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Taylor1984

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Everything posted by Taylor1984

  1. Hi! I'm want to make a room which is supposed to be dark and you are supposed to see just a little bit in there. This is supposed to be in daytime and in multiplayer so I guess I can't fake darkness using skipTime? As I understand it can't be used locally, right? cutText ["","BLACK OUT",x] won't work either because I want the player to be able to see the action commands since he is supposed to find the light switch. Can I make some sort of transparent almost black picture all over the screen somehow, like a filter? Is that the best solution? Thanks
  2. Mission: Find, capture and extract a famous SS officer in German occupied Ukraine during WW2. Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1661713774 Info: I originally created this mission just for me and my friends and never really intended for it to be released to the public, however someone might find it entertaining regardless. All characters and events depicted in this mission are entirely fictitious. Any similarity to actual events or persons, living or dead, is purely coincidental. Even though this mission depicts fictive events from the Holocaust, the actual Holocaust of WW2 is a real thing. Some characters depicted in this mission speaks using sound files of e.g. Russian and German languages for the purpose of ambience. Sometimes what the characters utter might make no sense for players who understand these languages. I appologize for this and hope it does not offend anyone. Credits: Bohemia Interactive Studio and the mods used in this mission JDAM Bomb script and Fire script by aliascartoons JBOY Molotov Cocktail script by JohnnyBoy Drop weapon script by soulkobk Liberation 1941-1945 - OFP (some sounds) Petter, Johan and Anders - rigorous multiplayer testing Contact me if you have any comments Thank you /Taylor1984
  3. Hi I've searched everywhere for a solution to my problem but so far no luck. I'd like to detect when a weapon gets reloaded, both infantry weapon and vehicle weapon. I guess you could somehow check when the current magazine in the weapon is out of ammo or something, thus an AI would immediately reload? I know how to count the bullets of all magazines for a ordinary weapon and vehicle weapon but not for just the weapon magazine, at least not for a vehicle weapon. needReload does not help since it returns 0 as soon as the vehicle starts reloading its weapon. Edit: _mag = vehicle player currentweaponTurret [0];player ammo _mag Returns the ammo inside the vehicle weapon magazine but that does not help me since as soon as the vehicle starts reloading an empty magazine it returns a full magazine again. Any help would be much appriciated. Cheers
  4. Taylor1984

    Detect weapon reloading

    I found this thread on the subject and their mention something using magazinesDetail and magazinesAmmoFull as methods of counting ammo in mags but I couldn't get it to work.
  5. Taylor1984

    Detect weapon reloading

    Yes, I read about that and maybe that's a solution for a unit on foot. For a unit using the weapon of a vehicle it seems more tricky, at least for me who's not that good at scripting.
  6. Taylor1984

    Detect weapon reloading

    That's right. I'm doing this RTS style mission and when you select a unit detailed information about this unit is being displayed in real time, like: what weapon he is using, ammo count for that weapon, health status, actions. So if the unit for instance is firing the cannon of a vehicle the picture of a cannon is displayed and his action displays "Firing".
  7. Taylor1984

    Detect weapon reloading

    Thanks. Yes, I did not get it to work and also I read somewhere that it fires after the magazine has been reloaded, which is strange because it says in the description otherwise. I'll try some more. Edit: I tried it with a hint and unfortunately the hint displayed after the reloading process was completed. Maybe something within the EH fires at the intial reloading as well but if that is the case I wouldn't know what do do. Perhaps it has something to do with the "_oldMagazine" param?
  8. Hi! I have this problem where certain map markers move on top of other markers even though I want a specific marker to always stay on top of all other markers. What decides the layer position of a marker? Thanks
  9. Taylor1984

