

Mr H.
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Posts posted by Mr H.
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You kind of answered your own question : https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#PlayerConnected 😉
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To heal why don't you use the ace function ?
[_unit,_unit] call ACE_medical_fnc_treatmentAdvanced_fullHeal;
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Assuming your code is correct here's how I would set it up :
In your initserver.sqf
Spoiler//initserver.sqf mev addEventHandler ["GetIn", { params ["_vehicle", "_role", "_unit", "_turret"]; ["TAG_heal_event",[_unit],_unit] call CBA_fnc_localEvent; }];
In your init.sqf
Spoiler//init.sqf ["TAG_heal_event", { _this spawn { params ["_unit"]; ["<t color='#ff0000' size = '0.7'>US Combat-Medic:<br/>Beginning trauma treatment...!</t>",-1,1.5,4,1,0,789] spawn BIS_fnc_dynamicText; _unit setdamage 0; sleep 3; [_unit, false] call ace_medical_fnc_setUnconscious; sleep 2; _unit setVariable ["ACE_medical_pain", 0, true]; sleep 2; _unit setVariable ["ACE_medical_bloodVolume", 100, true]; sleep 10; _unit setVariable ["ACE_isUnconscious",false,true]; ["<t color='#ff0000' size = '0.7'>US Combat-Medic:<br/>You are healed - now get out and fight!</t>",-1,1.5,4,1,0,789] spawn BIS_fnc_dynamicText; _unit action ["Eject",vehicle _unit]; } } ] call CBA_fnc_addEventHandler;
Using cba events to run some code where unit is local is how ACE does it instead of remote executing, I believe it's better optimized this way.
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Does the rest work ? If so have you tested just the text bits in the console to see if they work ?
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There are a few other things that are not ok in your code: replace the WEST in your remote exec's by _unit. And anyway if I where you I'd just remote exec the whole healing.sqf where unit is local (and remove all the remote exec's inside) also in the line where you use the eject action _this should be _unit. Sorry for not explaining everything or pasting full code but I'm on my phone.
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Okay so first you should add the handler only on the server. Best way is to add it from your initserver.sqf
It will look something like that.
mev addEventHandler ["GetIn", { params ["_vehicle", "_role", "_unit", "_turret"];
[_unit] execVM "healing.sqf"
}];
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Also your messages will be seen by everyone in blufor. And instead of using a trigger you should use a getIn eventhandler.
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First line should be _unit = _this select 0;
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The file you posted is not from the original mod. You should use the original version where there are no such errors 😉
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The "ace_uncounscious" event doesn't work like that addEventHandler only works with arma 3 vanilla events. Ace events use Cba event system
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Target has to be defined within the scope of your event handler action. You can store/retrieve it in missionnamespace for example. It depends on what type of data you are trying to pass.
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@GEORGE FLOROS GR for the record these are also visible if you paste in visual studio code and seem most common when code is posted from a phone.
@Beans135 btw pie_helmet in your weapons array should be between ""
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When copying/pasting from this forum some invisible characters are sometimes created. Just rewrite the code by hand.
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class CfgPatches
{
class TIOW_Tau_Headgear
{
weapons [] = {Pie_helmet};
requiredVersion = 0.1;
requiredAddons [] = {"A3_characters_F};
};
}; -
{ class Cargo { parachuteClass = B_Parachute_02_F; // Type of parachute used when dropped in air. When empty then parachute is not used. parachuteHeightLimit = 40; // Minimal height above terrain when parachute is used. canBeTransported = 1; // 0 (false) / 1 (true) dimensions[] = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory-point-based override of automatic bounding box }; };
No formatting sorry I'm on my phone. Found here :
https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport
don't know if it works for thingX though.
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Do you mean with an ace 3 interaction ? If so https://ace3mod.com/wiki/framework/cargo-framework.html
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1 hour ago, Houdiniii said:Overthrow
Mission not map.mod not mission 😉1 hour ago, Houdiniii said:and an earplug (For JSRS)
Ace not JSRS
It is possible, best way would be to ask the author do do it in his mission. You can do it yourself but you need to know how to get the mission file and extract it. (Easy to do, just google it). If you republish it/modify it you need the author's explicit authorization. -
It's not even necessary to use the deleteAt in this case, this will spawn units at each marker, I'm guessing that's not exactly what you want.
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Markerarray = ["1","2","3","4","5","6","7","8","9","10"]; for "_i" from 0 to (count MarkerArray) do { private ["_grp","_unit"]; _grp = createGroup [east, true]; _unit = _grp createUnit [selectRandom ["uns_men_VC_mainforce_AS1","uns_men_VC_mainforce_HMG"],getMarkerPos (Markerarray select _i), [], 350, "FORM"]; Markerarray deleteAt _i; };
try like this
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You have to get the cargo room for the helicopter and then count the number of dead players compare them and you're set.
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Maybe disableSimulation for a short while ?
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My_var = nil;
or
missionNameSpace setVariable ["My_var",nil]-
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4 hours ago, ChlckenWlng said:dont know a lot of making missions and wanted to know if there is a way to delete a variable with a trigger.
Set the variable to nil
4 hours ago, ChlckenWlng said:Also where can I look up all the expressions commands for triggers?
Not quite sure I understand your question but all trigger commands are here https://community.bistudio.com/wiki/Category:Command_Group:_Activators
Using initPlayerServer.sqf ?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
You've got the uid so you can retrieve it with https://community.bistudio.com/wiki/BIS_fnc_getUnitByUid