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Melody_Mike

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Everything posted by Melody_Mike

  1. Melody_Mike

    Script To Loop Animations

    Hi @lucasvdb; welcome to the forums! The effects of an animation command like switchMove are usually Global. That is, all players can see them. You see this marked at the top of the BIKI for every command. If you want to generalize the code so you can easily use it multiple times during a mission, you can make a Function out of it.
  2. Melody_Mike

    Infinite Ammo For UAV'S

    Hi @Furkan Aksakal, welcome to the forums :). The BI Wiki (BIKI) gives a complete tutorial: https://community.bistudio.com/wiki/Category:Eden_Editor The "init" box is part of the object attributes, which is what you get when you double click on a unit. https://community.bistudio.com/wiki/Eden_Editor:_Entity_Attributes The different attributes are explained here: https://community.bistudio.com/wiki/Eden_Editor:_Object -> So you are looking to insert some code into the "init" part of your UAV's attributes. That is the box where you can enter expressions/program code. If you prefer watching videos, there are also a lot of tutorials on YouTube. Most of them are in English. If you have a very specific problem with something you are working on, and you cannot find the answer on search engine/forums, you can try posting here for help. There is also a Discord server. Happy editing!
  3. So I understand the final hurdle is getting the landing gear to deploy without a pilot. Could you perhaps manually force the landing gear out using animate ?
  4. Melody_Mike

    AWS ATC mode

    Crème brûlée Has anyone managed to make it? Nothing I do from the cookbook works... ======================================== Edit: found some context for your message. Perhaps try the relevant thread:
  5. @saddle Hello there! So as I understand, you're bothered by the (overly sensitive) detection of AI units. I feel your pain. I myself was able to compensate a lot of it for a cooperative "sniper" mission by scripting a very low (<0.1) camouflage coefficient (using https://community.bistudio.com/wiki/setUnitTrait) for the players. There's a popular script that upgrades and changes this value in response to player behavior. You could check it out: There are also others in the Steam Workshop.
  6. @Dante0 If your players are not expected to fly, then you could use the default "Zone Protection/Restriction" modules. These either repeat a message to the player, or spawn a mine at their feet. They are linked to either players, a group, or a side. See link for explanation how to use:
  7. Melody_Mike

    Campaign Hub Design

    Hello again! I apologize ahead if this sounds disrespectful. But I don't understand how you are expecting others to give you feedback of your work, without providing examples of said work. As an analogy: people would not buy books/watch videos from a chef who did not actually present the result of their recipe. Show us your wares, sir (please).
  8. Melody_Mike

    Campaign Hub Design

    Hello. I somewhat apologize for going off-topic. But I am trying to see what campaigns (such as ones with hubs) you have made. However, after several clicks on your linked site (https://www.pmctactical.org/forum) and the "download" site (https://www.pmctactical.org/arma3/campaign.php), I am stuck. To quote your site: With only a link to the GitHub. I'd genuinely love to try out your hard work, learn from it, and discuss. How do I access it?
  9. Melody_Mike

