_Tally
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Posts posted by _Tally
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fnc_launcherHandler = { params ["_man"]; private _handler = _man addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; if(_weapon == secondaryWeapon _unit) then{ _unit setVariable ["TALLY_launched", true]; _unit removeEventHandler [_thisEvent, _thisEventHandler]; systemChat "unit fired launcher"; }; }]; _handler; }; fnc_forceLauncherFire = { params["_man", "_wantedDir"]; private _handler = [_man] call fnc_launcherHandler; private _launcher = secondaryWeapon _man; private _mode = (getArray (configFile >> "CfgWeapons" >> _launcher >> "modes"))#0; private _fired = (_man getVariable ["TALLY_launched", false]); private _timer = time +5; waitUntil { if(!isNil "_wantedDir" &&{(round _wantedDir) != (round(getDir _man)) &&{(_timer - time)>= 1}}) then{_man setDir _wantedDir}; _man forceWeaponFire [_launcher, _mode]; _fired = (_man getVariable ["TALLY_launched", false]); ((time > _timer) || _fired); }; sleep 1; if!(_fired)then{_man removeEventHandler ["FiredMan", _handler];}; _man setVariable ["TALLY_launched", nil]; true; };
This one works for me. Basically you got to spam the forceFire-command until he actually completes the action. Then use an eventHandler to kill the loop as soon as the launcher has been fired.
Also it is far far from accurate so you might need to plug in some missile-guidance scripts. -
On 11/21/2021 at 2:12 AM, Leopard20 said:Nope. Instead I made a documentation PDF.
Ait. Found it.
https://drive.google.com/file/d/1ZIcbDxBmVb6uRP6AZ9FLji7h6PqPmTt-/view
ps. I would like to help out / support your work (You've helped me out more then once on the A3 discord).
Would you mind if I made a tutorial video for you? -
Quick question did you make the tutorial video yet?
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On 8/3/2021 at 2:54 PM, johnnyboy said:Love it, brilliant idea. I assume screen is still dark so player can't see all the textures flash on the unit while textures being loaded.
From my experience its an advantage if the screen has loaded already, its just a couple of seconds anyway..
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On 8/3/2021 at 3:15 PM, sarogahtyp said:What I do not understand in this topic: why not just using paa files? Are they so much bigger?
Don't know if they are bigger, the reason why I dont use .paa is because I have a bunch of jpg textures that have an aspect ratio that does not allow for conversion to .paa. And I am too lazy to re-design everything
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So i found a workaround (Not ideal, but it works):
Private _OrgText = (GetObjectTextures Player select 0);
{Player SetObjectTexture [0, _x]; Sleep 0.05} ForEach _CustomTextures;
Player SetObjectTexture [0, _OrgText];
_CustomTextures refers to an array that contains all the custom Textures in the mission. I use this fnc at InitPlayerLocal.sqf And it works like a charm!- 2
Force AI to Fire Launcher
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I got the solution for you here