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LSValmont

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Everything posted by LSValmont

  1. There is no need to repeat. Trigger repeat doesn't work so well in my experience. Just place 2 equal triggers at the same position and have them be activable at different times. Trigger 1 Condition: time > 5 && {alive (agent _x) && ((agent _x) inArea thisTrigger)} count agents < 1; Trigger 2 Condition: time > 60 && {alive (agent _x) && ((agent _x) inArea thisTrigger)} count agents < 1; The first trigger will spawn the Feral Dogs 5 seconds into the mission and the second trigger will only activate when all the previous Feral Dogs are dead. PS: It is kinda tricky working with agents but that is your solution ๐Ÿ˜‰
  2. The only way of learning is asking so ask as many times as you want! In the case of the vDogs you don't need to worry about locality as the script will exit if run on any client and will only work on the server, so any kind of trigger will do. It should also work fine if you tick the server only tickbox but there is no need for that. RemoteExec is not needed if you use a trigger or add the execVM to the unit's init field.
  3. I know me and my mission players do! So thank you @tinter!
  4. vDogs version 1.8B (HOTFIX) RELEASED! Changelog: - Fixed two sound class errors: dogGrowl4 and dogGrowl. (Both reported by PatPgtips on Armaholic.com so thank you PatPgtips!) - Corrected the Feral Dogs's TRIGGER ACTIVATION code so that there are no "Type Array, expected String" errors. (Thank you @mrakos2005). PS: Use this in the TRIGGER ACTIVATION now: null = [getPos thisTrigger,((triggerArea thisTrigger) select 0), "Fin_random_F", 3, true] execVM "vScripts\vDog\vDogFeral.sqf"; - Patrol Dogs are now faster to react and will reveal targets to their owner so they are far more dangerous and useful than before! (Fear the Patrol Dogs!) - Dogs will now take slightly more punishment before going down. - Additional small optimizations! DOWNLOAD LINK: https://drive.google.com/open?id=1mtMH6irOWYsyPy0cl1Jlk4sOrpahqcX4 Enjoy!
  5. It did! Thank you!
  6. You need to add this to the ACTIVATION FIELD of a trigger: null = [getPos thisTrigger,((triggerArea thisTrigger) select 0), "Fin_random_F", 3, true] execVM "vScripts\vDog\vDogFeral.sqf"; Make the trigger as big as you would want the Feral Dogs to attack and that's it!
  7. Quick questions: 1) When loading a previous save, as the host, should I wait for all the players that were in the previous session or can I load before they join and everything will still work? 2) Does this work with eden placed vehicles? Like when loading a mission for the second time and vehicle car_1 is respawn at the start position but on your saved file car_1 is already in another location and with half fuel... the script will just move car_1 into its saved position and setFuel or will it delete car_1 placed by EDEN and create a new car_1 on the saved location? (I am trying to understand how the script deals with vehicles not spawned via scripts). Thank you!
  8. I my quest to find a way to remove Arma 3's default "Heal Self" action that pops up when you are wounded (I want it removed since I have my own healing script UI) and I need a way to do it without mods... Can inGameUISetEventHandler be used for that same effect and can it remove more than one default Action? https://community.bistudio.com/wiki/inGameUISetEventHandler
  9. They are not created in ACE, in fact they are a scripted alternative to ACE. The whole idea is to have similar functionality without installing any mods whatsoever (except for CBA that is) .
  10. That is too bad, I am doing a super script suit that will replace many mods and the idea is to foment more modless missions since many mods break with updates and are often left "outdated" and that is one of the reason I am doing this scripts package. One of the features of this package is called vMenu and is basically a modless alternative to ACE's menu. It has options to bandage, inject morphine and transfuse blood but A3's default actions need to be hidden for it to work as intended. I guess I've run out of options... but Thank you for clearing this up!
  11. Yeah but how do I find out the name of the default actions? Also I believe this won't hide the actions just hint that you cannot use them? Or is it possible to hide them? And can it be stacked? Like: inGameUISetEventHandler ["Action", " if (_this select 3 == 'DisAssemble') then { hint 'You are not allowed to do this'; true } "]; inGameUISetEventHandler ["Action", " if (_this select 3 == 'HealSelf') then { hint 'You are not allowed to do this'; true } "]; inGameUISetEventHandler ["Action", " if (_this select 3 == 'HealOthers') then { hint 'You are not allowed to do this'; true } "];
  12. So I have been doing some research about a MULTIPLAYER save implementation for my missions and I stumbled upon this: https://community.bistudio.com/wiki/saveVar Its description reads: Save variable value into the campaign space. So what is this "Campaign Space"? I haven't been able to find anything on it. 1) How do we access it? 2) How do we enable it on our missions? 3) Does it work for multiplayer? 4) Can we use it as an alternative to ProfileNameSpace? Has anyone used it before and knows about this?
  13. LSValmont