    Discipline

    Yes! The download works. Thanks again.
  10. Melody_Mike

    Discipline

    Dear Haleks. Thanks for making the mod. It seems your Google download link requires users to log in with a Google account, then send you a message. I'm hereby cross referencing that request, so you know it isn't spam. Thanks again, MeM
  11. @Dirk VeriteI have used these commands in my own trigger for a mission, and it absolutely works. As an alternative without scripting, assuming you use popular mods such as ACE, you can also use this in your server: https://steamcommunity.com/sharedfiles/filedetails/?id=2434502142
  12. Hiya everyone. My aim is to make an animated briefing in a multiplayer mission using the ORBAT. To start off, I want to be able to call BIS_fnc_ORBATOpen during the initial briefing screen. I've adapted the example from the BIKI: https://community.bistudio.com/wiki/BIS_fnc_ORBATOpen But this expression only works if it's run from the debug console during a mission. Not in the initial briefing screen, which, let's face it, is the only time players will want to look at an ORBAT. If used there, Arma will hard lock to a black screen, without an error in the RPT. You need to cntrl-alt-del to manually end the program. Turns out the initial briefing screen and map screen have different IDDs. So I drafted this expression, which creates a diary record with the the words "Open ORBAT". When clicked, it checks whether the mission has already started, and then chooses the expression with the appropriate IDD. Please excuse my excessive indentation: player createDiaryRecord ["Diary", ["Situation"," // diary record <execute expression=' // execute code when clicking text if (time > 0) then { [ configFile >> ""CfgORBAT"" >> ""BIS"" >> ""O_Brigade"",findDisplay 46, [], 4, [""ConfigClass_1"",{systemChat ""ConfigClass_1""}] ] call BIS_fnc_ORBATOpen; } else { [ configFile >> ""CfgORBAT"" >> ""BIS"" >> ""O_Brigade"",findDisplay 37, [], 4, [""ConfigClass_1"",{systemChat ""ConfigClass_1""}] ] call BIS_fnc_ORBATOpen; } '> Open ORBAT // the bit of text </execute> "], taskNull, "", false]; However, although this expression works in singleplayer, it does not in multiplayer. The list https://community.bistudio.com/wiki/Arma_3:_IDD_List says IDD 53 should work. But it doesn't. So my question is: what is the correct IDD for the initial briefing screen of clients in multiplayer? (or am I missing something else entirely?) with thanks,
  13. Melody_Mike

    Clickable ORBAT text entry

    Hi everyone. After getting some help elsewhere, I've gotten a working piece of code. I wasn't being very sharp, and forgot that when hosting locally (eg Eden "Play in Multiplayer") you are the server, not the client. So IDD 53 would have not worked in my test case, but 52 did. The code has been amended to check for server, client, briefing screen, or mission start. === Long story short: this will allow players to click a piece of text and see a specific ORBAT entry. Enter this into your initplayerlocal.sqf file: player createDiaryRecord ["Diary", ["Situation"," <execute expression=' [ configFile >> ""CfgORBAT"" >> ""BIS"" >> ""O_Brigade"", findDisplay (if (isMultiplayer &amp;&amp; {getClientState isEqualTo ""BRIEFING SHOWN""}) then { [53, 52] select isServer } else { [37, 46] select (time > 0) }), [], 4, [""ConfigClass_1"",{systemChat ""ConfigClass_1""}] ] call BIS_fnc_ORBATOpen; '> Open ORBAT </execute> "], taskNull, "", false]; See other pages for information on how to write your own ORBAT entries, such as this one: Enjoy!
  14. @NeisAEL In what situations (mods) are you getting these errors? And with what line are you calling bomb.sqf? I've just tested the newest version of the test mission in local hosted multiplayer. I don't get your errors. These two errors refer to parameters in bomb.sqf; specifically _object and _needKit . Do you also get it when you use the default init line on a default (metal barrel) object: null = [this, 10, true, false] execVM "bomb\bomb.sqf"; ? ===== I also however, have a minor bug to report. I don't run ACE, and I have tried setting the _disableAce3 value to both true and false. But the game will still give this error: Error in expression <[_unit] call ace_common_fnc_isEngineer if( _isEOD || _isEngineer ) then { _isE> Error position: <if( _isEOD || _isEngineer ) then { _isE> Error Missing ; File (...)\mikehudak-a3_bomb.vr\bomb\functions\fn_isExpert.sqf..., line 18 -every time the mission is (re)loaded in editor or previewed, and ignore the _expertMultiplier value, unless I comment out the ACE part of fn_isExpert.sqf (lines 13-18). It's not strictly game breaking. But it is tedious for non-ACE users.
  15. Melody_Mike

    Impact

    I'm reading in the original post about network traffic. Do I understand that both (all) client and server will need to run the mod in order for it to function correctly?
  16. Melody_Mike

    [SP/MP][COOP][4] Intervention in Tanoa

    It's a long scripted mission. Good pacing. Nice that players don't need to load any mods (besides CBA) to play it. I have a major bug though: it's advertised as a coop mission, but no other team members are playable.
  17. Melody_Mike

