Jump to content

GreenXp

Member
  • Content Count

    27
  • Joined

  • Last visited

  • Medals

Posts posted by GreenXp


  1. So, they are prty much the same, but my problem is this: https://imgur.com/a/j2VhLqC

    I'm blue coming from the side, gonna kill some enemies where red is to help green, then go in and "trade" with them, there is a trader inside that house. My problem is that if I shoot anywhere close to them they will shoot me.

    My plan was to make a shop with indep inside, no matter what is going on outside they will not leave or shoot until fired upon, and once you shoot them they won't go back to being friendly. That's what I wanted to do, but as more I thing about it the more complicated it gets, so I may end up making them BluFor and make them invincible so you can't kill them and take their stuff for free.  


  2. So I found the script you told me about from Grumpy Old Man  

    //initPlayerLocal.sqf
    TAG_fnc_captiveCheck = {
    	params ["_unit"];
    	_unit setCaptive true;
    
    	waitUntil {currentWeapon _unit != ""};
    
    	_unit setCaptive false;
    	{_x reveal [_unit,4]} forEach (_unit nearEntities 25);
    };
    
    player spawn TAG_fnc_captiveCheck;

    Only problem is that it doesn't work if your weapon is holstered, it's like the weapon is equipped. What if instead of no gun, the gun is lowered if that's even a command for scripts, holstered would be the best but I think that needs a completely new script ?

    • Like 1

  3. Ok, I'm not very good at this stuff but here is some of my mission.sqm

     

    version=53;
    class EditorData
    {
    	moveGridStep=15.697117;
    	angleGridStep=0.2617994;
    	scaleGridStep=1;
    	autoGroupingDist=10;
    	toggles=513;
    	class ItemIDProvider
    	{
    		nextID=928;
    	};
    	class MarkerIDProvider
    	{
    		nextID=6;
    	};
    	class LayerIndexProvider
    	{
    		nextID=42;
    	};
    	class Camera
    	{
    		pos[]={12413.854,76.453064,14243.263};
    		dir[]={0.67097497,-0.59618539,-0.44114903};
    		up[]={0.49812803,0.80288565,-0.32750764};
    		aside[]={-0.54939795,2.856832e-007,-0.83562636};
    	};
    };
    binarizationWanted=0;
    addons[]=
    {
    	"ryanzombiesfunctions",
    	"ravage",
    	"A3_Modules_F_Multiplayer",
    	"CUP_Creatures_Military_CDF",

    so how do I add your mission.sqm to mine if yours is like this:

