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Everything posted by RCA3
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need help combine theses two scripts together?
RCA3 replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
One: 0 = [ this,"DELAY=",300,"PAUSE=",50,"EXIT=",myExitTrigger4,"INIT="," [_proxyThis,'1','SAFE','COLUMN','LIMITED','ONROAD'] execVM 'scripts\UPSMON.sqf'; " ]spawn jebus_fnc_main; Two: 0 =[ this,"Delay=",300,"PAUSE=",50,"EXIT=",myExitTrigger4,"INIT="," {_x disableAI 'Path'}forEach (units _ProxyThis); (group _ProxyThis) setVariable ['Vcm_Disable',true]; " ]spawn jebus_fnc_main; Combined (partially): 0 = [ this,"DELAY=",300,"PAUSE=",50,"EXIT=",myExitTrigger4,"INIT="," [_proxyThis,'1','SAFE','COLUMN','LIMITED','ONROAD'] execVM 'scripts\UPSMON.sqf'; (group _ProxyThis) setVariable ['Vcm_Disable',true]; " ]spawn jebus_fnc_main; Don't use bold for scripts as it makes it harder to read certain characters and use the code (<>) from the tools to post inside a code window. Format it to C Languages. Apparently you had errors on the initial lines (one or both, don't remember already). -
Random activation of DAC zone
RCA3 replied to Carioca's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, thanks. I should've have gone with case 0, case 1. That would've worked too. -
Random activation of DAC zone
RCA3 replied to Carioca's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have a syntax error on else ( instead of { (and double [ ])but if I understand what you're trying to achieve this might be simpler (on Trigger Activation): []spawn{ switch (round (random 1)) do{ case 1:{["Bravo_1"] call BIS_fnc_advHint; sleep 1; [z_b1] call DAC_Activate}; case 2:{["Bravo_2"] call BIS_fnc_advHint; sleep 1; [z_b2] call DAC_Activate}; default{}; }; }; -
Just a guess, but try (re)installing Microsoft Visual C++ x64: https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170
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Related to PiR (Project Injury Reaction) by @0Y0. Ask there: Or try reinstall PiR. Unsubscribe, subscribe.
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Hello, Unfortunately your syntax is wrong, check wiki: https://community.bistudio.com/wiki/forEach https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed It's better to use the params given in the examples on the wiki. Keeps things simple and clear for everyone. In order to use the variable _killer you need to pass it down first through params. Variable a is too vague as well as it can be easily overwritten and you should make it more explicit. { _x addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if (isPlayer _killer) then{a = 1}; }]; }foreach allunits;
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How to count dead soldiers in the groups?
RCA3 replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It works here. Maybe you didn't paste outside of scope. This is my init.sqf: -
How to count dead soldiers in the groups?
RCA3 replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He was referencing Garbage Collector and/or other commands/stuff. You can test it, kill the guy and check for group, won't delete. -
How to count dead soldiers in the groups?
RCA3 replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He's talking about deleteGroup, not deleteGroupWhenEmpty Or better, both, but referencing deleteGroupWhenEmpty false. One is saying deleteGroupWhenEmpty false won't prevent deleteGroup from deleting it. Other is saying group will be deleted regardless what deleteGroupWhenEmpty is set. Hardly the same 😋 -
How to count dead soldiers in the groups?
RCA3 replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not if you set this flag to false. I kinda used this before. And tested it again now. Dedmen was discussing this with Lou this week actually. (Oh My God the hour is 1337 🤣) Ye, this is false. -
How to replace a parameter in another mod's class?
RCA3 replied to rdvtrdvt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That's actually already too advanced for me 😁. I go alot by trial and error. I can tell you I have come across having to manually add some parameters overwritten inside some deep classes. Maybe this will explain it to you: https://community.bistudio.com/wiki/Class_Inheritance -
How to count dead soldiers in the groups?
RCA3 replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It might just not work. But add it anywhere on init.sqf. Excluded from your code (outside scope { }). -
Make AI play an animation using trigger
RCA3 replied to Vodka-1ab1193bf125c3e8's topic in ARMA 3 - QUESTIONS & ANSWERS
You need the AI's names (from the editor) and then on Trigger Activation use one of these functions or the command playMove: https://community.bistudio.com/wiki/BIS_fnc_ambientAnim https://community.bistudio.com/wiki/BIS_fnc_ambientAnimCombat https://community.bistudio.com/wiki/playMove https://community.bistudio.com/wiki/Arma_3:_Moves -
How to count dead soldiers in the groups?
RCA3 replied to viel.kuul.10's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try adding this outside the scope of your other script. On init.sqf addMissionEventHandler ["GroupCreated", { params ["_group"]; _group deleteGroupWhenEmpty false; }]; -
I don't have Old Man so I can't help you, but have you read this? https://community.bistudio.com/wiki/Arma_3:_Old_Man_Systems These could be classes inside Description.ext.
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How to replace a parameter in another mod's class?
