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Posts posted by Markkos26
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@Jezuro would be nice to have separated options to set the fast travel for the IA and players. For example if you want to make the IA able to teleport to any sector but players only to owned ones.
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1 minute ago, target_practice said:What error do you get?
Sorry man, finally we made it, I only put the ():
[_markerstr] spawn { sleep 20; deleteMarkerLocal (_this select 0); };
That works perfectly! Thanks a lot!
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19 minutes ago, target_practice said:I'm relatively new to scripting my self so I can't guarantee any advice I give to particularly good, but for for delayed removal you could do something along the lines of:
[_markerstr] spawn { sleep 180; deleteMarker _this select 0; };
I don't know know if event handler expressions are run scheduled, but I assume not.
I'd also add that since MP Event handlers execute their code on every machine according to the BIKI, you'll probably want to create the markers locally or add an !isServer condition to prevent duplicate markers.
You were very close! but something go wrong at this line : deleteMarker _this select 0; I've changed to deleteMarkerLocal _this select 0; but nothing changes.
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Hello, im trying to put the following script in a WL custom mission to set a mark in a dead player; but I need to make it disappear after X second or maybe reach the body.
player addMPEventhandler ["mpkilled",{ _me = _this select 0; _myName = name _me; _him = _this select 1; _hisName = name _him; _meters = _me distance _him; _markerstr = createMarkerLocal [_myName, position _me]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerColor "ColorBlack"; _markerstr setMarkerSize [0.8,0.8]; _markerstr setMarkerAlpha 0.7; _markerstr setMarkerType "KIA"; //https://community.bistudio.com/wiki/cfgMarkers }];
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On 18/10/2015 at 12:43 AM, hoax2 said:Does this seem right? (I have no one to test it with)
init.sqf:player addMPEventhandler ["MPKilled",{ _me = _this select 0; _myName = name _me; _him = _this select 1; _hisName = name _him; _meters = _me distance _him; //hint format ["%1 killed by %2: %3m", _myName, _hisName, _meters]; systemChat (format ["%1 killed by %2 at %3m", _myName, _hisName, _meters]); _markerstr = createMarker [_myName, position _me]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; //https://community.bistudio.com/wiki/cfgMarkers _markerstr setMarkerText _myName; }];
Hello! How can make this marker dissapear after X seconds?
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39 minutes ago, Jezuro said:BIS_fnc_arsenal_data
Arsenal seems to be bugged, i cant load saved loadouts. How can i fix it? Im not using mods...
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On 10/12/2018 at 11:34 AM, Jezuro said:Those are mainly spawns checking for various scan calls etc. There are a couple running for each individual sectors, plus various other looped stuff. The processing load should be negligible.
Warlords goes through various config classes at the start to set up Arsenal and available uniforms.
The enum error is new to me.
How can i get the white list of classnames for the WLords arsenal?
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On 11/12/2018 at 3:05 AM, Markkos26 said:How can i fix my mission? when the units teleport to the selected town they spawns on the water.
The direction of the vector that links two sectors affects the IA teleport. In this case the direction to "La Riviere" make the IA teleport into the water so if you want to edit a mission you have to take in count the position between sectors. Is there a way to force IA to spawn only in a terrain? @Jezuro
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22 hours ago, Markkos26 said:hello, I put the following command at the squad leader's init. The group has 3 jets and the script does not affect the squad members, besides the leader the rest of the pilots do not die when ejected. Can you help me? I want to keep these units working as a squad.
So I figured it out, and it might works for squad tanks too:
// Kills the crew of an aircraft when they decide to bail out // Prevents long respawn waits when aircraft crash far from the battlefield // [_proxyThis] call jebus_fnc_pilotKill // Optional second parameter for debugging: [_proxyThis, 'DEBUG'] call jebus_fnc_pilotKill _aircraft = vehicle (_this select 0); if ("DEBUG" in _this) then { _debug = true; }; _crew = _this select 0; _crewGroup = group _crew; _crewInGroup = units _crewGroup; if (_debug) then { systemChat "Jebus Pilot Kill is active"; }; waitUntil {!canMove _aircraft}; if (_debug) then { systemChat "Killing crew"; }; sleep 20; //added to give the pilot a chance to eject using the new Jets DLC eject feature - Imperator {deleteVehicle _x} foreach _crewInGroup;
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On 2/4/2018 at 5:47 PM, dreadpirate said:Have a look at the aircraft in the demo mission. I have a function called jebus_pilot_kill that kills the crew when they bail out. Should work for any vehicle.
hello, I put the following command at the squad leader's init. The group has 3 jets and the script does not affect the squad members, besides the leader the rest of the pilots do not die when ejected. Can you help me? I want to keep these units working as a squad.
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15 minutes ago, target_practice said:Drones are not available through asset requisition by default, though small UAVs maybl be accessible through the arsenal.
I personally haven't tried.
i've already tried through the v.arsenal in a custom mission, but the UAV terminal does not connect any drone
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Are drones disabled? I cant use them.
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Would be nice for the next patch that the requested helicopter pilot to be civilian faction to allow players buy any vehicle without be attacked by the opposite faction at the base.
And please add to the possibility to edit IA indep troop classnames.Love the gamemode! Thanks!
