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Reeveli

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About Reeveli

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  1. Hey people, I couldn't find any wiki entries or tutorial about how one would utilize the radioprotocol lines already in the game for the sideRadio command, if I missed something post the links below please. I know I can define my own lines and associated sounds in the mission config file but that seems like it should be unnecessary. Lets say I want the player to scream "Target that man" with one of the voices present in the game on the side radio. We know that the AI is already capable of doing this so the necessary parts must already have been configured somewhere. I just have had no luck into finding how to tap into that resource. Any tips would be appreciated.
  2. Reeveli

    Change cutscene in main menu

    Might be a problem in the intro mission itself then, not the config.
  3. Reeveli

    Change cutscene in main menu

    class campIntro { directory = "Eaglets\Intro.intro"; }; I am not too sure if that is the correct way of defining an intro. If someone else can confirm that is fine then ignore the rest of my post. Is .intro even usable in Arma 3? I don't know but here is the config I use for my own Arma unit's custom main menu video: In Menara_intro.Altis I use the initIntro.sqf to play the actual video. "Spg_intro\" refers to an addon that I made specifically to store the into mission. I.e. in the config file I specify Arma mission from an addon as the cutscene and have a mission intro in that mission that is then used in the main menu. Hope this helps.
  4. Hello people, I would like to ask some help on the usage of the new config viewer that is part of the mods. Is there a way to copy the array of all parent classes of an entry? What I am looking for is how can you extract e.g. ["C_man_enoch_base_F","C_man_1","Civilian_F","Civilian","CAManBase","Man","Land","AllVehicles","All"] from a civilian. 7erra's config viewer has the neat drop down menu for all the parent classes but I really miss this feature and was wondering if/how can I replicate it in 7erra's.
  5. Hello people, I am having a really frustrating problem with the "IncomingMissile" EH. The EH works fine when an AI is engaging player vehicle, when AI engages AI vehicle but NOT when player engages AI vehicle. I did some searching in the forums and apparently the was some problem with this EH back in OFP days so I have tried multiple ways of localizing the EH. I have tried the init, CBA class eventhandler system and adding the EH to unit via extended_preInit_eventHandlers. All methods share the same problem. So far I have not even bothered with a dedicated environment so this has been all local. For reference here is the code I am running (I am using CBA and Ace if that is relevant): this addEventHandler ["IncomingMissile", {params ["_target", "_ammo", "_vehicle", "_instigator"];[_target, "SmokeLauncher"] call BIS_fnc_fire;}]
  6. So I am trying to have a black screen (e.g. by using titleText) AND then have the predefined closing shot projected on top of it. What is the point? The decolorization into black and white will not do anything with a black screen but the nice effect of the white static and the "Mission over" text box would look cool over just a fully black screen. My problem so far has been that the BIS_fnc_endMission seems to override any method of having a black screen. If I use titleText ["", "BLACK FADED", 1] followed by BIS_fnc_endMission then the screen will revert back to normal before starting the cycle for the closing shot. If using titletext (or cuttext) after the BIS_fnc_endMission then the black screen will be on top of the closing shot preventing the players from seeing the effects. The same thing happens if using the in-built fade function inside BIS_fnc_endMission (e.g. ["lose1",false,10,false] call BIS_fnc_endMission), once the function fires it will clear the screen of any previous effect allowing the players a brief glimpse of not-black screen. Any thoughts on how to proceed?
  7. Didn't know that, I was assuming the 'HitPart' was using same detection model as 'Hit' or 'Dammaged'. Just because you can recover stuff afterwards from a hard drive doesn't mean careless fire discipline is the desired form of gameplay on every mission.
  8. Poor wording on my part, first post updated to correct this. What I meant is that the players are not allowed to damage the computer in order to get the intel out of it. From a scripting perspective I definitely want to allow the computer to be damaged. The problem is that short of manually setting the damage I haven't found out any good ways of achieving this dynamically.
