-
Content Count
54 -
Joined
-
Last visited
-
Medals
Everything posted by Tova
-
Action on doubleClick for custom inventory item
Tova posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello ! I already know that I can create a custom inventory item through a config.cpp this way thanks to@R3vo: class CfgWeapons { class ItemCore; class InventoryItem_Base_F; class MyItem: ItemCore { displayName = "Tova's cool item"; model = "\A3\structures_f_epa\Items\medical\antibiotic_F"; scope = 2; scopeArsenal = 2; scopeCurator = 2; picture = ""; descriptionShort = "This item is very cool"; class ItemInfo: InventoryItem_Base_F { mass=5; }; }; }; But I'd also like to execute a script when this I double click on that item in the inventory, however I don't know how I could do that... NB : I believe it may have something to do with the "LBDblClick" eventhandler, but I have to say that I am clueless. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
Tova replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice work on the scripts @tpw ! By the way, have you considered spawning the civilians fom tpw_civs and tpw_crowds as agents ? The theory says it should be more performance friendly since the AI is simplified, plus it would render obsolete all the loops to ensure no new civilian group is created. If you're interested, you can have a look at the vanilla civilian spawn module for reference or this quick KK agents introduction. 🙂- 5759 replies
-
- 1
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
AI movement on scripted path / smooth rotations
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@dreadedentity : Well, if I remove the setDir, the unit just keep moving forward ! Without changing direction I mean 😛 @beno_83au : I like the ideas ! I'll have to find a good looking turning animation 🙂 Checking if the direction is good could then be done with a : waitUntil { ((direction _unit)<_direction+2) AND ((direction _unit)>_direction-2) } But I have to say I like this approach better : How would you choose the incrementation rate ? I believe we can't do for instance 1° per frame, because the turning speeding would then be inconsistent ? -
AI movement on scripted path / smooth rotations
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your help, however that doesn't really solve my issue 🙂 In fact, I cannot use setFormDir since I used disableAI "ANIM"; that command "freezes" all AI movement/behavour, so setFormDir won't have any effect. Moreover, even if used a workaround to be able to use setFormDir, the unit will stop turning as soon as unit direction is +/- 30 degrees of the formation direction, which will force me to use a setDir... Hence causing an "instant turn". -
Hello ! I have a group of 8 foot soldiers, and another group of two 4 seats vehicles. Using a GET IN waypoint results in 4 men boarding a vehicle, and the rest moving on foot, even thought there's another vehicle with enough seats to accomodate them. So are you aware of a way to make the squad board BOTH vehicles ? Thanks for you help 🙂
-
Make AI squad GET IN multiple vehicles
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your help ! The solution works flawlessly ! -
Make AI squad GET IN multiple vehicles
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the answer ! However, I think I wasn't clear enough... The GET IN waypoint is synchronized to a LOAD waypoint. So the vehicles are owned by a group and the units to board the vehicles are from another group -
HUB parameter in campaign Description.ext
Tova posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello ! I'd like to make a HUB mission in a user-made campaign the same way HUBs are present in the Arma 3 campaign. However, there's no documentation for the HUB parameter in the campaign description.ext reference page, where the only explanations provided are : enableHub = 1; // TBD - has to do with coming back to a "base" . . . //Define a mission to be hub. May have to do with CfgHubs. isHub = 1; // 0: disabled - 1: enabled. Default: 0 Is there someone with knowledge on the subject who can share information on how to make a campaign HUB ? Thanks ! -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Tova replied to Placebo's topic in ARMA 3 - GENERAL
The Virtuous Mission "Listen up Jack, your mission is to infiltrate Tselinoyarsk in the soviet mountains, ensure the safety of Sokolov and bring him back to the west." Mods : RHS AFRF, RHS USAF.- 6850 replies
-
- 11
-
doMove not taking z axis into account
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also for future reference, a workaround to get the AI units to the requested position is to ask them to follow a "position path". The idea being that if there's no path defined for the AI to go from outside the building to the requested position, it is possible that such a path is defined from another position in the building. (Path from outside-->position 37 not defined, but path from position 12-->position 37 is defined). I managed to solve my issue by giving the AI "intermediate positions" in each floor : {unit1 doMove (hotel buildingPos _x); sleep 1; waitUntil {unitready unit1 }; } forEach [0,12,52,101,153]; //0 being a position just after the entrance //12 position near the stairs //52 position after the stairs in floor 1 //101 position after the stairs floor 2 //153 final position on the 3rd floor -
To sum it up, I am trying to get an AI unit inside a 3 floor building, to do so I am using unit1 doMove (hotel buildingPos 153); as a sidenote, hotel buildingPos 153; returns the coordinates : [7063.92,2619.78,7.28142] Now the issue is that unit1 doesn't go to the 3rd floor, where buildingPos 153 is located, but goes "under" the designated location while staying on the ground floor (coordinates [7063.92,2619.78, 0.00143909]). The most surprising, is that if I issue the command to unit1 through the in-game command menu, it gets to the right position (that is on the 3rd floor) ! So gentlemen, any guesses for a way to get unit1 where I want ? (No, setPos is not a viable option :p)
-
OO VITEMS - Virtual items & inventory in game
