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viel.kuul.10

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About viel.kuul.10

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    Programmers may be smart and skillful but they are very arrogant. This leads me to the conclusion that knowledge is not something that is always good. Sorry

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  1. viel.kuul.10

    Counting dead units

    It works. Thanks!
  2. viel.kuul.10

    Counting dead units

    Why I have no answers?
  3. viel.kuul.10

    Counting dead units

    All I want to know is simple, I would like to see the results of dead soldiers and destroyed vehicles after a battle but which I would activate myself, i.e. to see statistics whenever I want. I would also like to see the current number of living soldiers and vehicles. I have four triggers, every via radio (Alpha, Bravo, Charlie, Delta). First trigger: _count = {side _x == east} count allunits; hintSilent format ["Alive CSAT Units: %1", _count]; Second trigger: 0 = [] spawn { while {true} do { sleep 0.1; _csatScore = {getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side") == 0} count allDeadMen; hintSilent format ["Dead CSAT Units: %1", _csatScore]; }; }; Third trigger: _count = {side _x == resistance} count allunits; hintSilent format ["Alive AAF Units: %1", _count]; Fourth trigger: 0 = [] spawn { while {true} do { sleep 0.1; _aafScore = {getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side") == 2} count allDeadMen; hintSilent format ["Dead AAF Units: %1", _aafScore]; }; }; That's something I'm actually looking for. Men, vehicles, vessels, aircraft, on every side. I'm currently testing this your, I'm playing with mod Arma Commander, the trigger is synced with the main module of the mod. But after the mission, this briefing is not shown.
  4. viel.kuul.10

    Counting dead units

    Does not work. It shows the result nicely but when I activate another radio, it doesn't work anymore. I have four triggers.
  5. After trying for weeks with my scripting and googling everything to find some answers, I am still without success. The script should be small and simple, I knew scripting isn’t easy but I can’t believe this hurts so much. I'm trying to make a script that will count all the dead units and destroyed vehicles of one side and put it in the trigger and activate it via radio. _count = {side _x == resistance} count allunits; hintSilent format ["Alive AAF Units: %1", _count]; // Count all alive units of Resistance side, it works fine. 0 = [] spawn {while {true} do {sleep 0.1;} _aafScore = {getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side") == 2} count allDeadMen; hintSilent format ["Dead AAF Units: %1", _aafScore]}; // Count all dead units but it works not fine.
  6. Works this with a group. I gave you a trophy. Earlier I tested with a turret and a vehicle, every works with that code in the first posts. Only I would like the group to be together with the turret, not just one AI, I usually set up several more AI in the same group. To protect the turret or to replace staff if they die. I realized that any AI that is located in a turret or vehicle, spawns normally but an AI that is outside of a turret or vehicle has to run a long way to find its leader. I'm definitely still learning to scripting. Your codes can help me. I visit community.bistudio.com/wiki often to learn. Of course, I’m going to look at the other links they left here.
  7. How do that with a group, not just one AI? Along with some turret, for example: HMG?
  8. Does not work. If I manually turn the soldier in the desired direction, it spawn in that direction. I am always wishful to learn scripting.
  9. It works. I bow to you. I have a question: how to implant direction to this code? Random or selected?
  10. How to make a unit (or more units) start at a random position within a marker? I have a simple code for random select markers, but I don't have for radius, direction. this setpos (getMarkerPos (selectRandom ["marker1", "marker2"])); This code I put in a unit init. I don't like sqf. I am trying: this setpos getMarkerPos ["marker1", "marker2"] getPos [random(40), random(360). random(40) is radius. But doesn't works.
  11. I managed to split this script into three parts or three hints individually.
  12. How can I divide this script into three parts? Each side with its own hint? The hint doesn’t load whole because it’s too long, especially after a big battle.
  13. Hey, I don't want to argue. I wrote everything clearly here what I want in the game. So it's not clear to me what's not clear to you, lol. I asked something so if you don’t want to help, then you don’t have to. I put _entity in this script to recognize the vehicles when they spawn.
  14. https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityRespawned Really? I speak English, not Chinese! I feel like I'm talking to an alien. As usual you avoid answering my questions directly.
  15. I think I have already solved this by incorporating _entity among the params. Now this looks like this: params ["_unit", "_entity"]; Which is the event among the addMissionEventHandler that helps count all living units? Can you help me?
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