     raP       ‹   version 5    EditorData ±  addons 
     A3_Ui_F  A3_Modules_F_Curator_Curator  A3_Structures_F_Civ_Camping  A3_Structures_F_Items_Electronics  A3_Characters_F  A3_Weapons_F_Rifles_MX  A3_Weapons_F_Mark_Rifles_MX  A3_Weapons_F_Acc  A3_Weapons_F_Mark_Acc  A3_Weapons_F  A3_Weapons_F_Launchers_RPG32  A3_Weapons_F_Pistols_P07  A3_Weapons_F_Items  AddonsMetaData Î  randomSeed ¡*  ScenarioData R   Mission h  ‹   moveGridStep   €?angleGridStep ’
    †>scaleGridStep   €?autoGroupingDist    Atoggles    ItemIDProvider M   MarkerIDProvider `   Camera s  Î   nextID _   `   nextID    s   pos dÜ€EÃ׎BHSƒEdir ìo»1T¿æk?up †…d»p[?ëT?aside ,€?Àwm´Ô‰;Î    List Þ  R   items     Item0 2   Item1 ¤   Item2 1   Item3 µ   Item4 >   Item5 Ä  R    className A3_Ui_F  name Arma 3 - User Interface  author Bohemia Interactive  url https://www.arma3.com ¤    className A3_Modules_F_Curator  name Arma 3 Zeus Update - Scripted Modules  author Bohemia Interactive  url https://www.arma3.com 1    className A3_Structures_F  name Arma 3 - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com µ    className A3_Characters_F  name Arma 3 Alpha - Characters and Clothing  author Bohemia Interactive  url https://www.arma3.com >    className A3_Weapons_F  name Arma 3 Alpha - Weapons and Accessories  author Bohemia Interactive  url https://www.arma3.com Ä    className A3_Weapons_F_Mark  name Arma 3 Marksmen - Weapons and Accessories  author Bohemia Interactive  url https://www.arma3.com R    author player h    Intel ‡   Entities ƒ  ‹   timeOfChanges  áDstartWeather     startWind ÍÌÌ=startWaves ÍÌÌ=forecastWeather     forecastWind ÍÌÌ=forecastWaves ÍÌÌ=forecastLightnings ÍÌÌ=year ó  day    hour    minute    startFogDecay B`e<forecastFogDecay B`e<ƒ   items     Item0 ×   Item1 B   Item2 c   Item3 #
       Item4 Æ
       Item5 Å  ‹    dataType Marker position {Ë€E   @WT„E name respawn_west  text Respawn  type Empty id    B    dataType Logic  PositionInfo ±  id     type ModuleCurator_F atlOffset #ÛµA CustomAttributes Ñ  c   position ÝK‚E#ÛÝAZ/„EÑ    Attribute0 9	   Attribute1 ë	   Attribute2 –
       Attribute3 ?   Attribute4 ¸  nAttributes    c    property ModuleCurator_F_Owner  expression _this setVariable ['Owner',_value,true];  Value ¡	  ë	    data ±	  ë	    type Ö	   value #adminLogged ë	   type  STRING ë	    property ModuleCurator_F_Forced  expression _this setVariable ['Forced',_value,true];  Value U
      –
        data e
      –
        type 
      value     –
       type  SCALAR –
        property ModuleCurator_F_Name  expression _this setVariable ['Name',_value,true];  Value ü
      ?    data   ?    type *   value admin ?   type  STRING ?    property ModuleInfo  expression false  Value y  ¸    data ‰  ¸    type ¥  value    ¸   type  BOOL ¸    property ModuleCurator_F_Addons  expression _this setVariable ['Addons',_value,true];  Value "  c    data 2  c    type N  value   @@c   type  SCALAR c    dataType Trigger position Ý€E   @T„E Attributes Ä  id ;    type EmptyDetector #
        onActivation hint "press Y for ZEUS"; sizeA    AsizeB    A activationBy ANYPLAYER #
        dataType Object  PositionInfo  
       side Empty flags     Attributes À
      id     type Land_CampingTable_small_F Æ
       position ÌÀEi÷¬@Óe„EÀ
        Æ
        dataType Object  PositionInfo <   side Empty  Attributes t  id     type Land_FMradio_F atlOffset È P?Å   position WÆ€EéV¼@¬f„Eangles     1øK@    t    init playSound3D ["a3\missions_f\data\sounds\radio_track_01.ogg", this]; Å    dataType Group  side West  Entities    Attributes …  id <   ‹   items     Item0 ,  …    dataType Object  PositionInfo    side West flags     Attributes ½  id =    type B_soldier_AR_F …   position hÄ€EÊ @>U„E½   isPlayer     Inventory á  …   
     primaryWeapon Ç   secondaryWeapon    handgun ›   uniform    vest Ä   backpack ñ   map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles G_Combat  hmd NVGoggles  headgear H_HelmetB_grass …    name arifle_MX_SW_F  muzzle muzzle_snds_H  flashlight acc_pointer_IR  underBarrel bipod_01_F_snd  primaryMuzzleMag I      name 100Rnd_65x39_caseless_mag ammoLeft d       name launch_RPG32_F ›    name hgun_P07_F  muzzle muzzle_snds_L  primaryMuzzleMag à      name 16Rnd_9x21_Mag ammoLeft        typeName U_B_CombatUniform_mcam_tshirt isBackpack      MagazineCargo m   ItemCargo ‚  Ä   items     Item0 «   Item1 ß   Item2    Item3 J  ‚    name HandGrenade count    ammoLeft    ß    name SmokeShell count    ammoLeft        name SmokeShellGreen count    ammoLeft    J    name Chemlight_green count    ammoLeft    ‚   items     Item0 Ÿ  Ä    name FirstAidKit count    Ä    typeName V_PlateCarrier2_rgr isBackpack      MagazineCargo 
      ñ   items     Item0 @   Item1 ‚   Item2 ¹  ñ    name 100Rnd_65x39_caseless_mag count    ammoLeft d   ‚    name 16Rnd_9x21_Mag count    ammoLeft    ¹    name Chemlight_green count    ammoLeft    ñ    typeName B_AssaultPack_rgr isBackpack     MagazineCargo 8  …   items     Item0 U  …    name RPG32_F count    ammoLeft    …    ‹      

     


  4. As the title is saying, I'm searching for a way to make indep be kind of neutral, if you don't fire they don't fire back. And no, the "Do Not Fire Unless Fired Upon" thing doesn't work, I mean, it does for like 5 seconds after they see me.