    Marker on top of other marker

    I'm still having problems with this, actually. I have these markers placed on the map in the editor and while playing the mission I'm creating new markers as I go and if one of the new markers gets created at the position of one of the original markers the new marker will be placed on top of the original marker. I would like to create new markers that ends up underneath all other markers. Is this possible? Thanks
  10. Hi I would like to check if a specific backpack is on the ground (I guess inside a weaponholder) and have an AI pick up that backpack. I suppose you would use nearestobjects and count the amount of backpacks within the closest weaponholder or something. I know how to find out whether a backpack is inside a crate using {_x == _backpack} count backpackcargo _crate >= 1 but I don't understand how to do this with the closest weaponholder. Cheers I'm sorry, I didn't search the forums well enough since I found a solution: https://forums.bohemia.net/forums/topic/160050-make-ai-pick-up-backpack-from-ground/
  11. Hi I know how to destroy a certain part of a building by eg using: _building setHit ["dam1", 1]; But how do you detect when a part is destroyed? Thanks
  12. Yes surely and it's also part of the fun I guess. My problem is that I'm not really a programmer and don't understand all that I'm doing but through trial and error you can reach results. I found a solution to my problem now by checking for nearbyobjects "house" and check the getHit on the spot every second. I also check when the house becomes a ruin and end the script that way.
  13. First time I notice those watch fields. Thanks. You're right, I did the same thing as you in the watch field and it worked but the trigger with the same condition still didn't fire. Then I tried: test1 gethit "dam1" >=1 and it worked. Thanks all, you're the best. Howerver, a new problem is that when the building gets a gaping hole the building gets deleted and replaced with a new one so then I can no longer check the damage of the building so I guess I'll have to use BuildingChanged somehow or nearestObjects rather. I need to check for holes all over the building and not just one.
  14. Maybe but I noticed now that the building is actually from the CUP mod and some of those buildings are vanilla ones, right? I've only ever created a trigger like this: Condition: house getHit "dam1"==1 Activation: hint "test" In the config viewer I now found the following: replaceDamagedHitpoints[] = {"HitZone_1_Hitpoint","HitZone_2_Hitpoint","HitZone_3_Hitpoint","HitZone_4_Hitpoint","HitZone_5_Hitpoint","HitZone_6_Hitpoint"}; So it appears to be 6 hit zones on the building. Lineintersect, OK, maybe I'll have to look into that.
  15. You're right, when I look at the icon next to it it seem to be from the WW2 mod Iron Front. I thought it was the original building since in the config viewer it says 'author: Bohemia Interactive' and that the mod just makes it possible to place in the editor. It feels like a vanilla building since I don't think they would make that much effort in creating damage models for a house in a mod, plus the AI have paths for walking around on all floors and such. BuildingChanged might work if I find the names of all the models in the config viewer but so far no luck. What happens to this bulding when you put explosives on one side of the building a big gaping hole appears on that spot, so it's more detailed than the houses just falling down. And I found that when I execute: _building setHit ["dam1", 1];, _building setHit ["dam1", 2];, _building setHit ["dam1", 3]; etc I can demolish the different places on the building, so that's why I think it should be possible to detect every individual part. It's also important for me to get the specific part being demolished since I have static objects on the roof of the bulding that I want to delete or move when a big gaping hole appears underneath the object. Otherwize they just hover in the air since they aren't simulated. Maybe it's possible to detect whether an object is hovering in the air with no floor underneath instead? I think I tried getposATL but to no avail. It probalby all comes down to me not being able to type the code correctly, since I think it should work with getHitPointDamage or getHit. Thanks
  16. Ah, right. But checking that the damage of the first part of the building, which I supposed is called 'dam1', then? As I mentioned _building setHit ["dam1", 1]; destroyes the 'first' part of the bulding. _building getHit "dam1"==1 doesn't work for instance. It's the command center made by BIS: 'Land_Mil_House_EP1'. An editor placed object.
  17. Yes, but I couldn't get it to work, besides I need to detect when the part is destroyed not just hit. Thanks
  18. Thanks, that looks really great.
  19. Hi Is there a way to add more smoke when bullets hit the ground? Thanks
  20. Hi How do you make an AI take a vest, a backpack, ammo, items, a helmet and weapons from an ammo crate using a script? So far I've only managed to make the AI take all the ammo using this rather clunky code: _cratemags = magazinecargo _crate; {_AI addmagazines [_x, 1]}forEach _cratemags; clearmagazinecargo _crate; Thanks
  21. Hi Is there another way of detecting explosions in an area that isn't so demanding on your system? Thanks
  22. Hi When I use the attachto command to attach a loudspeaker object to a chopper the chopper just climbs, gaining altitude forever instead of going forward following its move waypoint. I've tried disabling the collision between the objects and stuff but nothing seems to work. Any ideas? Thanks
  23. Hi Say I want to check if a unit is standing in eg a corner of a concrete slab object, how do I get the position of the corner regardless of what direction the concrete slab is facing? I guess it's like getPos but with some kind of modeltoworld thing? I mean the following wouldn't work obviously unless the slab was always facing the same direction: _pos = [(getPos _slab select 0)+2,(getPos _slab select 1)+2,(getPos _slab select 2)+1] Thanks
  24. Hi In the map Fallujah 2 there are a lot of houses that you can't enter. However, they often have rooftops with doors leading out to the roof, even if they are just textures. What I want to do is add an action to get in the door on the ground level of the houses and get out of the door on the roof. Unfortunatley there are like a 100 of these houses in this map and I would very much like be able to get on the roof of all of them. Is there a way to check when you are close to a specific kind of house and by getting the direction of said house calculating where the door is, creating an invisible H at the position of the door, adding an action to the H to 'go up to the roof' and then get teleported up to the roof? I guess this would be a script that continuously checked whether you are close to a house of a certain kind? Thanks
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