

Soapbox0331
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Soapbox0331 started following HoldAction repeatable, Smoke source not running on Dedicated Server, Run a script on behalf of a specific player (MP) and and 7 others
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Thanks @Maff, I actually have a test set up...will let you know how it goes.
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Creating an ACE 3 unconscious player marker
Soapbox0331 replied to Rawshark's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is very helpful. Is there a way to make this available for unconscious BLUFOR (west) only? I think now it recognizes any unconscious. Also, does this work for for MP dedicated (running from initPlayerLocal.sqf)? -
How should I be using removeItem in MP, dedicated?
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addMissionEventHandler script Locality questions
Soapbox0331 replied to Soapbox0331's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Harzach Along this same line, would like to add the opportunity to place defective ammo on dead AI. I have an ammo can with this: [ this, "Draw bad ammo", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {player playMove "AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon";}, {}, {AmmoDrawn = true; publicVariable "AmmoDrawn"; hint "ammo drawn";}, {}, [], 2, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0]; BadAmmo.sqf: addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if ((faction _killed) == "CIV_f" || faction _killer isEqualTo faction _killed) exitWith {false}; [_killed, "Plant bad ammo", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3 && AmmoDrawn", "_caller distance _target < 3 && AmmoDrawn", {player playMove "AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon";}, {}, {hint "ammo planted";}, {}, [], 2, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, _killed]; }]; 1) If I have [] execVM "BadAmmo.sqf"; in initServer.sqf, does it run as soon as AmmoDrawn = true? Or am I running that script from the addAction on the ammo can? 2) Also to confirm, using the publicVariable "AmmoDrawn", new joins (JIP) will have this option once they join? -
addMissionEventHandler script Locality questions
Soapbox0331 replied to Soapbox0331's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the clarification @Harzach, that is very helpful...I was struggling with the role of init.sqf for MP. -
addMissionEventHandler script Locality questions
Soapbox0331 replied to Soapbox0331's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks @Harzach Forget that it exists. What is appropriate for the init.sqf...if anything? -
addMissionEventHandler script Locality questions
Soapbox0331 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a great solution to random intel on AI from @wogz187 that is working for me in MP dedicated: missionNameSpace setVariable ["intel_hints", ["SMALL DIARY", "DOCUMENTS", "UNIT PATCH"]]; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if ((faction _killed) == "CIV_f" || faction _killer isEqualTo faction _killed) exitWith {false}; [_killed, "Search for intel", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "!alive _target", "_caller distance _target <3", {_caller playMove "AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon";}, {}, {params ["_target", "_caller", "_actionId", "_arguments"]; _target removeAction _actionID; []spawn { hint "Searching..."; sleep 1; if ((round random 10) > 7) then { hint selectRandom (missionNameSpace getVariable ["intel_hints", []]) } else { hint "Nothing found..." } } }, {}, [], 2, 0, false, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, _killed]; }]; I am running it from init.sqf: [] execVM "randomIntel.sqf"; 1) There are multiple "Search for intel" entries on a single AI (looks like one per player). Does running this from initPlayerLocal correct that? 2) For JIP, does having a publicVariable in this script allow players joining late to see this addAction? -
How to select a script at random?
Soapbox0331 replied to Joe98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, my apologies, didn't mean to commandeer the thread. Hopefully @Joe98 will post his code as well. -
How to select a script at random?
Soapbox0331 replied to Joe98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Larrow Hey thanks for doing this, works great! Seeing what it went from, to your script, really helps my understanding. -
How to select a script at random?
