TheoneandonlyNOR
Member-
Content Count
49 -
Joined
-
Last visited
-
Medals
Everything posted by TheoneandonlyNOR
-
Markers only visible to one Side
TheoneandonlyNOR replied to weaponsfree's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just to be sure here. initPlayerLocal.sqf: (createMarkerLocal) after waitUntil {getClientStateNumber > 9}; This does not make sense. But is this correct @pierremgi? I have 2 markers placed with 3Eden and one for WEST HQ and one for EAST HQ. And ofc I do not want the Enemy force to see Friendly Marker. Greenboy Cheering. -
Spawning Units in Marker, help
TheoneandonlyNOR posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I have made a mission using a script made by an Armaholic profile called ESO. It simply spawns units when Player/Player's(MP) are in its desired distance. BUT. I wunder if it is somehow possible to make the Players that are in Plane or Helicopter not be able to activate ESO script. Other words that they can fly inside a marker with ESO without any units spawning. Could any1 help me out on this? Would be really helpfull! ๐ Regards Sorry for bad English. -
Spawning Units in Marker, help
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. it worked!! REP ++++ -
Spawning Units in Marker, help
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So like this: -
Spawning Units in Marker, help
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Picture of the sqf. were to put it? -
Spawning Units in Marker, help
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ehm were to add this Hight limit? no I will try it right away!. I will come back with the results ๐ -
Spawning Units in Marker, help
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Might this help? // INITIATE ZONE _trig=format ["EOSTrigger%1",_mkr]; if (!_cache) then { if ismultiplayer then { if (_heightLimit) then {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count playableunits > 0"; }else {_actCond="{vehicle _x in thisList && isplayer _x} count playableunits > 0"; };}else{ if (_heightLimit) then {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count allUnits > 0"; }else {_actCond="{vehicle _x in thisList && isplayer _x} count allUnits > 0";};}; _eosActivated = createTrigger ["EmptyDetector",_mPos]; _eosActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE]; _eosActivated setTriggerActivation ["ANY","PRESENT",true]; _eosActivated setTriggerTimeout [1, 1, 1, true]; _eosActivated setTriggerStatements [_actCond,"",""]; server setvariable [_trig,_eosActivated]; }else{ _eosActivated=server getvariable _trig; }; _mkr setmarkerAlpha _mAN; if (!(getmarkercolor _mkr == VictoryColor)) then //IF MARKER IS GREEN DO NOT CHANGE COLOUR { _mkr setmarkercolor hostileColor; }; waituntil {triggeractivated _eosActivated}; //WAIT UNTIL PLAYERS IN ZONE if (!(getmarkercolor _mkr == "colorblack"))then { if (!(getmarkercolor _mkr == VictoryColor)) then {_mkr setmarkerAlpha _mAH;}; -
ACE and ALIVE relative Civilian Help
TheoneandonlyNOR posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! I get straigt to the point: I am creating a mission in 3Eden and I have stumbled on an holdback. I have used the ALIVE modules to make civilians spawn on the map. (Standard ALIVE Civilian spawn) And if I use Allow interact in the module "Civilian Population" We can interact with them in-game to detain, tell go away and so on... But I wish to have this on the ACE interaction menu instead. How do I make this? I belive this is done tru scripting. Regards!!! -
ACE and ALIVE relative Civilian Help
