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viel.kuul.10

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Everything posted by viel.kuul.10

  1. How to change that icon of group above icon of unit in Zeus? For example in BLUFOR, the icon or something is blue, and I would like to place a logo. I know about squad.xml but I would like to put custom logo regardless of whether it is player or AI. I believe it is possible by a script but how?
  2. 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.
  3. For a couple of days I try to make a script that will show me the message usually after the battle, not only how many were killed and which soldier (rifleman, grenadier, heavy gunner etc.), but in which group (1-2 Bravo, 2-4 Charlie or _group1, _group2 etc. )? I have already solved the number of dead and the type of fighters, but I am not succeeding as far as the groups is concerned. private _sectionleaders = []; private _grenadiers = []; private _riflemen = []; private _aliveWest = allUnits select "_group1","_group2" {side _x isEqualTo WEST && {alive _x}}; { switch (typeOf _x) do { case "B_Soldier_SL_F": {_sectionleaders pushBackUnique _x}; case "B_Soldier_GL_F": {_grenadiers pushBackUnique _x}; case "B_Soldier_F": {_riflemen pushBackUnique _x}; }; } forEach allDeadMen; hint format [ ">>> DEAD UNITS <<< Section Leaders: %1 Grenadiers: %2 Riflemen: %3", count _sectionleaders,count _grenadiers,count _riflemen];
  4. I just tested. Does not work.
  5. So I did. Does not work. I don't understand why the group is automatically deleted when it is killed.
  6. Can you show where your code should be in my code? I tried it a couple of times and it doesn't work.
  7. Why haven't I received an answer yet? I hope they don't hold anything against me.
  8. It seems.hHow to save the results, especially after the battle? I would like that to always show the results once the whole group is killed. The same thing is also with individual vehicles
  9. This code works perfectly if only a couple of soldiers in one group are killed. But when an entire group is killed, the code doesn't work. Like as if that group had never been spawned. I'm trying to figure out where the problem is. I guess I might get an answer.
  10. viel.kuul.10

    Counting dead units

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

    Counting dead units

    Why I have no answers?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. How do that with a group, not just one AI? Along with some turret, for example: HMG?
  17. 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.
  18. It works. I bow to you. I have a question: how to implant direction to this code? Random or selected?
  19. I managed to split this script into three parts or three hints individually.
  20. 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.
  21. 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.
  22. 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.
  23. 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?
  24. I have tested that with the vehicles. Scripts work when it comes to only vehicles that are already located in a terrain but do not recognize those that have spawned.
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