Soapbox0331
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Everything posted by Soapbox0331
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Scripting presence condition based on a random number
Soapbox0331 replied to vissarion1917's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do I associate the editor placed unit to Alpha or Bravo? -
how to stop the forced respawn when players join server
Soapbox0331 replied to Sp0oX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use this on Description.ext to eliminate the forced respawn at join: respawnOnStart = -1; -
How to use BIS_fnc_stalk?
Soapbox0331 replied to ChaIie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A way I have used stalk is to place in the hunting unit's (BIS_grpStalkers) 2nd waypoint On Activation field: _stalking = [BIS_grpStalkers, BIS_grpPlayer] spawn BIS_fnc_stalk; or for MP: _stalking = [BIS_grpStalkers, group (allPlayers select 0)] spawn BIS_fnc_stalk; I can't remember why it doesn't work in first waypoint...I place first waypoint real close and 2nd waypoint also close. I have never dealt with behavior other than setting speed, stance, and behavior in the edited unit and/or waypoint. They seem to close with me and engage just fine. -
Set Unitpos so AI can't Prone, But Crouch and stand
Soapbox0331 replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use this from @johnnyboy for AI defense, keeps them from going prone and they seem to defend better: -
Large area covered with grass?
Soapbox0331 replied to omri2050's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@omri2050 This is a terrain mod that is 4 x 4 km grass ("Grassland"): http://steamcommunity.com/sharedfiles/filedetails/?id=611925932 Source files link listed in the mod description. -
one condition "if" for fews objects
Soapbox0331 replied to Palmi69's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My misunderstanding, thanks! -
one condition "if" for fews objects
Soapbox0331 replied to Palmi69's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierre MGI When I add to trigger condition I get this error: Condition: Missing ] -
one condition "if" for fews objects
Soapbox0331 replied to Palmi69's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I understand "player" is used for SP. How does this look for MP dedicated? Is it just replacing with "anyPlayer"? I am thinking it is more than that, but I may be a little code paranoid by now;) -
script JBOY Napalm FX
Soapbox0331 replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@johnnyboy Great effect! I have the called in strike working just like your example mission. I am struggling to get the JBOY_monitorAirSupportClicks working. Using SOGPF Air Support menu and Sundowner strike, not getting the effects of your FX. I don't think I understand how to call it correctly from in the player's init? -
Jebus - Just Editor Based Unit Spawning
Soapbox0331 replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@NagrachI just tested a method I use with JEBUS and Stalk, worked fine...I jumped around map and checked the respawns and they came after me consistently: Made sure I had most recent JEBUS in my mission: Version 1.454 Init in Squad Leader: 0 = [this, "PAUSE=", 100, "DELAY=", [15,30], "LIVES=", [2,4], "RESPAWNMARKERS=", ["m14", "m15", "m16", "m17"], "INIT=", "_stalk = [group (_proxyThis),group (allPlayers select 0)] spawn BIS_fnc_stalk"] spawn jebus_fnc_main; I have this squad synced to a trigger, BLUFOR present. -
Help, checking for item in inventory?
Soapbox0331 replied to HeisenS's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@sarogahtyp ok, sure: MP Dedi using SOG Prairie Fire. Goal is to conduct wire tap mission. Task 1 is to ensure at least one of the players has wire tap kit ("vn_b_item_wiretap") in inventory. I was thinking a trigger condition that detects this completes the task. FYSA: There is a function, VN_ms_fnc_hasItems (https://wiki.sogpf.com/index.php/VN_ms_fnc_hasItems). Again, I do not know how to do a MP dedi of: [[player], ["vn_b_item_wiretap"]] call VN_ms_fnc_hasItems; Task 2 is to conduct the wire tap. Currently I have an object near a cable with this holdaction, which displays a wire tap kit for 10 seconds, deletes it, and task is completed via WireTapCollected in trigger condition: [ this, "CONDUCT WIRE TAP", "\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", { Recorder1 setpos [(getpos Cable select 0), (getpos Cable select 1), 0]; }, {}, { deleteMarker "WireTap"; deleteVehicle Recorder1; WireTapCollected = true; publicVariable "WireTapCollected"; }, {}, [], 10, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, this]; Ideally, this holdaction would only be available or functional for a player with "vn_b_item_wiretap" in inventory. Thanks for sharing your expertise! -
Help, checking for item in inventory?