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ow it can. We got an mission called Hearts and minds. And in that mission the maker have scripted that function. And this is what he used to make it work: (I could not) Unit_init.sqf: private ["_unit","_type"]; _unit = _this select 0; _type = typeOf _unit; diag_log format ["UNIT INIT : %1",[_this,side (_this select 0), _type]]; switch true do { case (side _unit != west && side _unit != civilian) : { if (isServer) then {_unit call btc_fnc_mil_unit_create;}; if (!isDedicated) then { if (isNil "btc_actions_units") then {btc_actions_units = [];}; if !(_type in btc_actions_units) then { btc_actions_units pushBack _type; _action = ["Search_intel", "Search for intel", "", {(_this select 0) spawn btc_fnc_info_search_for_intel;}, {!Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; case (side _unit isEqualTo civilian) : { if (isServer) then {_unit call btc_fnc_civ_unit_create;}; if (!isDedicated) then { if (isNil "btc_actions_units") then {btc_actions_units = [];}; if !(_type in btc_actions_units) then { btc_actions_units pushBack _type; sleep 1; _action = ["Civil_Orders","Civil Orders","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Stop", "Stop", "", {[1,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Get_down", "Get down", "", {[2,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Civil_Go_away", "Go away", "", {[3,(_this select 0)] call btc_fnc_int_orders;}, {Alive (_this select 0)}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Civil_Orders"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Ask_Info", "Ask info", "", {[(_this select 0), false] spawn btc_fnc_info_ask;}, {Alive (_this select 0) && {side (_this select 0) isEqualTo civilian}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; }; veh_init.sqf: private ["_veh","_type"]; _veh = _this select 0; _type = typeOf _veh; switch true do { case (_type isKindOf "LandVehicle") : { if (isNil "btc_actions_veh") then {btc_actions_veh = [];}; if !(_type in btc_actions_veh) then { private ["_action"]; btc_actions_veh pushBack _type; _action = ["Logistic","Logistic","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_tow", "Tow", "", {(_this select 0) spawn btc_fnc_log_tow;}, {!isNull btc_log_vehicle_selected && {btc_log_vehicle_selected != (_this select 0)} && {[(_this select 0),btc_log_vehicle_selected] call btc_fnc_log_can_tow}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_hook", "Hook", "", {(_this select 0) spawn btc_fnc_log_hook;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["log_hook", "Unhook", "", {(_this select 0) spawn btc_fnc_log_unhook;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; //Cargo _action = ["check_cargo", "Check Cargo", "", {(_this select 0) spawn btc_fnc_log_check_cargo;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Load_selected", "Load selected", "", {(_this select 0) spawn btc_fnc_log_load;}, {!isNull btc_log_object_selected && {btc_log_object_selected distance (_this select 0) <= btc_log_max_distance_load}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; case (_type isKindOf "Helicopter") : { if (isNil "btc_actions_veh") then {btc_actions_veh = [];}; if !(_type in btc_actions_veh) then { private ["_action"]; btc_actions_veh pushBack _type; _action = ["Logistic","Logistic","",{},{true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToClass; //Cargo _action = ["check_cargo", "Check Cargo", "", {(_this select 0) spawn btc_fnc_log_check_cargo;}, {true}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; _action = ["Load_selected", "Load selected", "", {(_this select 0) spawn btc_fnc_log_load;}, {!isNull btc_log_object_selected && {btc_log_object_selected distance (_this select 0) <= btc_log_max_distance_load}}] call ace_interact_menu_fnc_createAction; [_type, 0, ["ACE_MainActions","Logistic"], _action] call ace_interact_menu_fnc_addActionToClass; }; }; }; add_actions.sqf: -
Hello! I am trying to make a mission for the new map from the new DLC. Here I do have the Tower with a searchlight. I have used Hide Terrain on the Tower that was there and replaced with new on. Now I have placed a searchlight on top of it with help of attachTo ( best position: searchlight1 attachTo [tower, [0, 0.6, 7.6] ]; ) Now I have placed an AI in-to it. and I wounder how to make the searchlight turn on and how to make that AI "scan horizion". I have tried this command but it didnt work: null=[this] spawn { while {alive (_this select 0)} do {sleep random (2)+3;(_this select 0) setformdir random 360};}; hope some1 could figure this out. sorry for bad english.