    Also searching for a Holster script, I'm using the ravage mod which supposedly has one but it doesn't work, or it may interfere with other mods and that's why it doesn't work. (doesn't work on vanilla weapons either)

    • Like 1

  5. I somehow made everything work so far, ty all for you support.

    There are 2 more things I need help with before starting to make the mission

    https://imgur.com/a/TGyLuKa

    That "HIT 22m" is the distance from where I shot someone, but it also shows the distance that an AI shot another AI, it shows the distance from everyone. I don't want it at all, I've searched for it but I can't find any option about it.

     

    And is there any way to edit an already started mission, so if I play on a mission that I made MP with a friend for example, after we get bored and leave, can I eddit the mission from where everything is at the moment ? I'm prty sure I did it before but I can't do it anymore, I assume is when you make the server and instead of resume you hit 3DEditor, but that doesn't work bc I get an error, which I can provide later.


  6. 3 minutes ago, Grumpy Old Man said:

    What's stopping you from learning how to run third party scripts?

    There's at most 3-4 ways to run any third party script, it's not like you're going to waste multiple months on learning how to do it.

    In most cases (including the one linked by @beno_83au) there are instructions hiding in plain sight.

     

    Cheers

    You would be surprised, I'll try to use the script, but I'm 90% sure I'll lose another day on trying to make it work and then I would find a work around and leave it be. I'm too retarded, it's probably very easy but idk where to start. After using a script yesterday I'm done, I had to change 1 thing, get into the game and see if it works then repeat, and 1 thing was literally 1 letter or point.


  7. 9 hours ago, beno_83au said:

    What about this:

     

     

    I saw that some time ago but as I said, I'm very bad at scripts.

    People that usually script just give the script and let's you go from there, I can't do shit with that unless you show me exactly what I need to do with it, every detail, lost enough time fixing 1 script on my own with trail and error when the author could've just said, ahh you just need to add that there, and done.


  8. So I finally made a gbu spawn in the air exactly when the plane is above the trigger zone, now the problem is that the bomb is too slow, I need to somehow increase it's velocity if that's a thing

    this is the code so far

    strike1 = []; if (isServer) then { _strike = "Bo_Mk82_MI08" createVehicle (getpos plane1); };

    Edit: So I added 

     _strike setVelocity [0,0,0] }

    wich doesn't work properly, the X makes it do an arch then drop, the y will make it go forward and the z will make it go up, I figured  the x would make it fall faster but it goes up for some reason and makes an arch


  9. So I made a plane spawn when someone goes in a trigger zone, the plane will fly over the player and despawn at some point, now I want to add so that plane drops a bomb, It's a wipeout.  

    I looked for hours and I only found smth about forcefire that didn't work wich is exactly what I'm looking for, and then I found a thing that spawns a bomb in the trigger zone wich didn't work either and I tried the CAS thingy in modules too but I didn't manage to make it work. I want somethig simple in-game no scripts or other external stuff bc I'm bad at it.

    I would appreciate any suggestions even if they are from the one's I already tried, maybe I missed smth.


  10. 8 hours ago, GEORGE FLOROS GR said:

    You could as i told you ,

    just set in the settings , anything that you didn't like to false , instead of starting deleting lines and messing without needed nd wasting time and this is why i gave you the certain example complete , just to copy paste from the topic.

    I did copy paste that but it wouldn't work and I don't know where to put the items that I want to spawn too, I told you I'm too retarded for this shit.


  11. As it turns out I'm too retarded and couldn't figure it out after hours so I ended up doing this (added spaces between items, as it is right now it looks like it's a 1 to 3 ratio but sometimes more), I'm surprised it works but I'm happy with it and I'm done messing with scripts I'm too retarded for them.

