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Everything posted by stanhope
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Arma 3 SEAL Team helicopter evacuation?
stanhope replied to paulipauli120's topic in ARMA 3 - QUESTIONS & ANSWERS
Pretty sure you could get something like that purely through script, it probably wouldn't look that good though. -
help Yet another "My mic isn't working in Arma3" post
stanhope replied to UnbelieverInME's topic in ARMA 3 - TROUBLESHOOTING
Do you have a microphone lying around that uses a 3.5mm jack you can test something with? Or does your setup have a headset 3.5mm port instead of/on top of the headphones and microphones ports?- 1 reply
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Vehicle Respawn crew as Nato in Csat vehicles HELP PLEASE
stanhope replied to Sam87Gamer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From createVehicleCrew: So, spawn some NATO crew members and move them into the vehicle. -
Please help with two scripts for my MP mission
stanhope replied to Yurishenk's topic in ARMA 3 - QUESTIONS & ANSWERS
For 1: call a function that checks the player's inventory against what they had originally from take & inventory closed EHs. And remove everything they shouldn't have For 2: use a getInMan & seatSwitchedMan EHs and eject the player out of the vehicle if they're not allowed to. -
milsim Milsim server need to know how to restrict certain gear to certain roles
stanhope replied to Jordan S. White's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd assume that on a milsim server that wouldn't be needed but here you go: https://www.google.com/search?q=arma+3+ace+3+arsenal+blacklist => https://ace3mod.com/wiki/framework/arsenal-framework.html#11-adding-virtual-items -
Teleport with Timeskip Script
stanhope replied to NeisAEL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you need to remote exec your script to the server and your fade effects to the client So in init.sqf put: YourPrefix_fnc_teleportFade = { [0,"BLACK",0.1,3] call BIS_fnc_fadeEffect; player SetPos ((getPos t1) vectorADD ([random[0, 12.5, 25], random[-1.5, 0, 1.5], 0])); [1, "BLACK",5,1] call BIS_fnc_fadeEffect; 0=[[["near the coast... ","align = 'center' size = '0.7' font='PuristaBold'"],["","<br/>"],["5 days later","align = 'center' size = '0.7'","#aaaaaa"]]] spawn BIS_fnc_typeText2; }; YourPrefix_fnc_teleportPlayersToSub = { setDate [2012, 9, 1, 4, 30]; 0 setFog [0.4, 0.1, 25]; [] remoteExecCall ["YourPrefix_fnc_teleportFade", 0]; }; And make your addaction the following: this addAction ["To U-Boat",{[] remoteExec ["YourPrefix_fnc_teleportPlayersToSub", 2]},[],1,false,true,"","_this distance _target < 3"]; The init of a vehicle is executed every time someone joins, so you don't need to remote exec there (iirc) Untested. -
Reduce Damage Modifier Globally (all spawned AI)
stanhope replied to HartofARMA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There's also no value lost? I just tested it with the code in Robustcolor's reply. Sometimes the first is marginally faster, sometimes it's marginally slower. It basically comes down to personal preference. -
Help with spawning groups from arrays inside a parent array
stanhope replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Either of these should do the trick as long as you're only using 2 groups per sector: Untested -
Reduce Damage Modifier Globally (all spawned AI)
stanhope replied to HartofARMA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Because it reduces code complexity and gitlab yells at me when I push code that's too complex (well, only for school assignments, course of habit I guess) -
Help with spawning groups from arrays inside a parent array
stanhope replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Something like this? { private _sector = _x; private _groupName = format["grp-sctr-%1", _forEachIndex]; { private _grp = createGroup [east, true]; //spawn units etc. _grp setGroupId (format ["%1-%2", _groupName, _forEachIndex];); } forEach _sector; } forEach _sectorArray ; Untested -
make the player or ai vulnerable or invulnerable to some type of ammunition
stanhope replied to SGT Major Ray Jefferson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, with a handle damage event handler. -
Reduce Damage Modifier Globally (all spawned AI)
stanhope replied to HartofARMA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just take that sleep out then I guess -
Reduce Damage Modifier Globally (all spawned AI)
stanhope replied to HartofARMA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The code you provided has an extra "}];" in it which will throw a syntax error, here's a version without the syntax error (still untested): If this also throws errors, go to "%localAppData%\Arma 3" (open windows explorer and put it in the bar at the top), open the newest .rpt file you find in there and find the error message in there and share it here. (In a spoiler like I did with the code) -
Reduce Damage Modifier Globally (all spawned AI)
stanhope replied to HartofARMA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try something like: while {true} do { { if (_x getVariable ["damage_modifier_EH_applies", false]) then {continue;}; _x addEventhandler ["HandleDamage", { /*Add your eventhandler code here*/ }]; _x setVariable ["damage_modifier_EH_applies", true]; uiSleep 0.1; } forEach allUnits; uiSleep 5; }; Untested -
Delete Vehicle Help
stanhope replied to General McTavish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{ private _veh = _x; if (!((getPos _veh) inAreaArray "myMarker")) then {continue;}; if (count crew _veh > 0) then {continue;}; if (({_x distance2d _veh < 10} count allPlayers) != 0) then {continue;}; deleteVehicle _x; } forEach _vehicles Something like that? Untested -
Reduce Damage Modifier Globally (all spawned AI)
stanhope replied to HartofARMA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How are these units created? Do you spawn them with script, via zeus, ...? The easiest way to add that EH to all units would be via a while true loop over allUnits that adds it to any unit that doesn't have it yet. The best way to do it would be to create your own function that you call instead of createUnit when your mission wants to create a unit and apply the EH in that function. -
Is there a way to pass/get a local variable into setTriggerActivation?
stanhope replied to doctorbutts's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ThisTrigger with triggerAttachedVehicle? -
Would a getout event handler not be better?
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Does it happen on any other servers? Does it happen when playing vanilla? Does it tell you which file has a wrong signature?
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There's an error in the script TV\Youtube\Scripts\action1.sqf contains: tv setobjecttextureglobal [0,"TV\Youtube\Videos\action1.ogv"]; ["TV\Youtube\Videos\action1.ogv",[10,10]] spawn bis_fnc_playvideo; [/code] tv say3D 'bip'; that [/code] needs to be removed.
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Could you share the code you're using? It looks like you've copied some BB code from the error message.
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nearestobject array not working with isnull command
stanhope replied to combat-agent's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_hospitals = (nearestObjects [_target, ["C_Van_02_medevac_F"], 10] ); if (count _hospitals < 1) exitwith {hint "You are not at hospital."}; _hospital = _hospitals select 0; hint format ["%1", _hospital]; sleep 10; if (isNull _hospital) exitwith {hint "You are not at hospital."}; Something like this might work? Untested -
Have you verified your game files? (steam, right click on arma, properties, local files, verify integrity) Does this also happen when you're playing without mods?
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Others might not be able to fix whatever issue you had on their own. Please don't delete your topic just because you found the fix, share the fix as well.
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need help with script
stanhope replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Untested