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Melody_Mike

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Everything posted by Melody_Mike

  1. @Webbzyjr2 You nailed it. Thank you.
  2. 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?
  3. @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.
  4. 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.
  5. 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?
  6. 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 ).
  7. 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.
  8. So what did you end up with?
  9. 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 :).
  10. 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
  11. PS @KutPax is your name a reference to a... banana peel eating alien... by any chance?
  12. 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!
  13. 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.
  14. 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".
  15. 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!
  16. 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 :).
  17. Yes, that was the line. The function did a pretty spectacular job of burning down my camp =]! And yes, as warned, it also put the metal fences and concrete barriers on fire. If only there was another way to filter those out, or predefine a burn area. You've helped enough. I will try to figure this out on my own. Thanks!
  18. Thank you for the reply. Were you referring to this line: _pos = _pos call BIS_fnc_arrayShuffle; ? I commented that out, but did not really change the behavior of the function. Just thinking out loud: could I just call another instance of you_fnc_houseFire after some time, in order to get multiple tents to burn simultaneously (from a single source)?
  19. @mattis Although the "garbage collector" removes dead AI and vehicles outside of player range, as long as the mission runs, damage to vegetation and terrain objects remain. You can do tasks, without this kind of damage re-setting. Or did you mean something else?
  20. Great script! Have a question, however. I am attempting to burn down a series of tents. The fire starts, damages, and spreads fine between buildings and regular tents (Land_MedicalTent_01_white_generic_inner_F and related). But not for Connector Tent objects (Land_ConnectorTent_01_white_open_F and Land_ConnectorTent_01_white_cross_F). My first guess was that the two family of classnames used in _buildingARR ( ["House", "Building"] ) didn't include those. However isKindOf "Building" returns true for the connector tents. Anyone got any ideas? Thanks! PS And is there any way of getting the fire to branch out and burn multiple buildings?
  21. Oh my goodness. I had even *liked* your post when it came out. I should really bookmark things here....
  22. Hi @WWThomahawkWW, I'm actually also curious how to delete particle effects. I tried deleteVehicle as suggested in the BIKI article on particles (executed globally). I've also regressed and placed an Eden fire module (I think this one) , then deleteVehicle-ing that. Both keep burning. Looks like we are missing some basics on working with particle (emitters). Anyone have an idea?
  23. Melody_Mike

    create an intro and end video in arma 3

    Hiya @SGT Major Ray Jefferson, welcome to the forums! You probably want to experiment a bit with the blackOut and dynamic text functions. I don't know your scripting experience, but a safe bet would be to put them in a trigger for mission start and end. Happy hunting.
  24. @Rhaonoa In case you haven't solved the problem already, the answer to your question is in the BI wiki link PierreMGI posted. You could simply create a new Event Handler for every unit that enters your trigger. Set trigger to "repeatable" and set up a forEach loop that creates a separate EventHandler for every "Man" type unit. You could also consider using two triggers (one in the air, and one on the ground with a 5 second timer) setting allowDamage off and on forEach player. Hope that helps..
  25. Allo allo @mcnools, You can change each post process effect, or a batch of them, in sequence, using ppEffectCommit. You can place these commands either in init.sqf or initPlayerLocal.sqf, or execute them in an external script file from there. My mission ran fine on a dedicated (cloud based) server. Here's an example batch I made using GreenFist's ReColor mod to both design the effect and export it as a script. There are other Post Process mods that help design effects as well. // init.sqf PPeffect_colorC = ppEffectCreate ["ColorCorrections",1500]; PPeffect_colorC ppEffectAdjust [1,1.71479,0,[0,0,0,0],[1,1,1,1],[0.5,0.25,0.25,0]]; PPeffect_colorC ppEffectEnable true; PPeffect_colorC ppEffectCommit 0; // set "fade in" time here in seconds Good luck!
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