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Everything posted by Melody_Mike

  1. Melody_Mike

    BIS_fnc_unitPlay varDone findings

    Thanks Doc! Should help those of us scripting cutscenes, specifically in timing scripts to fire after the unitPlay has finished. Keep it up, sir! ... May I ask what context you were using this in?
  2. Melody_Mike

    player inventory weight script

    The ACE mod displays this value in the inventory by default. It uses this function for the calculation. Note the use of CBA: https://github.com/acemod/ACE3/blob/master/addons/common/functions/fnc_getWeight.sqf But you will have to dig some more into the "common" functions and scripts to find how exactly this value is displayed to the player in their inventory screen. They have a slack and a GitHub where you can message with questions: https://github.com/acemod/ACE3 Good luck!
  3. Melody_Mike


    Heya @asdsadasddsa; welcome to the forums. (I hope I didn't accidentally tag the wrong "asd.." user ) It looks like everyone jumps identically, and that they are not able to change direction/speed once they are in the air. So I am guessing the players have a scripted action that gives them a fixed upward and forward boost when they press a certain key. My guess is that the following commands are used: https://community.bistudio.com/wiki/setVelocity https://community.bistudio.com/wiki/setVelocityModelSpace https://community.bistudio.com/wiki/BIS_fnc_holdKey (one way to assign a button ingame) Good luck!
  4. Melody_Mike

    COVID-20: Vaccine

    I will wager a lot of money that In about 12 years time, there will be a Netflix drama about people living through COVID. Maybe even an action disaster film starring a new retired WWE Wrestler. It was the same with 9/11 in American films and the Cold War in Germany. But not today. I don't want to be reminded of daily problems in my entertainment. Sorry if it feels like a lazy excuse. Your choice of setting has nothing to do with the quality of your mission making. And we all have different ways of working through difficult experiences. But that is the reason I won't download your mission. It looks like a lot of work went into it. So I'm looking forward to future projects. Good luck!
  5. How exactly does it go wrong? If, for example, you cannot get script to work from the unit attributes, then you could give the unit a variable name when editing the mission file, then reference that when entering the code from the server debug console. Eg: if (isServer) then { 0 = [DogCharacterVarName,"Fin_random_F"] spawn { ...
  6. @marki980908 Sure, if the debug console is enabled (or you are the admin), you can execute code in the unit attributes. See: https://community.bistudio.com/wiki/Arma_3:_Debug_Console
  7. Melody_Mike

    Image over HUD Issue

    @GODSPEEDSNAKE I got inspiration for creating a jumpscare in my "horror" mission using BIS_fnc_dynamicText, thanks! May I ask why you made this function, instead of using BIS_fnc_initLeaflet ? Or is the image meant to appear with a different interaction/trigger? Eg: https://community.bistudio.com/wiki/File:a3_orange_leaflets_preview.jpg
  8. As I understand from the PMC tutorial, L3DT allows you to export the heightfield / heightmap in several image formats, besides the data table .asc format. Mondkalb's own tutorial even suggests using 8-bit greyscale images: https://community.bistudio.com/wiki/Mondkalb%27s_Terrain_Tutorial Editing an image file with eg irfanview, GiMP, or Photoshop(if you have the license) allows you to select and edit areas. You could then apply an automated noise filter over a selected area. This is a tutorial for GiMP, but there's multiple for all image editing suites: https://graphicdesign.stackexchange.com/questions/76414/how-to-apply-grain-texture-effect-in-gimp Or perhaps you prefer the manual 3D hands on approach. Arguments can definitely be made for that. Good luck!
  9. Whoa! This terrain looks very well put together, and very fun for small scale fights. You can really tell a lot of attention to detail that went into it, and that it's designed with gameplay in mind vs pure aesthetics. Also nice that it doesn't depend on any third party content! I have an unsolicited question: feel free to ignore it, obviously I have *zero* claim to your efforts: Does the terrain editor allow for noise generation in the heightmap for certain areas? Perhaps in the slums and outer city? Really +/- 0.2 meters would be plenty. I think it could increase immersion by reducing the visual contrast of the hills vs the (perfectly) flat city areas. Also, infantry players would have to adjust view and not just hold the "W" key when crossing. And it also provides minor cover for prone positions, that would be performance friendlier than placing many rock objects.
  10. @Webbzyjr2 You nailed it. Thank you.
  11. Hey @Webbzyjr2! I am afraid I am not familiar with GUI editing. But I am VERY curious how you disabled the map. Seems the solution to a problem of mine: how to make players who have teleported "inside" buildings not have a GPS signal. What script command did you use?
  12. @linkinpunk Thank you! Do you know where I can find a list of the default "classes" of cutRsc effects in Arma? I could not find one in the BIKI.
  13. Whoa, quick reply! Well the solution here: https://steamcommunity.com/sharedfiles/filedetails/?id=2469948730 -was to place the players extremely high. I will get back to you on how well that works out in an MP situation.
  14. Well I am definitely curious. It seems that the script uses a 0.05 tick rate for the physics simulation: }, 0.05 //Physics update rate. ,[_FNC_turbulence,_vehicle,_dimensions,_surfaceArea]] call CBA_fnc_addPerFrameHandler; }; But "vanilla" onEachFrame doesn't seem to allow suspension. Mind you I have thus far completely avoided using it because of everyone's warnings about performance. How would you get around this?
  15. I am aware that the new CDLC features tunnels (am away on work on a laptop- no Arma for me coming time). But this so far seems pretty functional for me. The only thing that's missing for me is the GPS/Map element that may throw off players. Do you simply remove the map from the player's inventory when they are underground (and return it via the "exit" addaction)? Or can you spawn and teleport objects and players under the terrain surface via scripting? Or perhaps extremely high- beyond regular view distance (and hopefully without weird ambient wind sounds ).
  16. Melody_Mike

