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Comrade Cheeki Breeki

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About Comrade Cheeki Breeki

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    Kansas City, Missouri, United States

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  1. I've been working on a little something and discovered the function BIS_fnc_kbTell which makes conversations so much easier. I thought .bikb files were barbaric until I discovered this function, now it's a breeze to just throw down some audio/lip files and let it do its thing. However, there is one caveat. The normal radio channels, for discussion within vehicles, are not up to what I want. If I set it to vehicle chat (which is the default if you're in a vehicle), it will only display unit names if the unit is passenger. If they are a function seat (which includes FFV), it will display their seat name (see fig 1). This is really annoying since I'm using the CUP Huey which, on the transport, has FFV seats on the sides, meaning my team is split up into displaying as their actual names and as the seat they're occupying. I've tried to make a custom radio channel to use for it, but despite the wiki saying otherwise custom channels don't seem to work with the command (putting in the string name of the channel will make the internal function throw a hissy fit and putting in the id will say "Not expecting number"). Is there any other way I can force the game to use unit names ONLY? Also, for the record, I tried direct chat but it was far too quiet. Even a unit sitting less than 3 feet away was practically silent. Fig. 1: Problem Example
  2. Hello! I've been trying to create a fire module using createUnit so I can create some fire with a custom action of mine. My code is this: "ModuleEffectsFire_F" createUnit [[1390.102, 6325.516, 10.8], _fireGroup]; When executed, it spawns the module, but not in the correct place. The module is supposed to spawn at the coordinates in the code, but instead it seems to spawn in this one specific place in the building I'm using and at ground height. It's very strange, since as far as I can tell the coordinates of where it actually spawns are completely different, not to mention to the fact that it spawns at ground level and not at the floor of the building it's supposed to spawn on, despite the coordinates putting it at the correct height. Could anyone help me out?
  3. Comrade Cheeki Breeki

    Looking to pretty up a scenario of mine

    Alright, will do
  4. Hello all! I've made a super simple mission just to be able to get one done and I'd like to pretty it up a bunch to make it pleasing to the eyes and ears. Such as: Fancy briefings like the campaign missions, with clickable NATO marker buttons that show an entire army hierarchy, text that points out places on the map and markers to show front lines and such. Text on the screen like when entering hubs and some missions (like the text in the bottom that says the date, time and location) Music, for ambiance and dramatic effect Voiced dialogue UAV establishing shots And so on. You get my point. I checked out the wiki page on Mission Presentation, but a lot of stuff is missing, outdated or not clearly defined. I can gather a little from that page but I would like some expert advice. Cheers!
  5. Ok, thanks! That was the original way I was trying to do it but couldn't get it to work (didn't put the parentheses around each condition) but the arrayIntersect method helped me out. I'm a real scrub when it comes to arma scripting so these things really help me.
  6. Works out great, thanks man! I learn something new every time I visit this forum.
  7. I've been trying to make a sequence where you fly in on a helicopter with your squad, land, the pilot and copilot wait for you and your squad to get out, and then they continue. I have a "LAND" waypoint and invisible helipad making the landing simple, and the next waypoint is a "MOVE" waypoint that takes the helicopter out of sight and deletes it. However, in its current state, the helicopter will land and then immediately take off again and proceed to the next waypoint. I understand why this happens, but the issue I am stuck on is how to check if the units are inside the vehicle or not. I know you would have to put it in the Condition section of the land waypoint, but I don't know what to put there. I tried listing off every unit and making it if (unit !in helo_intro) then {true} else {false}; (unit being the unit specified, just have that repeated a bunch) but apparently !in isn't valid. I thought about making an array that contained the units that were outside the helicopter, and as each one exited they were added to the array, and then it would check if everyone in the squad was in that array before returning true, but I don't even know where to begin with that. I would really appreciate some help.
  8. I know, I know, this sounds sadistic, but hear me out. I was mucking around with some of the absolutely absurd things you can do with a bit of clever scripting and an imagination + the greatest virtual plastic army men simulator ever and thought it would be hilarious in my antics to have a truck run over a bunch of soldiers. However, despite using everything that the wiki and a couple quick google searches taught me, nothing worked to my avail. I tried setting the driver to CARELESS and FULL for the waypoints. I tried changing the driver from a friendly to a hostile unit and giving the friendlies disableAI AUTOTARGET and TARGET values. I tried giving the driver disableAI AUTOTARGET, TARGET and CHECKVISIBLE and FSM. No matter what I do, no matter how blind or deaf or stupid I make the driver, even as OPFOR, he still has the decency to brake from 55 to 10 and make his way carefully around the units, structural integrity of the surrounding area or his vehicle be damned. I'm not very well versed at Arma scripting at all, but I'm not stupid. Despite my statements of intelligence, however, I am thinking of reconsidering such ideas due to this one incident. I have somehow not managed to force an AI to be evil in a game about war, death and suffering. I looked through the pinned threads to see if anything caught my eye, but nothing did. If anyone has any idea how to help, it would be greatly appreciated.
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