    [Release] SCCLoot

    It is far better and less immersion breaking to have loot under buildings rather than floating in the air. (Unless you are playing CONTACT that is ๐Ÿคฃ)
  14. LSValmont

    Aliens Mod

    Those look quite good mate! To be honest the previous two, the green with super pixelated greener dots and the blue with pixelated huge lightblue dots both don't look good enough for a release in my honest opinion. Keep it up!
  15. Thank you @Dedmen! Could you help me a little bit more on how to achieve that?
  16. The vDogs Patrol and Feral scripts now feature JBOY Animal Move (faster animals) ! Thank you @johnnyboy for your kind donations and congrats on a deserved co-ownership!
  17. vDog Patrol and vDog Feral Scripts version 1.8 "FASTEST DOGS IN ARMA 3" RELEASED! (05/06/20) - MAIN FEATURE: JBOY Animal Move (faster animals) incorporated into the vDog scripts! Special thanks to @johnnyboy for making yet another and a final update possible! A final extensive script rewrite to accommodate the JBOY Runner Agents with the following changelog highlights: 1) Dogs are now up to three times faster than before! 2) Dogs will now most definitively not go through walls and obstacles in most circumstances other than when getting unstuck from objects. 3) Now the movements of the Dogs, specially the Feral Dogs, are more erratic and evasive, making it harder to kill them. 4) Patrol Dogs' attack distance increased ~25% to accommodate for their faster speeds. 5) There is a small chance now for the Dogs, specially Feral Dogs, to make their targets drop some equipment when attacked! 6) Added yet another 4 more sounds to the Dogs including new calm dogs sounds for when no action is happening. 7) The performance impact of these new features is minimal in contrast to the added benefits. 8.) Fixed the "Heal Dog" not being removed from players once their dog was dead. 9) Prevented the spamming of dog sounds (Now each dog can only play one sound every 5 seconds). 10) Added a check so that Dogs don't move into water so easily. 11) Fixed Dog orders sound spam! Note: Unless there are bugs to fix, this script is considered FEATURE COMPLETE and will not be updated unless necessary. I would like to thank everyone involved in the project from the testers to the Arma 3 gurus and kind souls who helped along the way. DOWNLOAD LINK: https://drive.google.com/open?id=1Mi0QfaMqWHaKsJRTEm20gF9aJvOZ8EKf PS: This script is now by both Valmont and JohnnyBoy! It would be impossible for me not to give him co-ownership after all the resources he has given and all of JBOY Dog's code that the vDogs now use!
  18. This is one additional weird Ai behavior among the many. For example I discovered that if you add a damagedEH to the Ai units (_unit addEventHandler ["Dammaged") and then check the "_selection" any damage that the ai receives fires a "head", "face" or "neck" _selection even if you shoot at the Ai's legs, arms, body etc. Too bad that most of these issues will probably remain unfixed...
  19. Yeah exactly! So I guess it should set VOLUME 0 to all other players on all channels other than Direct ๐Ÿ˜… Finally! ๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘
  20. Up voted hard! Also, once you get this command it would be extremely easy to make an Addon-Free ArmA Phone Script: Display Player list with a GUI when Phone key bind is pressed. Player clicks on a Player to make the "call". A tone sound plays. Other player clicks the "ANSWER CALL" little GUI pop up. Script Sets the VOLUME to 0 for all other players outside the "CALL". Once one of the players click the "HANGS UP" button their default volume values for other players is restored.
  21. They would only go inside a building if they can see their target through the door or windows otherwise they don't follow targets inside...
  22. Hey @johnnyboy does this script has the added benefit of animals now using doors and having normal collisions? Or will the runners still go trough solid objects and barriers/walls?
  23. FiredMan can complete replace Fired. Problem solved, please close this.
  24. Congrats on the release @johnnyboy and thank you for the time and dedication you've put on your projects and this! This will be featured in version 1.8 of vDogs no doubts about it! ๐Ÿ˜‰
  25. LSValmont

    Echo's Sandbox Everywhere

    Ok... so my COOP sessions just got THIS MUCH BETTER! Thank you @Heyoxe and team! Wonderful tool!
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