  9. The insidious thing about IR strobes is that you can (as you have in your trigger) delete the actual grenade, but the pulsing effect is its own separate entity. You can see this easily by creating an IR strobe on the ground. Then when you delete the strobe you can clearly see that the actual object is gone but the effect continues. The easiest solution to your problem would be to create only the separate effect entity and attach that the box: strobe = "NVG_TargetC" createVehicle position ammobox; strobe attachTo [ammobox, [0, 0, 0.4]]; //trigger deleteVehicle strobe; Here is an alternative that will still allow you to have the actual physical grenade present: strobe = "B_IRStrobe" createVehicle position ammobox; strobe attachTo [ammobox, [0, 0, 0.4]]; //trigger _list = position ammobox nearObjects ["NVG_TargetC",3]; {deleteVehicle _x} forEach _list;
  10. Not sure what you are referring to. I specifically want to allow the prop to be damaged.
  11. So I am trying to create a situation where there is critical information on computer terminal that the players are trying to get. The catch is that if the players accidentally shoot the computer during the firefight it is destroyed (they wont get the option of accessing its files). My problem is how to achieve this. The computer (or as far as I know all prop items like barrels, crates, soda cans etc) objects do not register damage from bullets/grenades so a simple trigger with if (damage computer <0) condition will not work. I will however note that it is possible to manually set the damage on the object using the setDamage command (from example from debug menu) while in-game. However I would rather not have to worry about such minutiae if I am zeusing a hectic mission. The 'Hit' and 'Dammaged' eventhandlers are also not registering on the prop objects so using them will not work. An alternative I thought was to use the 'Fired' and/or 'EpeContactEnd' eventhandlers to track the bullets fired by the players to see if they end up hitting the computer. This however does not sound to me like a performance friendly solution, especially since I would also like to have possibility for an AI to damage the computer by accident (thus greatly increasing the tracked bullets). I guess I could try to only add the eventhandler to units only when the move to the vicinity of the computer and removing the EHs afterwards in an effort to reduce the amount of bullets tracked. If someone here would have a more elegant solution in mind please share your thoughts.
  12. Sweet, that did the trick. Thanks for the help!
  13. Hello people, me and my friends have been trying to solve this issue for a while now so any help would be appreciated. Here is a quick rundown of whats happening: We are trying to a create a whole family of scripts (functions) that use the same framework to create ammunition, supplies and troop reinforcements dropped by parachute. In the example mission (link at the end of the post) only a single uncompiled script is included as an example. This script creates a helicopter that flies over the script originator (in this case a laptop on a table). What is supposed to happen is that two ammunition crates are created and attached to parachute to fall into the ground. This works as intended. However when this is done on a dedicated server four crates are created with their parachutes and smoke signals. We have no idea why this is and we are also unable to duplicate this bug in locally hosted environment. And before anyone asks we have tried remote execution but the bug persists. To anyone that cannot test this on a dedicated server but would still be willing to look at the script the script is under the spoiler. Here is the link to the unmodded example mission: https://drive.google.com/drive/folders/1Zgkji7v7ncYdD1iaHpPy46i95Caoq7m1
  14. Moving this question here due to moderator request. Basically I am trying to find an eventhandler that would execute when an ACE explosive is set off (to add some terrain removing properties to the explosion). The normal evenhandlers don't seem to work with ACE explosives. After looking through the ACE functions list given by Demen I cant see anything that would fit my bill. Does anyone know of way of detecting if ACE bomb has been touched off?
  15. Hi everyone, I am having no success using the "fired" eventhandler with ACE explosives. My current test code is the following: player addEventHandler ["FIRED", {if ( (_this select 4) isKindOf "TimeBombCore") then { hint "mine planted"};}]; This works fine in unmodded Arma but not in ACE. So either the ammo classes have changed in ACE in which case I could not find anything in the configviewer so could somebody point me to the right place. The other alternative that comes to my mind is that using the ACE self interaction to place down explosives doesn't register under the umbrella of "fired". In this case are there any alternative eventhandlers?
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