Soapbox0331 replied to HeisenS's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello @sarogahtyp how do I achieve this in MP dedicated? -
TitleText dissapears too fast
Soapbox0331 replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@sizraide Just a thought: try removing the first titleFadeOut 8;...that may be preventing second text from showing. -
TitleText dissapears too fast
Soapbox0331 replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe https://community.bistudio.com/wiki/titleFadeOut will help. -
mission maker tools MGI ADVANCED MODULES
Soapbox0331 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello @pierremgi, truly enjoying the mods! I ran into a situation last night, MP, dedicated server, UNSUNG mission on Song Bin Tahn map: I have "Drop vehicles instead of crates module" synced to "uns_pbr" (also in module as "dropped vehicle/crate") and "uns_ch47_m60_army" (also in module as "default helicopter"). Module synced to Support Provider / /Support Requestor / and a Player unit. The intent is to have a PBR dropped into one of the rivers, which consistently works fine in editor. Trying it on dedicated server the drop was always in the tree line short of the map-click on the river...almost acted as if it didn't want to drop over water. What do you think?- 264 replies
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HVT capture and Hostage rescue scripts
Soapbox0331 replied to nomadd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a great script. I just tested it in a mission I used it in and works as normal. -
module SPAWN GROUP - Advanced Module
Soapbox0331 replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi, your mods make mission making so much more enjoyable for me, thanks for these! I have a couple of questions on this module: 1) I am creating a battle that lasts overnight (timed) with module Repeat occurrence set to -1. I would like to stop the AI from spawning from the module at the end of the fight. Deleting the module does not stop spawning. Can it be turned off after a certain amount of time or condition met? 2) Concerning the Group skill levels: my friends prefer firefights that are high volume of fire and low accuracy, so I usually have setSkill spotdistance higher and setSkill aimingaccuracy lower, using script called in unit init. Can skill levels be modified like this in the module?- 16 replies
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- mgi scripts
- advanced module
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Infinite ammo and random target
Soapbox0331 replied to CPT_ALPHA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@CPT_ALPHA I have used this for random mortar strikes. Not sure how to make unlimited ammo for mortars. -
Suppressing Fire Scipt
Soapbox0331 replied to seth0351's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@diehardfc I have used this for turrets and infantry. You can set rate of fire and duration of fire: -
Random SAR Missions
Soapbox0331 replied to PabloSalto's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is what I use for the wounded rescue target from nomadd: : I haven't tried this yet, check last entry from wogz187: -
How S.O.G. campaign does these?
Soapbox0331 replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello Bardosy, could I take a look at your Napalm strike script please? -
How do I get a count of mines in a given area?
Soapbox0331 replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would really like to use this to complete a task to mine a trail (UNSUNG, MP, dedicated), but I am unfamiliar with waitUntil. This would go into initServer.sqf? When I try: waitUntil {sleep 1; {_x inArea trailmarker} count allMines >= 4}; using an ellipse named trailmarker, I get "Error Undefined variable in expression: trailmarker" What am I missing here? -
How to stop AI from attacking armored vehicle with small arms fire
Soapbox0331 replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is an UNSUNG discussion forum here, via STEAM Workshop: https://steamcommunity.com/sharedfiles/filedetails/discussions/943001311 -
script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
Soapbox0331 replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a new script for me and I have a question on use. I have the dog patrolling with OPFOR AI. When I try to come up behind the AI, the dog detects me, charges, growls , barks...all good. The AI keeps on walking. Is there a way to get the AI to react to the dogs "alert"? -
Under Ground Tunnels (composition) and teleport
Soapbox0331 replied to omri2050's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have used radio triggers to toggle time-skip to night, and then another to time-skip back to day when party left the tunnels. I'm sure there is a more immersive way.