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Everything posted by Rosso777
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mission maker tools MGI ADVANCED MODULES
Rosso777 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for your continued work on this great addon. Didn't know you were taking requests. 😛- 239 replies
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Here is the original script set for a player model, but how would I mod it to also apply to an AI? if(isTouchingGround player && alive player && _curpos select 2 < 1)then { _nearestObjects = nearestObjects [player, ['Exile_Construction_Abstract_Static','AbstractConstruction','Exile_Construction_Flag_Static'], 2.8]; if(_nearestObjects isEqualTo [])then { _last_no_glitch_pos = _curpos; _last_no_glitch_vectorDir = vectorDir player; _last_no_glitch_vectorUp = vectorUp player; }; };
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Player script edited for AI
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, I know you are right. I need to slow down and stop getting ahead of myself; taking on projects that are much too big for me as a newbie. @wogz187 has been telling me the same thing but I've been much too excited to stop reverse-engineering things. I need to slow down, for sure. -
Player script edited for AI
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you mean OPFOR, East, West, etc.? Or specifically naming units (unit1, unit2), etc.? - If this were the case, I am not sure how I would do that using a dynamic AI spawner like A3XAI. -
Player script edited for AI
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It’s not as easy as changing “player” to “CAmanbase”, right? -
Looking to build my own mod and I’m trying to understand some structuring. I know this isn’t an Exile forum, but I don’t believe this question really pertains to Exile, per se, so I’m hoping this will be an easy one. Using Exile as a template for learning. Inside the mod, the structure is laid out like this: @ ExileMod > addons > numerous pbo’s (assets, client, and many model pbo’s for cars/bikes/planes). NOTE: in the initial folder where ‘addons’ is located, there is also a config.bin file. So here’s my main question (the first of many I’m sure): if I were to create a vehicle pack, for example, of vehicles I’ve created, how would I go about installing them into the main mod? I don’t want to create an external addon, I want the models and items to be included in the mod itself. Is it possible to do like a ‘#include /myvehicles/config.bin’ in the appropriate place in the mod’s main config? Or am I way off base here? I say this because I can’t imagine that just putting the models pbo’s in the main folder will just automatically activate.
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PUID Spawning configuration
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tried the above code and still no luck. I haven’t gone as far as creating a fresh mission and testing the switch, but I will try to this weekend. -
PUID Spawning configuration
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@beno_83au, do I need to leave it as _pos1, _pos2... and then identify those _pos as specific coords? -
I am trying to modify a script that spawn an AI assistant. The original code spawns the AI directly on your position, but I want the AI to spawn about 200 meters from the current player position. Here is the original line: _unit = group player createUnit [_unitList select (round(random ((count _unitList) - 1))), getPos player, [], 0, "FORM"]; Here was my version that did not work: _unit = group player createUnit [_unitList select (round(random ((count _unitList) - 1))), [getPos player + 200], [], 0, "FORM"]; I've tried digging around the BIKI but there wasn't much available on the getPos page. I also found this, but not sure if it's a completely different aspect: ((getPos player) vectorAdd [((random 400)-200),((random 400)-200),0]) Can anyone offer some insight?
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getPos player + 200 meters?
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Understood. I will give this a go and post my results as to help future similar issues. Thanks! -
getPos player + 200 meters?
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your help, Pierre, I tested it and it works like a charm. Is this for the script to randomize the AI that it spawns? -
easy [updated] Mission Maker Framework
Rosso777 replied to wogz187's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gotcha. That answers my question, essentially. I was trying to move only the necessary code from the Black Magic mission file to my own existing mission. I will do as you’ve suggested and get into the Black Magic mission further; I wasn’t thinking about the function viewer and all that. And I will also pay more attention to the Discord How-To’s. You should be VERY proud of this system, man. As soon as I entered the BM mission and saw the mirror, heard the news broadcasts, and then saw how you were configuring it all (in the editor), I was beyond impressed. I know this game can do a lot but it takes items like this that (I feel) truly capitalize on the game’s capabilities. Bravo.- 46 replies
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- framework
- function library
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easy [updated] Mission Maker Framework
Rosso777 replied to wogz187's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to list somewhere each function's dependencies? I don't even know if that's plausible since there is so much going on within MMF, but it was worth a try. I am trying to dig in deeper and I am still questioning where things go and how. I feel like a dumbass after all the help you've already granted, but MMF is still a bit too complex for a basic user like me. INCREDIBLE, but I'm in too deep here. I've joined the Discord and perused a bit, read through this thread, toyed with other missions, but there's SO Much that I don't even know where to begin.- 46 replies
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- framework
- function library
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How do I know if a player is in Land_DeerStand_02_F"?