Tova replied to code34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@code34 Really nice work there ! As for feedback/suggestions, I find that adding a new scrollwheel interaction to open the virtual inventory a bit inconvenient. I think a better way to do it would be to add a new "button" in the Arma vanilla inventory. So first off all, let me start by saying that I am not very knowledgeable when in comes to UI editing, so I am not sure if this is doable, but this is how I see it : Add an event handler to check if the player has pressed the inventory key. When this happens, create an OOP_Button "Virtual Inventory", so when you click the button, you open your virtual inventory Here's a little "backbone beginning of an implementation" to illustrate : fn_virtualInventoryPrompt = { params ["_displayCode","_keyCode","_isShift","_isCtrl","_isAlt"]; _handled = false; //checks if inventory key is pressed then spawns the button if ((_keyCode in actionKeys "Gear")) then { //DO STUFF : add one of your OOP_Button with "Virual inventory" as text waitUntil {isnull (findDisplay 602)}; //Wait until the vanilla inventory is closed //DO STUFF : time to delete your OOP_Button _handled = true; }; _handled; }; //Add an event handler that will run the code above whenever a key is pressed (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call fn_virtualInventoryPrompt;"]; On the other hand, you should not forget to handle the cases : The player closes Vanilla inventory while virtual inventory is open : Maybe you should close the virtual inventory as well in that case. The player closes virtual inventory but not Vanilla inventory : Maybe you should respawn an OOP_Button so the player could reopen virtual inventory without having to close the vanilla inventory first -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Tova replied to Placebo's topic in ARMA 3 - GENERAL
Disengage ! US Army unit stuck in a firefight, somewhere in Stratis. 2003 Mods : RHS USAF, Direone's poses, US Military mod, CUP Terrains Core.- 6850 replies
-
- 18
-
Also, for further reference, an alternative to achieve those "branching waypoints" would be: Create a group for each branch, for instance by placing a single unit. Set the probability of presence to 0 for each of those units. (So they don't spawn in the mission) Assign to each group the waypoints corresponding to the branch they represent. (Doable in the editor, Yay !) To assign a branch to the player once the conditions are met, use : (units group player) joinSilent GroupBranch1; The 4th step basically moves all the units of the player's group (including the player) into the empty group to which the branch waypoints are assigned, therefore assigning the player's group those waypoints.
-
Hello Arma scripting gurus ! To give a bit of background, I'd like to make a mission where the waypoints order would be something like : A1->A2->A3->| if(condition1) ->B1->B2->B3 | if(condition2) ->C1->C2->C3 | if(condition3) ->D1->D2->D3 I am aware that I can achieve this if I assign the A waypoints to the group, then on A3 completion check the conditions, then create and assign B,C or D using scripting commands. However, I am not familiar with this method and I believe it would be inconvenient to give a position array for each waypoint I want to create. Therefore, is there a way to do that "branching waypoints" using the 3D Editor ? Or at least how can I do it by scripting in the most user-friendly way ? Thanks for you help !
-
Create faction with custom faces/voices/facewear
Tova posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello ! I'm trying to create a faction using a config.cpp, I am able to give them the gear I want, but I am struggling to make units with a the right subset of faces/voices/facewear. For example, I'd like to have units featuring only : African faces, chinese voices and sunglasses only. I strongly believe that to achieve this I have to edit indentityTypes in the CfgVehicles : identityTypes[] = {"LanguageENGB_F","Head_NATO","G_NATO_default"}; But I couldn't find any description of the content of the fields, nor a list of the Languages and Heads "pools" I can use in identityTypes. Would somebody mind sharing some information ?- 1 reply
-
- config.cpp
- faction
-
(and 2 more)
Tagged with:
-
What about : (leader groupOfTheSpeakingMan) sideRadio "Message 1"; That way, the group leader will always be the speaking guy. Does it work for you ?
-
doMove not taking z axis into account
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oookay, I get your point... So basically nothing to do about it... -
doMove not taking z axis into account
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi I don't understand very well what you do mean, but I believe that the hotel has a Path defined since if I order the unit to move there in game, using the ~ menu and move there, it reaches that spot with no issues. -
Need help with a trigger
Tova replied to ziga.cernic4@hotmail.com's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually, to achieve what you want to do you have to set the condition of trigger1 to : this && (triggerActivated Trigger2) Basically the "this" represent the condition you selected in the scroll menu, that is "BLUFOR present". -
doMove not taking z axis into account
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just gave it a try, but no luck unfortunately... Actually it's even worse : they do not move at all with moveTo... -
Wonderful ! I can hardly thank you enough !
-
Disable player vehicle driving while commander
Tova replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you nice work around ! -
Disable player vehicle driving while commander
Tova posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello Arma scripting gurus ! Since a recent update (a couple months ago), you can have direct control over tanks even if you are in the gunner seat. What I mean, is that you man the gun while moving the tank, à-la Battlefield for instance. I would like to disable that feature : I want the player to be unable to drive the tank if he is in the gunner seat. Any way to do that ? Thanks a lot ! -
Adding custom face directly to a mission
Tova posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there ! I was working in a mission and I wanted to include a female unit. Actually, nothing fancy, but I don't want to add a mod dependency to the mission and I'd rather just add a female face on one of the units. Is there a way to so, if not, what would you recommend ? PS : I was considering adding one of those faces directly in the mission, but I have no idea how I could do so.