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Arquilius

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About Arquilius

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  1. For that part If you use a static position to spawn the vehicle ("helipad_1") just put a trigger that is repeatable on the spawn position. If player in trigger zone, getpos helipad_1, get nearest objects and set damage true.
  2. Ok so this seems to work : [this, "Heal soldiers", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa", "([_this] call ace_medical_treatment_fnc_isMedic) && (_this in _target)", "([_this] call ace_medical_treatment_fnc_isMedic) && (_this in _target)", {hint format ["%1 is providing medical care inside the vehicle.", name player]}, {format ["%1, you're providing medical care inside the vehicle.", name player] remoteExec ["hintSilent", _this select 1]}, { {[player, _x] call ace_medical_treatment_fnc_fullHeal;} forEach crew _target; format ["%1, you've provided medical care.", name player] remoteExec ["hintSilent", _this select 1]; }, {format ["%1, medical care was not provided!", name player] remoteExec ["hintSilent", _this select 1]}, [], 10, 0, false, false ] call bis_fnc_holdActionAdd;
  3. Ok i'm just gonna keep posting my progress (if it can help people). So I've decided to switch to a holdaction in the init of the healing vehicle. [this, "Heal soldiers", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa", "([_this] call ace_medical_treatment_fnc_isMedic) && (_this in _target)", // Condition to show the action : the caller (_this) needs to be a medic AND needs to be inside the vehicle (_target) "([_this] call ace_medical_treatment_fnc_isMedic) && (_this in _target)", // Condition to progress in the action : the caller (_this) needs to be a medic AND needs to be inside the vehicle (_target) {hint format ["%1 is providing medical care inside the vehicle.", name player]}, // Code once the caller starts the interaction : general hint informing that medical care is performed (the original idea is that I did not want to have people loading up wounded people while the action is performed, normaly the healing comes at the completion of the action so it should not be an issue but just in case...) {format ["%1, you're providing medical care inside the vehicle.", name player] remoteExec ["hintSilent", _this select 1]}, // Code for each progression tile : Silent hint informing the caller (_this select 1 (Object)) that the interaction is working so far. {[player, player] call ace_medical_treatment_fnc_fullHeal;}, // Right now this is only healing the caller however i need to heal all the crew in _target (I know i could try to heal only the injured but the ACE injuries status is quite complexe for me. Having some typo issues with { {[player, _x] call ace_medical_treatment_fnc_fullHeal;} forEach crew _target; }, {format ["%1, medical care was not provided!", name player] remoteExec ["hintSilent", _this select 1]}, // Code for each progression tile : Silent hint informing the caller (_this select 1 (Object)) that the interaction is working so far. [], 10, 0, false, // Making the action repeatable false ] call bis_fnc_holdActionAdd;
  4. Thks mate gonna do that!
  5. Good evening everyone, I was making a mission but i'm kinda stuck at some point of the code. Would really appreciate some help ^^. Idea of the code: - Create an addAction on a vehicle instantly healing the crew (or just the injured soldier inside the vehicle), - addAction should only be visible (or activated) by medics who should be inside the vehicle to activate (that last part works with a 2m radius for the addAction), - Code for a multiplayer mission. Current code (in the init of the vehicle, vehicle name : "healing_vec_2") : this addAction [ "Heal", { {[objNull, player] call ace_medical_treatment_fnc_fullHeal} forEach crew healing_vec_2; }, nil, 1.5, true, true, "", "true", 2, false, "", "" ]; Current issues: - I have absolutly no idea how to condition on being a medic in order to see the action, - (Only tested it on an IA inside the vehicle), apparently it only works on the player activating the action, the AI still had the legs injured. Any idea how i could rewrite this code to make it work? Thks for the help everyone!
  6. Oh yeah. the issue with my desert climate in l3dt is i think i can hit the limitation per grid. I would not mind if my beach color did not have a color close to my rock desert color. Because i have the limitation per grid and because of the fact my colors were to closed i thought i needed to limit a bit my desert climate to avoid being hit by the limitation and having a beach texture in my desert. Anyway, thank you for your help and mostly for your time :)
  7. What do you mean by "how they are applied"? (Sorry i'm a beginner in terrain builder)
  8. Ok, thanks for the tip, so i guess my only solution is to limit the diversity of textures in L3DT.
  9. Good morning everyone, Sorry to disturb you but i did not find any answer in the pmc tuto or in the forum. Is it possible to assign different mask map colors to a single texture? I'm asking that because with L3DT I used 2 climates (temperate and desert) so i have for exemple desert cliff 1 texture + desert cliff 2 texture + desert cliff 3 texture with really closed RGB colors but still different. I would like to know if it is possible to create my layer file like that : desertcliff = {{X,Y,Z}} desertcliff = {{X',Y',Z'}} desertcliff = {{X'',Y'',Z''}} If it's possible, do you think Terrain Builder will consider them as 3 different textures (and that i should be careful with the texture limitation)? Thank you, Arq
  10. Thanks guys, indeed it s not an issue. I ran Arma 3p and it disappeared (now I have the bin config error message but i think i should get used to useless error messages :) )
  11. Arquilius

    Terrain Underground complexes?

    Hi guys, i know this topic is old however im creating my map and would like to know if there is any changes with the AI behaviour. I was also planning to dig a hole in my map but if there is no changes i will have to consider the shape of my tunnel. Thanks PS: a precision, i do not plan to put AI in the tunnel. Only players. I will only put gards at the entrance. If there is no issue with the AI that would be a good news. Arq
  12. Ok tanks i did not continue because i tought the entire map was black. I'm going to try this.
  13. Hi everyone, am i the only one to get this error when i launch Buildozer (the buildozer screen is completly black), any tips to solve this issue? Thanks, Arq
  14. Everything works (now i have to figure out how to smooth the texture changes on buildozer) Thank you very much!
  15. Thank you guys i will follow your advices. :)
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