Rosso777 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi all! I am trying to activate an external sqf that spawns animals in a specific radius around a player, but only when that player is up in a specific model of deerstand. Currently, this is w what I have, but it doesn’t seem to be working. here is the file that is ensuring that the system knows the player is “in” the deerstand; Client_util_getNearestHuntingStand: private["_position", "_huntingStand", "_object"]; _position = _this; _huntingStand = objNull; _object = _position nearestObject "Land_DeerStand_02_F"; if !(isNull _object) then { if ((_object distance _position) < 3) then { _huntingStand = _object; }; }; _huntingStand —————————————— and At the top of the spawn animals file, I have this to make the parameters are identified: if ((vehicle player) call Client_util_getNearestHuntingStand) then.... Does anyone see the issue? Or does this look fine and it must be elsewhere? OR am I SO FAR off that it's not even worth trying to guide me through this ('m okay with that, give it to me straight)? -
I’ve had a lot of success lately with reconfiguring addons and mods, but I cannot seem to figure out how to edit the infamous “config.bin” or “texheaders.bin” files. Well, I can edit them through Notepad++, but when I go to save as .bin and then replace the original in the mod folder, it never seems to work. Can anyone point me in the right direction? Also— I’m aware of (and have installed) the Arma 3 Tools programs. If this is what I’m supposed to use for this, please lead me through how it’s done. So far “just use the Arma Tools” hasn’t gotten me anywhere. Explain me like I’m five. 😉
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How to edit Config.bin?
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So @Larrow, if the file is named config.cpp instead of config.bin, it will still work properly? UPDATE: Using Arma 3 Tools, specifically the CfgConvert program, I was able to convert the config.bin file to config.cpp. Using Notepadd++, I was able to edit the config file. Then, again using the CfgConvert program, I converted the file back to Config.bin. -
How to edit Config.bin?
Rosso777 replied to Rosso777's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks to everyone who has replied. I am going to attempt this tonight, and I WILL reply back to update this thread for any future users needing the same info. Going to start with @Larrow's info because I have learned that when @Larrow speaks, one must pay attention. -
Dang. Okay, thanks for the quick reply.
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Hey gc8, this is a great idea, man! Now once I edit a class (I am trying to edit "cfgFirstAid" for a dedi server), where would I put the new code? In the config.cpp?
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mission maker tools MGI ADVANCED MODULES
Rosso777 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have done exactly as you've said, got the addon subscribed to on my server, and the scenario loads fine. I loaded only 1 module and that was the Advanced Transport. However, what is interesting is that the moment before the game loads, there is a quick flash of "CALL TAXI" as an addaction, and then its gone. Once I have control of my player, I do not have the Call Taxi option.- 239 replies
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mission maker tools MGI ADVANCED MODULES
Rosso777 replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I cannot seem to install this any longer (on my dedi server). I had it working once, but now I can't seem to figure it out. I have tried placing the MGI_Modules.pbo in my server addons section (like DMS and Occupation), and I have also tried making it an "@MGI_Modules; folder" placed in the server root folder, but nothing. It works in the editor, so I place an ADVANCED TRANSPORT module. I place a CIV helo and a CIV truck. In the Editor's preview mode, I can call the taxis and all works perfectly. I export the .SQF and call it in my dedi's initserver. When I load the server, the CIV vehicles are there, so i know the SQF is being called. However, the CALL TAXI addaction is not showing up for the player. Can anyone see what I am doing wrong?- 239 replies
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I've used DMS and Occupation for a couple years now, and I've never seen this issue: The static helicopters I've placed at specific locations show up, fly around, but their rotors don't move, and they just fly around in small, strange circles. Sometimes you can even see the crew floating behind the helos. Has anyone else ever dealt with this? Nothing shows up in the report, so I am not quite sure how to deal with it.
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On Biki, the addAction reads like this: "Adds an entry to the action menu of an object (scroll wheel menu)." Is it possible to add a menu that's NOT activated by the scroll wheel? For example, I am thinking about giving the itemRadio object a few more options (Call a Taxi, Call for Extraction, etc.) but the menu only appears if a specific button is pressed; having a permanent scroll wheel menu once picking up a radio would be obnoxiously annoying. Is this doable?
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modules MGI Advanced Modules
Rosso777 replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Pierre, is there an EASY way to make your Call Taxi module work but only in a trigger area? It seems to show the AddAction all over the map. -
Hi all! I have scoured these forums (and many others), and I don't know if I am just not using the proper search terms, or if there is no answer to this issue. Has the issue ever been solved where Zeus (on a dedicated server) is just suddenly no longer accessible by the admin? I am the only admin on my private dedi server, and sometimes, I login and Zeus works beautifully. And it's almost as if the next time I login (or the next time), it just won't give me access anymore... as if it doesn't exist at all. The following day I login and it's good again. Has anyone else been dealing with this as well? Has a fix been found? Any help is always appreciated. Thanks, everyone!