    //________________ Enemies , will drop items or add to their inventory , when killed , configurable ________________
    
    addMissionEventHandler ["EntityKilled", 
    {
    	params ["_killed", "_killer"];	
    	if (_killed isKindOf "CAManBase"  
    
    //________________ you can select to enable the script with the side of the killed persons ________________	
    
    	
    	&& {(	
    		(side group _killed) == east || 
    		(side group _killed) == independent ||		
    		(side group _killed) == west)	
    		}
    
    		
    		) then
    	{
    	//systemChat format ["killed"];
    	
    //________________ notification ________________	
    //	[[
    //		["Killed","align = 'center' size = '1' font='PuristaBold'","#FBFCFE"]
    //	]]spawn BIS_fnc_typeText2;
    	
    			_unit = _this select 0;
    
    //________________  add to their inventory ________________	
    			
    			//you can add a vest (when killed!)
    //			_unit addVest				"";
    
    			
    			//you can add a weapon (on random)
    //			_PrimaryWeapon = selectRandom [
    			//LightMachineGuns
    //			""
    //			];
    			
    //			_unit addWeaponGlobal		_PrimaryWeapon;
    
    			//you can add a certain weapon
    			//_unit addWeaponGlobal			"";
    			
    			//you can attachment of the weapon
    //			_unit addPrimaryWeaponItem	"";
    			
    //			_uniform	= uniformContainer _unit;
    //			_vest		= vestContainer _unit;
    			
    			//add to their inventory
    //			_unit linkItem "";
    			
    			//add in their uniform
    //			_uniform addMagazineCargoGlobal ["", 0];
    //			_uniform addItemCargoGlobal		["", 0];			
    			
    			//add in their vest
    //			_vest addMagazineCargoGlobal ["", 0];
    
    			
    //________________ Drop items ________________			
    			
    			_Drop_items = "groundWeaponHolder" createVehicle (getpos _unit);
    			
    			_Drop_items addItemCargoGlobal [(selectRandom[
    			
    			
    			
    			//________________ Ravage_items ________________
    			"rvg_money",
    			"",			
    			"rvg_money",
    			"",
    			"",
    			"rvg_money",
    			"", 
    			"rvg_money",
    			"",
    			"rvg_money",
    			"", 
    			"rvg_money",
    			"",
    			"rvg_money",
    			"", 
    			"rvg_money",
    			"",
    			"rvg_money",
    			"", 
    			"rvg_money",
    			"",
    			"",
    			"rvg_money",
    			"",			
    			"rvg_money",
    			"",
    			"",
    			"rvg_money",
    			"", 
    			"rvg_money",
    			"",
    			"rvg_money",
    			"", 
    			"rvg_money",
    			"",
    			"",
    			"rvg_money",
    			"",
    			"rvg_money",
    			"", 
    			"rvg_money",
    			"",			
    			"rvg_spirit",
                "",			
    			"rvg_franta",
    			"",
    			"",
    			"rvg_beans", 
    			"",
    			"rvg_bacon",
                "", 			
    			"rvg_rustyCanEmpty",
    			"",
    			"rvg_beansEmpty",
    			"",
    			"rvg_baconEmpty",
    			"",
    			"rvg_spiritEmpty",
    			"",
    			"rvg_frantaEmpty",
    			"",
    			"rvg_plasticBottleEmpty"
    	
    			]), 1];	//	select the amount of the items
    	};
    }];

     


  12. I'm prty new to scripting but I may be retarded too, can't find a way to add the possibility thing

    Can't add this

    //________________    add _possibility    ________________
    
    _possibility            = random 10 < 3;
    
    if (_possibility) then {
    	<code>
    	};

    to this

    //________________ Drop items ________________			
    			
    			_Drop_items = "groundWeaponHolder" createVehicle (getpos _unit);
    			
    			_Drop_items addItemCargoGlobal [(selectRandom[
    			
    			//________________ Ravage_items ________________
    			"rvg_money", 
    			"rvg_money",
    			"rvg_money",			
    			"rvg_spirit", 
    			"rvg_franta",
    			"rvg_beans", 
    			"rvg_bacon", 			
    			"rvg_rustyCanEmpty",
    			"rvg_beansEmpty",
    			"rvg_baconEmpty",
    			"rvg_spiritEmpty",
    			"rvg_frantaEmpty",
    			"rvg_plasticBottleEmpty"
    	
    			]), 1];	//	select the amount of the items
    	};
    }];

    I'd appreciate if you could explain like I'm 5. ty

    • Like 1
×