    Help with Orbat Group Script

    Hi @Fluxion, welcome to the forums :) The answer to your question is in the example in the BIKI: https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer#Working_Example So as far as I know: yeah, they basically just make the briefing more interesting.
  17. So what did you end up with?
  18. I disagree. I believe you can use that function to identify which door your script needs to unlock. Then use the correct "bis_disabled_Door_x" variable to unlock the door. Will give it a go when I get home :).
  19. NSFW I assume? :D Now I agree with you on that the lockpicking scripts I know open doors; they don't unlock them. But if you look at the forum post link I sent, in the GitHub, you'll see it's got a pretty nifty door detection based on ray intersects from the player skeleton: https://github.com/NumbNutsJunior/Active-Lockpicking/blob/master/Other Examples/Lockpicking_Doors.Altis/functions/generic/fn_findTargetSelection.sqf
  20. PS @KutPax is your name a reference to a... banana peel eating alien... by any chance?
  21. Heya @KutPax, welcome to the forums! I think you're looking for the lock command. And before someone beats me to it, this is a damned good script I've used in multiplayer: Happy mission making!
  22. Seeing as it would be a pain in the patella to get AI to interact with an object, and I don't know any mission scripting that creates custom orders for AI, I would design around it and place a vehicle (ambulance, APC, helicopter?) that your AI teammates can get into. Then script a healing function or repeatable trigger around that. Curious what you end up with.
  23. Melody_Mike

    Mission Building Help

    NB: If you have a question, you can always ask. But a specific question is more motivating to answer than "please write out a complete guide / script".
  24. Melody_Mike

    Mission Building Help

    Hey @Thundergrunt 09, PierreMGI gives a pretty good overview on what to do in terms of using Arma scripting (the SQF scripting language). Based on your answer, I get that you're not really used to scripting. If you want things to work like you say you do, then you're gonna have to learn a bit on how things work under the hood. lz = landing zone, the starting position of your helicopter. -> Just put a helipad under your helicopter. Here's an article that gives an overview of what triggers can do. Or watch a YouTube tutorial on triggers. Or, just place a trigger in the editor, and read all the subsections. Give your helicopter variable name yourHelo. Copy and paste the code. Here's another article on how waypoints work. You can also look up each command (such as alive ) and read up on that, if you want to know how that line of code works. With that, I would get back to PierreMGI's answer and get each point to work separately. Then together. Good luck!
  25. Hi @Quebec26, welcome to the forums! A few things here- I understand you want to set up a basic dialogue interaction with an AI character. Indeed it is a good idea to use existing functions for that. The one used to make the interaction in the picture, however, is BIS_fnc_initInspectable (see link). You can just use the examples in the page, and paste that into an AI character with variable name MyLeaflet. It will work fine, but will be buggy in multiplayer, and have this odd "Read" button in the bottom right of the screen. A more complete solution can be made with BIS_fnc_holdActionAdd. But that will take a bit of trial and error, and some more puzzling for multiplayer use. You're probably better off using one of several dialogue scripts already made in the forums. Try those first and see which one you like :).