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Is this still working? I cant make it run...
On 28/12/2015 at 12:25 PM, gobi42 said:class Gear_custom { class myBox1 // --- can be anything, NOT an existing CfgVehicles classname though! { cost = 500; requirements[]={}; template = "Box_NATO_WpsSpecial_F"; // --- existing ammobox classname (its model will be spawned) displayName = "Test Box #1"; // --- name appearing in UI clear = 1; // --- set to 0 if you want to keep the gear contained in the template crate weapons[] = { {"arifle_MX_ACO_pointer_F", 1} // --- [classname, amount] }; magazines[] = { {"30Rnd_65x39_caseless_mag", 1} }; items[] = { {"FirstAidKit", 1} }; backpacks[] = { {"B_AssaultPack_rgr_Medic", 1} }; }; };
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Hi, how can I change the INDEP unit gear? I want to customize de IA loadout and uniforms.
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How can i fix my mission? when the units teleport to the selected town they spawns on the water.
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12 minutes ago, davidoss said:officierONU can not have weapons with this anim
Ohh thanks a ton dude! that was the problem!!
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1 hour ago, davidoss said:officierONU switchMove "HubBriefing_loop"; officierONU addEventHandler ["AnimDone", { params ["_unit", "_anim"]; // systemchat format ["Animation %1 ended",_anim]; if (!alive _unit) exitWith {_unit removeAllEventHandlers "AnimDone"}; switch (true) do { case (_anim == "HubBriefing_loop"): {_unit switchMove "HubBriefing_scratch"}; case (_anim == "HubBriefing_scratch"): {_unit switchMove "HubBriefing_think"}; case (_anim == "HubBriefing_think"): {_unit switchMove "HubBriefing_pointLeft"}; case (_anim == "HubBriefing_pointLeft"): {_unit switchMove "HubBriefing_loop"}; default {}; }; }];
It works, but for any reason it doesnt when i use this animations:
officierONU switchMove "Acts_JetsCrewaidR_idle";
officierONU addEventHandler ["AnimDone", {
params ["_unit", "_anim"];
// systemchat format ["Animation %1 ended",_anim];
if (!alive _unit) exitWith {_unit removeAllEventHandlers "AnimDone"};
switch (true) do {
case (_anim == "Acts_JetsCrewaidR_idle"): {_unit switchMove "Acts_JetsCrewaidRCrouch_in_m"};
case (_anim == "Acts_JetsCrewaidRCrouch_in_m"): {_unit switchMove "Acts_JetsCrewaidRCrouchThumbup_in_m"};
case (_anim == "Acts_JetsCrewaidRCrouchThumbup_in_m"): {_unit switchMove "Acts_JetsCrewaidRCrouchThumbup_loop_m"};
case (_anim == "Acts_JetsCrewaidRCrouchThumbup_loop_m"): {_unit switchMove "Acts_JetsCrewaidRCrouch_out_m"};
default {};
};
}]; -
Hello, im editting a warlord mission and i want to put bots with some animation sequences looping at the base. I found this script:
Quote[]spawn {
while {true} do {
_unit= bot1;
_moves = ["Acts_JetsCrewaidR_idle", "Acts_JetsCrewaidRCrouch_in_m", "Acts_JetsCrewaidRCrouchThumbup_in_m", "Acts_JetsCrewaidRCrouchThumbup_loop_m", "Acts_JetsCrewaidRCrouchThumbup_out_m", ];
_playMove = selectRandom _moves;
_unit switchMove _playMove;
_unit disableAI "ANIM";
sleep (random 5 +10);
};
};but i want to run the animations in order not randomly. Can you help me?
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On 3/6/2017 at 6:13 PM, 7erra said:[]spawn { while {true} do { // The true condition can be changed to any value that returns true. Eg you can have a variable my_case_trueFalse which can be set to false if you want to stop the loop _moves = ["HubBriefing_loop", "HubBriefing_scratch", "HubBriefing_think", "HubBriefing_pointLeft"]; _playMove = selectRandom _moves; // select a random animation. chances are equal for every animation officierONU switchMove _playMove; sleep (random 5 +10); // waits at least 10 seconds and another 0-5 seconds. (so between 10 and 15 seconds) }; };
it's a great script. I just need to execute animations in order; not randomly but keeping the loop. Can you help me?
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3 minutes ago, R0adki11 said:Did you read the wiki entry - https://community.bistudio.com/wiki/MP_Warlords?
yes! and i watched to @Jezuro explaning how to do at the streaming.
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18 minutes ago, Tyl3r99 said:oh ok, so normal length days and quicker nights. are you trying to create your own warlords mission or trying to make an official mission file change?
As far as i know, you cannot change or edit the official mission files. I tried as i wanted to enable a certain mod that required a module to be placed but no luck couldn't find itIm trying to make my own mission.
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11 minutes ago, Tyl3r99 said:check the parameters before starting the mission it has the settings your looking for inside that :)
Yes i know, but that multiplier affects both: day and night, and i want to do nights faster than days... i was trying with wasteland sripts bur didnt work.
Warlords
in ARMA 3 - OFFICIAL MISSIONS
Posted
Is it possible?