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3 NeutralAbout za0
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I read about HitPart EH, and tried to implement it in my game but I was unsuccessful. I even tried asking GPT chat to help me but it still didn't work. Here is an example of code that didn't work: this addEventHandler ["HitPart", { _target = _this select 0; if (typeName _target isEqualTo "Land_PortableServer_01_olive_F" && {alive _target}) then { _target setDamage 1; }; }]; It was worth a try, thanks for the idea anyway.
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Friends, I come to you again, great sages of Arma 3 codes to perhaps solve my current problem... This problem is as follows, I want a static object in my scenario to be destroyed if it takes any instance of damage. The object in question is "Land_PortableServer_01_olive_F". In the init field I tried to put a code that works perfectly on the units: this addEventHandler ["HandleDamage",{ _this spawn { if (_this select 2 > 0) then { _this select 0 setDamage 1; }; }}]; As I said, in units this code works. If I shoot the unit in the foot that has this code in its init, it will be immediate death. But as in the current case the code is in a static object, it doesn't work. I've already tried shooting all the bullets from my gun on this portable server, hand grenades, RPG, tank artillery... nothing happens xD I did a test to see if it is possible for this object to be destroyed by activating a trigger with the code: hard setDamage 1; Oh, the name of the object is "hard" by the way, because of hardware. And another trigger with the condition: !alive hard; Upon activation: hint "It worked"; And it worked... my test. But I wanted this object to be destroyed if it was hit by something, like the code there that works with the units as I explained. If that were possible, I could create a bad ending for the sci-fi mission I'm creating. Thank you in advance for your time!
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Hey! It worked! Thank you Harzach! I don't understand much about programming but I'm learning little by little. So that initial code that I had tested was in local scope and what you did was pass it to global using 0 = [] spawn { }; ?
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za0 started following How to delete particles [SOLVED]
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So I put this code in the initialization field of a trigger: private _posATL = player modelToWorld [0,10,0]; private _ps1 = "#particlesource" createVehicleLocal _posATL; _ps1 setParticleParams [ "\A3\Data_F\ParticleEffects\Pstone\Pstone", "", "SpaceObject", 1, 10, [0, 0, 30], [0, 0, -2], 1, 10, 1, 0.2, [2, 2], [[1, 1, 1 ,1]], [0, 1], 1, 0, "", "", _ps1]; _ps1 setParticleRandom [0, [10, 10, 0], [0.25, 0.25, 0], 0, 1.5, [0, 0, 0, 0], 0, 0]; _ps1 setDropInterval 0.04; And the particle effect works. I got this code from the BI website at this link https://community.bistudio.com/wiki/Particles_Tutorial that talks about particles: More specifically, it's rock shower code. But here's the problem: I can't delete the effect, either the rock shower or any other effect. When the trigger activates, the effect starts, but I don't know how to stop it. I already tried deleting the trigger, and using the example that says on the site mentioned above deleteVehicle _ps1; But nothing.. Any ideas? Thanks in advance!
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After some time I figured out! I was looking for BIS_fnc_holdActionAdd https://community.bistudio.com/wiki/BIS_fnc_holdActionAdd 🙂
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You know that round timer that appears when you revive an ally, repair a vehicle or defuse a bomb? How do I add it to any item I want, and trigger a trigger when the timer circle completes? And if possible, how can I change the time to my liking, like 30 seconds or 60 seconds?
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Hi guys, I'm back! So, I tested the game yesterday. I opened a server and tested my mission by playing alone (on a server, but alone). The server was LAN. I'm also not using any Zeus modules in my scenario. After about 15 minutes, these events started: lightning strikes very brightly, followed by lots of DLC icon particles. These lightning strikes continue to happen every 4 or 5 minutes. I took a screenshot, but the lightning itself didn't show up because of the delay in printing, but you can see the DLC particles that are followed by the lightning. https://justpaste.it/99fwi
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Is any mod or way to create multiple team(or squad) more than vanilla's?
za0 replied to silverhook's topic in ARMA 3 - EDEN EDITOR
I know that script "setFriend" : https://community.bistudio.com/wiki/setFriend I didn't test but in this link says: "west setFriend [west, 0]; // free for all deathmatch! works with west/blufor, east/opfor, independent/resistance and civilian" Try to group two units. So maybe you could use this and see if the units attack each other even they are in the same group.- 2 replies
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Its a LAN server that I create through zerotier for just friends... I wanted to test some things, maybe take a print to show you guys but I can't in the next days because I got pneumonia. Anyway, when I get better I will return to the game and test the server alone and also not use the Zeus Dlc, keeping you informed. Thank you in advance guys, for the willing to help me!
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Yes I am with zeus dlc activated... I didnt think about it, I gonna test without this dlc because I don't even use it... The server is lan btw.
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Well... when Im testing my missions in multiplayer mode, some times some things strange happens: A lightning strikes the ground with a bang and several dlcs icons scatter around it. I've also seen an event where a cloud of flyers falls from the sky. What is this???? I didn't do anything for this to happen! :l This is very annoying because in addition to the lag that this causes, immersion is also greatly impaired. Note: I have the dlcs.
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ims Improved Melee System: Reworked [WIP]
za0 replied to WebKnight's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey! First of all I'd like to say this mod is awesome! I have an idea to create a medieval rpg scenario but I would need to know 3 things about this mod: 1- is it possible to change (increase) the hp of a unit (player)? How? 2- is it possible to change (increase) the stamina of a unit (player)? How? 3- Is it possible to make the hp and stamina bar visible even with the weapon stored? How? -
Tks bro! Helped a lot!
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Is there a way to move an object with trigger? For example, I want an object to change its coordinates when a trigger is activated. And in this trigger will be the coordinates where this object will be moved.
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tks bro
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