RCA3 replied to rdvtrdvt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Uuh, I might have screwed that up, try deleting those previous classes. class CfgPatches { class RHSplaneFIX { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"rhs_main", "rhs_main_loadorder"}; }; }; // RHS_A10: Plane_CAS_01_base_F and RHS_Su25SM_vvs: RHS_Su25_VVS_Base class CfgVehicles { class Plane_CAS_01_base_F; class RHS_A10: Plane_CAS_01_base_F { incomingMissileDetectionSystem = "16"; // AA sensor }; class RHS_Su25_VVS_Base; class RHS_Su25SM_vvs: RHS_Su25_VVS_Base { incomingMissileDetectionSystem = 16; // AA sensor }; }; -
Wiki Composition setup not working :-/
RCA3 replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The requiredAddons[] needs the name of the addon/pbo that has your objects, in your case would be whichever pbo it has "Christmas_Small_Box_Static", "Christmas_Small_Box_Short_Static", "Christmas_Medium_Box_Short_Static". I honestly can't tell which but looking at your Christmas Pack addons folder it is one of the Christmas_nnn.pbo files. You'll know better than me. Below I have an example where I built a composition with 3 snowman, and 1 Christmas tree. I needed the Christmas_Trees.pbo and Christmas_Snowmans.pbo to be loaded, so I added those two. The .sqe files are inside Christmas_Compositions\Christmas_Comp1 of my Kalo_Comps addon. class CfgPatches { class GE_ChristmasPack_Compositions { weapons[] = {}; requiredVersion = 1; requiredAddons[] = {"A3_Data_F_AoW_Loadorder","Christmas_Trees","Christmas_Snowmans"}; // Required addons, used for setting load order. units[] = {"Christmas_Clothed_Snowman_Hat","Christmas_Whole_Tree","Christmas_Happy_Snowman","Christmas_Happy_Snowman_Bucket"}; // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content unlocking. }; }; class CfgEditorCategories { class GE_Christmas_Compositions // CfgGroups NATO { displayName = "Christmas Compositions"; }; }; class CfgEditorSubcategories { class GE_Christmas_SnowCastles // CfgGroups Armored { displayName = "Snow Castles"; }; }; class Cfg3DEN { class Compositions { class GE_Christmas_Composition_Castle_01 // one class per composition { scope=2; path = "Christmas_Compositions\Christmas_Comp1"; // pbo path to a folder containing header.sqe/composition.sqe files side = 8; // 0 opfor, 1 blufor, 2 indfor, 3 civ, 8 Empty/Props editorCategory = "GE_Christmas_Compositions"; // link to CfgEditorCategories editorSubcategory = "GE_Christmas_SnowCastles"; // link to CfgEditorSubcategories displayName = "Snow Castle Part 01"; icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa"; // left side icon in groups list useSideColorOnIcon = 0; // 1 == icon is always colored in faction color }; }; }; PS. The sleigh with a driving wheel is hilarious! 🤣 Merry Christmas! 🎄 -
How to replace a parameter in another mod's class?
RCA3 replied to rdvtrdvt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Open Arma without your mod, but with RHS. Go to Config Viewer cfgVehicles, find RHS_A10 and find out what it inherits from. Move RHS_A10 class inside cfgVehicles and define the class the plane inherits from, and inherit RHS_A10 from it. class CfgVehicles { class somePlane; //edit here class RHS_A10; class RHS_A10: somePlane{ //edit here incomingMissileDetectionSystem = "16"; }; }; -
Wiki Composition setup not working :-/
RCA3 replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And your own mod (cfgPatches) name? -
Wiki Composition setup not working :-/
RCA3 replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My thought is that if you want to create a composition for objects in an addon, you'll need that addon loaded 😐 It always helps to wait for Arma to initialize so add "A3_Data_F_AoW_Loadorder", and after that add your addon name. Add the types of objects you have on your composition to units[], e.g below: requiredAddons[] = {"A3_Data_F_AoW_Loadorder"}; // Required addons, used for setting load order. units[] = {"Motorcycle","Car_F","Wheeled_APC_F","Tank_F","Wall_F"}; // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content unlocking. -
If you want to control AI just place them, Hold Left Ctrl, click [LMB] on an object and drag the line to your player. https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Zeus#Connecting
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How to get player side on connect
RCA3 replied to pawelisus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pawelisus, Where are you executing this command/script? Switching topic. -
multiplayer How to make my playable area lighter for server?
RCA3 replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think this would work (untested). You are currently checking on each player if all other players are alive when you can just check locally for that said player. onPlayerRespawn.sqf params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"]; while {alive _newUnit} do{ sleep 5; if !(_newUnit inArea PAC_playableAreaControl) then{ systemChat "You left the playable zone!"; sleep 0.1; _newUnit setDamage [1, false]; if !(isNull objectParent _newUnit) then{ // checking if the player is in vehicle (vehicle _newUnit) setDamage [1, false]; }; }; };- 3 replies
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Try and add this to the top of initPlayerLocal.sqf params ["_player", "_didJIP"]; and replace createTrigger line with this: intro_trigger = createTrigger ["EmptyDetector",position _player,false];