Soapbox0331 replied to Joe98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Harzach I am sure you are right. Ok, intent is to create some variety to environment when players get to/spawn in their base/FOB. These are the "varieties" of flybys: AmbientFlyby_1.sqf: sleep 1; ambientFly = [getmarkerpos "FlyByStart", getMarkerPos "FlyByEnd", 120, "FULL", "uns_ov10_usaf_FAC", WEST] call BIS_fnc_ambientFlyBy; AmbientFlyby_2.sqf: sleep 1; ambientFly = [getmarkerpos "FlyByEnd_2", getMarkerPos "FlyByStart_2", 100, "FULL", "vn_b_air_uh1d_02_07", WEST] call BIS_fnc_ambientFlyBy; AmbientFlyby_3.sqf: sleep 1; ambientFly = [getmarkerpos "FlyByStart", getMarkerPos "FlyByEnd", 120, "FULL", "vn_i_air_ch34_02_02", WEST] call BIS_fnc_ambientFlyBy; sleep 2; ambientFly = [getmarkerpos "FlyByStart", getMarkerPos "FlyByEnd", 130, "FULL", "vn_i_air_ch34_02_02", WEST] call BIS_fnc_ambientFlyBy; AmbientFlyby_4.sqf: sleep 1; ambientFly = [getmarkerpos "FlyByStart_2", getMarkerPos "FlyByEnd_2", 200, "FULL", "uns_A1J_HCAS", WEST] call BIS_fnc_ambientFlyBy; sleep 3; ambientFly = [getmarkerpos "FlyByStart_2", getMarkerPos "FlyByEnd_2", 220, "FULL", "uns_A1J_HCAS", WEST] call BIS_fnc_ambientFlyBy; -
How to select a script at random?
Soapbox0331 replied to Joe98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Joe98 I have used same method...this is all in one script. In my case, called from a trigger. AmbientFlyby.sqf: _rNum = selectRandom [1,2,3,4]; if ( _rNum == 1 ) then { execVM "AmbientFlyby_1.sqf"; }; if ( _rNum == 2 ) then { execVM "AmbientFlyby_2.sqf"; }; if ( _rNum == 3 ) then { execVM "AmbientFlyby_3.sqf"; }; if ( _rNum == 4 ) then { execVM "AmbientFlyby_4.sqf"; }; Then subsequent AmbientFlyby scripts 1-4 are in the mission file. -
How to use BIS_fnc_stalk?
Soapbox0331 replied to ChaIie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is the error I am getting using it this way: "Error distance : Type Group, expected Array,Object,Location" -
How to use BIS_fnc_stalk?
Soapbox0331 replied to ChaIie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks @Play3r. Script (pretty sure I got this from someone in the BI community) I am using for spawning a group and having them stalk works (called from trigger, MP dedicated server): if !(isServer) exitWith {}; _spawnPoints = ["marker_LZ1"]; _unitsInGroup = ["vn_o_men_nva_65_16"]; _spawnMarker = _spawnpoints select (floor random (count _spawnpoints)); _unksSpawnPosition = getMarkerPos _spawnMarker; //[x,y,z] newGroup = createGroup [east,true]; _newLeader = "vn_o_men_nva_65_16" createUnit [_unksSpawnPosition,newGroup,"newLeader = this"]; sleep 1; { _newUnit = _x createUnit [_unksSpawnPosition,newGroup,"newUnit = this"]; sleep .4; }forEach _unitsInGroup; sleep 1; newGroup setBehaviour "STEALTH"; _stalk = [newGroup,group (allPlayers select 0), 300, 200, nil, nil] spawn BIS_fnc_stalk; The idea would be the stalkers get under 200m from players and move to CP marker simulating reporting what they found. I have tried a couple of variants but I don't think I have my mind around identifying the AI and nearest player (BLUFOR) for the purposes of using the "distance" method: _stalk = [newGroup,group (allPlayers select 0), 300, 200, {(something defining AI) distance (something identifying nearest player) < 200, "marker_CP"] spawn BIS_fnc_stalk; Any ideas? -
How to use BIS_fnc_stalk?
Soapbox0331 replied to ChaIie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Rather than having grpB eliminate grp1, how do I get grpB to return to base when within 200m of nearest player (using MP dedicated)? -
Jebus - Just Editor Based Unit Spawning
Soapbox0331 replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pognivetI feel the same...this is a go to script on everything I make. Can you give me an example of something you do with the "INIT=" parameter?