-
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This did not work. ๐ The light does not turn on. this "sleep" will make it a bit smother? ๐ Can I do "_dir - 180" instead? since I kinda want the light to go in cercle as long as it does not detect enemy. ? -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"searchlight1" is the name of the unit right? EDITED: Nvm. I got it to work "searchlight1" is the searchlight object's name. Thank you. Only problem now. the unit/AI does not turn the light on. ๐ And he's like rotating instant back and forth. is there a way to make it kinda smother? I belive that must be changed in the sqf file, but were? if you could show me were to make this smother or fix it for me. I be really happy. ๐ -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Think I found it thanks. So it means I can place this in the unit init file? player call BIS_fnc_drawCuratorDeaths; and "player" will auto be name of the player that plays as this unit? or do I have to change it to "this" ? -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you @Alert23 I will test this and reply if it works ๐ I should maybe make another toppic but I try anyway maybe some of you know. me and my Unit has some missions, Where we got an Zeus that operate's it. I wounder how or is there a way for the Zeus to know when a player dies? Give him an hint or a sound anything... Zeus are blufor unit and the rest of player's are blufor too. -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok @Alert23 I tried this: _searchlight = _this select 0; _dir = getdir _searchlight; while {alive _searchlight} do { _scanningright = true; _scanningleft = false; while {_scanningright AND ((getdir _searchlight) < _dir + 25)} do { _searchlight setdir ((getdir _searchlight) + 0.1); sleep 0.02; if ((getdir _searchlight) > _dir + 25) then {_scanningright = false;_scanningleft = true;}; }; sleep 4; while {_scanningleft AND ((getdir _searchlight) > _dir - 20)} do { _searchlight setdir ((getdir _searchlight) - 0.1); sleep 0.02; if ((getdir _searchlight) < _dir - 25) then {_scanningleft = false;_scanningright = true}; }; sleep 4; }; But seems not working. I copied this and tried the Unit init with no luck. Tried with the searchlight init but no luck there neither. Do I have to do something more than only copy paste this somewere? Regards! -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now we are talking. I will check this out right away! -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well. My point in this thread was to hope for a simple command that could fixt it. Something that I could use in the unit's or Searchlight's init field. I really just look for the simple way to add it without needed to make an extra file in the Mission folder. BTW. this script that Alias made. Is it working at all for the GM DLC? I belive he's script adds an searchlight to the object. In my case I allrdy have the searchlight I just need the AI to turn it on with some Action command. And the hardest part: Make the AI "scan horizon" or just rotate around. Ofc if detect enemy he aim at them. But that's another topic. -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know about this one. but this is a DEMO version. and need to be edited to use it properly and I dunno how to do that. -
AI "scan sector" help!
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well this topic wont go away. So just use your time ๐ I cant figure out anything with the "doWatch" or "getPos" . -
Hello, I wounder if this is possible? more spesific: I Have a Guarded AI next to the Bargate that has nothing else to do. So why not make him Open the Bargate for you when you enter the trigger? And ofc close it when trigger gets disabled/inactive. Or if I miss enter trigger and leave, the AI will not open it. My unit got Variable Name "Unit1" and the Bargate "Gate1" Regards. I tried to search for this, but can only find the auto open close with trigger. I don't want it.
-
AI open and close Bargate
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I managed it too work! But I had to use ["door_01", 1/0]. _nul = [this] spawn { while {true} do { waitUntil { sleep 1; _entities = (getposATL (_this select 0)) nearEntities [["Car"],30]; _blueEntities = _entities select {side _x == "WEST"}; count _blueEntities > 0; }; (_this select 0) animate ["door_01", 1]; waitUntil { sleep 1; _entities = (getposATL (_this select 0)) nearEntities [["Car"],30]; _blueEntities = _entities select {side _x == "WEST"}; count _blueEntities == 0; }; (_this select 0) animate ["door_01", 0]; }; }; Ty for the help! -
AI open and close Bargate
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have now tested ure solution but it does not work. I belive the Curator DLC bargate (land_gm_euro_misc_bargate_01_closed) does not work. Reson I use "closed" Bargate is because the Bargate model cover only half of the road and opens sideways and the closed/open one covers the whole road and opens upwards. -
AI open and close Bargate
TheoneandonlyNOR replied to TheoneandonlyNOR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well this didn't work for me. It looks like the Bargate from Curator DLC does not work with ( Gate1 animate ["Door_1_rot" 1/0] ). Thats why I wish the AI Unit to open it for me and close it. ๐ I have not tested your solution Yet. Will try this now.