smoothly now thanks for that.
- 1
-
Just now, Midnighters said:Shouldn't be any stuttering? Maybe you might want to do this on a need-to-know basis rather than all the time.
maybe even just onEachFrame it and sleep it. Obviously sleep would be your update time.
Yeah it's weird, I'm curious to how BI did it in apex. At any rate, how would I add in a sleep line, furthermore, if I want to apply this to one unit only, not including the player and the HQ unit on the map. What would I need to change?
-
Thankfully it's only applied to one unit, so the icon itself stutters a little but not to the point where it's annoying.
and thank you.
Again, new to scripting any information helps aha.
-
3 hours ago, bad benson said:look for BIS_fnc_EXP_camp_IFF. here's a much simplified version of it. you can change what units will have an icon.
icon_units = {allunits select {side _x isEqualTo side player}}; addMissionEventHandler ["Draw3D", { { drawIcon3D [ "a3\ui_f\data\igui\cfg\cursors\select_ca.paa", [0,125,255,0.5], _x modelToWorld (_x selectionPosition "Spine3"), 1, 1, 0 ]; } foreach call icon_units; }];
Real quick, how do I select what units I want it to apply to?
-
3 hours ago, bad benson said:look for BIS_fnc_EXP_camp_IFF. here's a much simplified version of it. you can change what units will have an icon.
icon_units = {allunits select {side _x isEqualTo side player}}; addMissionEventHandler ["Draw3D", { { drawIcon3D [ "a3\ui_f\data\igui\cfg\cursors\select_ca.paa", [0,125,255,0.5], _x modelToWorld (_x selectionPosition "Spine3"), 1, 1, 0 ]; } foreach call icon_units; }];
You're the greatest, thank you!
-
Hello.
What would be the process for adding the blue hexagon over friendly ai on screen like you see in apex protocol to an ai in a custom mission?
-
5 hours ago, theo1143 said:That is where a loiter comes in.
When you make a LOITER waypoint and then right click on the waypoint and click on trigger activate, now connect this loiter to the trigger you want to be used to let them walk.
But also can you hide the units without using a script, in this mode the AI is kinda offline, it is still on the map but no one can interact with it.
Here some quick things:
Hope it helps
the script works but you gotta fill in the variables
_mrk = ["mrk1","mrk2","mrk3","mrk4"] call BIS_fnc_selectRandom; wp =(_this select 0) addWaypoint [(getMarkerPos _mrk),0]
This did it, thanks a bunch
- 1
-
It's going to be a script, I know it is. I already know there is a script for spawning units via trigger and giving them a destination, but I want to give them waypoints so they will follow the direction of the road, rather than just move straight to a destination. Sure I could place them on the map the simple way, but I wouldn't be able to have them walking at the exact time and place I'd need them to for this scene in the mission to work as I envision it.
-
Hello again.
Today I'm in a situation where I want the player to move to a certain spot/trigger location where an enemy patrol (2 units, variable name patrol1) will spawn down the road a ways and follow a set of waypoints. How would I go about doing this?
Again new to all of this, please be understanding!
-
3 minutes ago, 7erra said:Create a "initPlayerLocal.sqf" (or use the init.sqf if you are in singleplayer) in your mission directory and put this in it:
player enableSimulation false; // Player is not allowed to move while he can't see anything titleText ["", "BLACK FADED", 5]; // Black screen sleep 5; // Waits 5 seonds titleText ["", "BLACK IN", 5]; // Black screen dissapears player enableSimulation true; // Allows the player to move again ["LINE1","LINE2","LINE3","LINE4"] call BIS_fnc_infoText; // Shows your message
The BIS_fnc_infoText limits the amount of lines you can use to 4. The fifth one is cut off.
And welcome to the wonderawful world of scripting!
Thank you very much.
-
Hello
As I near the completion of my first mission, I wanted to add in a slow black fade in screen, followed by 5 lines of text in the lower right corner at the start of the mission. the timing for that would be default for both. How would I go about making this happen?
Now I've obtained the script and watched a guide on What it does (down below) but I haven't found one that shows how to set it up setp by step. I've been having an extremely hard time editing it fit my needs, let alone inserting into the mission. Please go easy on me, I'm brand new to mission making and scripting is completely foreign to me. I'm here to learn!
-
You know, for a grumpy old man, you're not so bad! Thanks for the help brother.
-
Hello evveryone.
I'm creating a mission where you are tasked to intercept bomber flights before they bomb a specific target. However to keep things reasonable, I only want the next bomber to spawn after the first one is destoryed. Using the variable name bomber2 what would the trigger code look like for making this happen?
HUD ai tracker
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Is there a way to hide the icons from select units of the player's side? I have an HQ unit on the map and the icon shows up on screen a mile away and looks pretty stupid.