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Everything posted by Blitzen88
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“Lazy Evaluations” - If and Select
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is what I’m trying to figure out. I have certain conditions that need to be evaluated at the start of the IF/Select command but I need to make sure I have the syntax right. -
Spawning Squads based upon Player Distance and other factors
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for pointing these out - I fixed all of these after some initial testing. All of my scripts are for single player. Do you think there is any sort of performance difference between using a loop script vs. creating triggers? Im really more concerned about the possible performance impact -
Spawning Squads based upon Player Distance and other factors
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for looking at this! Your solution is a little bit over my head - I can get the overall jist of it but Im going to have to learn about the rest. I thought about triggers but didn't know how to pass the group for deletion without using global variables. -
Jebus - Just Editor Based Unit Spawning
Blitzen88 replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you use _proxythis to define a group? Ie, GroupA = group _proxythis…? -
Spawning Squads based upon Player Distance and other factors
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Heres what I came up with. Havent tested it yet. Is there any way to trigger spawning via a distance eventhandler? -
Spawning Squads based upon Player Distance and other factors
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Trying to avoid triggers -
Thanks, I will look into it.
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Is the Wilcox riser in the current release? Also, is it possible to flip magnifiers to the side? If so, how?
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Delete units of a particular side when a unit leaves the trigger area
Blitzen88 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Greetings, Im using a trigger which is activated whenever Blufor are present. Due to the spawn script that I am using, the trigger needs to be a “Blufor Present” type of trigger. Is there a way to delete all units of a particular side whenever Blufor units leave the trigger area? I looked into using the Deactivation part of the trigger but, per the wiki, it seems like you cant use the “this list” command on trigger deactivation. Does any one know how to do this? Thanks -
RHS Escalation (AFRF and USAF)
Blitzen88 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know this has probably been asked before but are there any plans to add extended lower and upper zenitco handguards (ie b30/b31)? or Sureshot handguards?- 16550 replies
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- Weapons
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Learning how to display text from scripted arrays in-game
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The EmptyStartingVehicles is not included in the loop. Its purpose is to capture empty vehicles at the mission start; those vehicles are often times used for decoration. Im not worried to much about the Weapon holders. I run the Vanilla Garbage Collector and I would think that it deletes these anyways..? -
Learning how to display text from scripted arrays in-game
Blitzen88 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I’ve been trying to learn how to display text from arrays in-game. For instance, I want to create a script that gathers all of the sectors on a map and then sorts them based off of distance. The problem I’m having is learning how to display the results in-game. How can I display the results in-game (via hint, etc.) when I might not even know, from mission to mission, how many Sectors exist on the map? -
Learning how to display text from scripted arrays in-game
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for the suggestion - I will try to implement it next time I have some time. I looked at the vehicles page and Im not sure what types of items/vehicles/etc "weaponHolderSimulated" applies to. If it refers to dead bodies or weapons on the ground, then its not really applicable to how I make missions. As for the Sectors.... From what I understand, SpawnAI modules which are linked to the SectorTactics module will attack sectors from closest to farthest. Therefore, for play testing purposes, I wanted to make a script which would display sectors from closest to farthest. I figured it would provide a good opportunity to learn how to do it. I already have the ability to find and sort sectors - I use it to create a transport helicopter which takes infantry spawned by a SpawnAI module to the closest neutral/enemy sector. I just dont know how to display it on the screen. SpawnAI Sector Control Heli Transport: -
Learning how to display text from scripted arrays in-game
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a script that I am trying to implement displays: The script essentially deletes vehicles and crewmen that meet certain conditions. The script loops and displays a message via SystemChat to confirm the loop. How can I have the script display how many vehicles and crew were deleted? For example: Systemchat "AI Vehicle & Crew Monitor Loaded - X | Y" Where X is vehicles and Y is crewman..? -
How to Check a Vehicle’s Ability to Fire
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is what I came up with -
How to Check a Vehicle’s Ability to Fire
Blitzen88 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Having some issues getting this check to work. I want to delete vehicles and crew members if a vehicle’s weapon/turrent is damaged and cant fire. The canFire command seems to do a good job of checking if a unit’s weapon/turrent can fire but I cant use that command by itself because it would delete unarmed vehicles. Im also trying to avoid a scenario where a unit gets deleted because it might have a weapon/turrent that is incapable of firing (i.e. it’s a just a turrent with a scope). This is the framework I’ve got: If ( ( cantfire ) && ( has weapon turrent) ) then { Deletevehicle} Any input would be awesome -
How to Check a Vehicle’s Ability to Fire
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Reading up on canFire, I dont think I can accomplish what I want. Per the notes, It seems canFire will return true as long as the weapon can fire - even if it is completely damaged and can’t rotate. -
How to Check a Vehicle’s Ability to Fire
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I “test what is returned for x”? Seems like a really cool thing to know. -
How to Check a Vehicle’s Ability to Fire
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It will need to be some combination of the two. I will try that but I think laser designator weapons, which require batteries…I think, as magazines might mess it up..? -
Greetings, My understanding is the Spawn and ExecVM commands allow for the scheduler to execute scripts when time allows for it based upon the current engine load. I believe the Exec command, however, executes scripts immediately when “called.” However, how does the scheduler handle looping scripts which are initially executed via the Spawn and ExecVM commands? For instance, say I execute a script via Spawn/ExecVM and it loops every 3 minutes. Will the scheduler delay the execution of the loop since the script was initially called with Spawn/ExecVM? Thanks
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Scheduler Load and Looping Scripts
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Will do. Thank you! -
Scheduler Load and Looping Scripts
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im NOT talking about this: while (true) do { execVM script; sleep 1} Im talking about this: while (true) do { something; sleep 1} How does the scheduler deal with the loop? -
Learning how to display text from scripted arrays in-game
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
On command hint. As to your previous comment (Hello World), how do you display elements from an array when you dont know big the array will be? Ie you know there are only two words so therefore you only “need” %1 and %2. How do I make it work if, sometimes the array is 20 elements and sometimes its 5 elements, etc. -
Learning how to display text from scripted arrays in-game
Blitzen88 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you everyone that has responded. Im really trying to learn from a more basic level, focusing on something as simple as whats quoted above. Im trying to learn how to display strings and how %1 works. My understanding is %1 refers to the first “element” within the array (which is weird because 0 usually refers to the first element) and %2 refers to the second and so on. However, how can you make a display work when you dont always know how many elements will be in the array? Ultimately I want the display to look like: 1) Closest Sector 2) Next Closest Sector 3) etc. -
Questions regarding empty groups and the max group limit
Blitzen88 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Greetings, Wanted to check with people who are more knowledgeable than me regarding two issues regarding dead units and the maximum group limit: 1) Are dead / empty groups automatically deleted by the game? My initial thought was the game would automatically delete dead / empty groups. However, I found the deleteGroupWhenEmpty command which seems to imply groups need to be flagged for deletion in order to be deleted. Is that correct? 2) Similarly, does the command allUnits included dead soldiers? Again, my initial thought was the game would exclude dead units from commands like allUnits but now Im not so sure. 3) Lastly, how does the garbage collector affect these two issues? I know it removes bodies but does it also delete groups? Thanks for the help!