    G.R.U.N.T.S Mission pack (MP/Coop Campaign)

    This is good stuff. It's a straightforward original story. The missions have a short but well scripted interactive briefing with a little bit of voice acting. No long winded paragraphs of text. The missions are clearly defined, but you are given multiple tools (such as artillery, mines, and launchers) to complete them. Your need to divide the equipment and weapons amongst your (4 player coop team) at the start. But what's really special is that it runs without being dependent on mods, and without any bugs. Props to this achievement!
  18. @_foley That worked! "a3\ui_f\data\map\mapcontrol\powerwind_ca.paa" Thanks. The search function was great too!
  19. (NB: If any earlier posters of this thread object, I'll of course remove this "necro" of the topic) I'm thankful that this function exists. It solved a number of problems in finding both icons and textures (such as examples for all the Art of War canvas objects which are still in .ebo). But this function didn't find a set of icons that I needed: the default terrain icons. Specifically the one for the wind generators. I've cropped a screenshot that looks quite artifacted when zoomed at any level: https://ibb.co/CKM6rb4 I spent two evening dinners combing through the enormous output of the function, but didn't find the .paa . Don't know which .pbo to look either. Does anyone have a suggestion?
  20. Wait, I'm a little confused. If you login as admin and Zeus, then you don't get this graphical artifacting, but logged out as admin, but playing as Zeus, you do? I would have no explanation for that. Unless I am reading it wrong, and you get the artifacting/glitching when you are in Zeus mode, versus (what I guess) is regular Spectator cam when taking a player slot as an admin. And that is plausible, because the viewdistance is different between Zeus and Spectator cameras (and Arma sometimes bugs when loading in LODs and textures).
  21. Hi @Andy16823; welcome to the BI forums :). I don't have experience with BIS_fnc_addSupportLink, but I have scripted with modules. They usually interact by synching with objects (such as the player in the support requester module). So you could place your modules in Eden, then execute: _module synchronizeObjectsAdd player; Instead of BIS_fnc_addSupportLink. I should think .
  22. Hullo everyone. I'm trying to set a campaign set shortly after the events of the "Steel Pegasus" campaign. Figured a shortcut to making the ORBAT would be to modify the existing entries from that campaign. Indeed the mission.sqm files do have ORBAT modules with references and ceilings such as: configFile >> "cfgOrbat" >> "BIS" >> "B_I_1" configFile >> "cfgOrbat" >> "BIS" >> "B_I_FIA" -respectively. Unfortunately the PBO, missions_f_tank.pbo, has almost none of these config entries. The config.bin (unbinarised) file in the root of the PBO has a few entries referring to some of the AAF units. I've skimmed through the other PBO's in the Tanks folder, and they don't seem to have it either. That's to be expected. But where would I find these CfgORBAT entries instead?
  23. Oh that's interesting. Never read this method before. I tried it, and it does seem to work on my end. I did not have CBA loaded, however. My first thought would be that (any) mod could be conflicting. But I assure you from experience, that my described method will give a fully working Zeus slot for non-admins in a multiplayer (listen/dedicated/JIP compatible) environment. Good luck! :)
  24. Hi @HCStrike, welcome to the forums :). The Game Master modules work when they are linked to units. They can be BLUFOR, OPFOR, civilian. Doesn't matter. They are the ones you can give variable names zCreator and zCreator2. You can also hide and disable simulation the units in their attributes, then check forceInterface in the Game Master modules, to make sure the players stay in the Zeus interface. Have fun!
  25. Melody_Mike

    addAction selection parameter

    At risk of "necro-ing" the thread, I'd like to point out to future users who find this article that yes, you can add an action to objects that are not stationary. Make sure you use the correct sphere (classname "Sign_Sphere100cm_Geometry_F"). Attach the sphere object (here given variable name _sphere) with whatever offset to your object. In this case, the hood of a civilian van: _sphere attachTo [_van, [0,3.5,-0.5]]; And then execute an addaction unto the sphere from whatever init or script file. The sphere (and addaction) will move with the vehicle. Thought I'd save someone a few hours messing with selectionNames and addAction syntax...
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