ldnsmudge
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Yeah I think thats what I'll have to do. I like to tidy up as I go if I can and delete things no longer in use. Unless theres a better option I think I'm going to do this, b1 disableAI "ALL"; b1 setPos (getPos marker2); hideObject b1;
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ldnsmudge started following A conundrum - or not
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I wonder if any of you awesome mission makers have a solution for the following: I have a unit that has surrendered. If you kill him the mission ends. I have surrounded him here and there with people you should kill. This works correctly, if he dies you lose. However, If you don't kill him and you clear the area, I want him to run away and be free. I have him run off to a marker way in the distance. This also works fine. Now I dont like the idea of him standing out in the desert on a marker, maybe to been seen later on some follow up mission, doing his best Pablo Escobar impression staring off into the distance on his own. So I tried to delete him when he is out of sight. But it turns out if I delete him, then he is dead - !alive and you lose the mission. Any ideas on how I can have him deleted without him being !alive, or some other clever workaround to satisfy both of my conditions. I did think about ending the mission if the player 'score' receives a negative value.(which would come as a result of killing the guy) But the more I looked at that the more it seemed like a bad idea. I suppose I'd have to have a wait until running permanently, checking the current rating against the previous rating and trigger on <. Seems mad. Any ideas
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ldnsmudge started following soldierXXXX
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Briefing Script - Close window on map marker
ldnsmudge replied to ldnsmudge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dude you're the best. That works perfectly. Looking at how you did that, I would have never got there in a month of Sundays. Thanks very much -
Briefing Script - Close window on map marker
ldnsmudge replied to ldnsmudge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks @soldierXXXX the selectDiarySubject is working as expected, just the mapAnimAdd is failing to trigger. Which gives me something to work with. The fact the diary changes means the execute expression is working, which is further than I've got so far. I'll play around with the pos, maybe switch it out for a map pos rather than the marker, see how that goes. Thanks again. -
Briefing Script - Close window on map marker
ldnsmudge replied to ldnsmudge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Either I asked a really dumb question - or a really cool difficult problem that no-one else has ever thought about 😏 -
Briefing Script - Close window on map marker
ldnsmudge posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Guys, New to scripting and having trouble finding any info on whether its possible to close a diary record, but keep the map open, when selecting a map marker. My briefing text is fairly long and when I select the <marker> and the map moves it to the centre, the marker is covered by the text window. I saw a selectDiarySubject command and wondered whether it was possible to switch from my Briefing subject "The Hub" to "Map" when the marker tag is clicked. The thinking being that this should close the larger Hub window, but I'm not sure if thats possible or what the embedded syntax looks like to achieve that. Does anyone have any suggestions as to whether what I'm trying to do is possible and if so, what the right way to go about it might be. player createDiaryRecord ["Diary", ["The Hub"," For the duration of your stay you will based here at <marker name=theHub>'The Hub'</marker>,a Joint Operations Centre (JOC) in Mexico.<br/>"+ "<img image='images\theHubsml.jpg' width='329' height='185' title='The Hub' /><br/>"+ "<br/> The..."]]; -
The problem you have here is one of expediency. If you decide to push the legal definitions of ownership and make this painful, he may decide to do the minimum, within his rights. He could just leave the site closed and the content scattered. After all content creators should have copies of their work on their own PCs. He has no legal obligation as an archivist. And lets say for arguments sake he returned the content to its 'owners', the job of then re-compiling it from them would be a nightmare. Better to take the whole thing on (even with a cost) put aside your gripes about ownership and get a speedy resolution.
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It should be possible to crowd fund the buy back costs and year 1 operating costs, just need someone to make contact with Foxhound, get a price and write up the fund proposal.
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ai compilation AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
ldnsmudge replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome - thx man. I hope this gets resolved in a way that manages to see all the content survive somewhere. Thx again- 300 replies
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ai compilation AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
ldnsmudge replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know its early days and everyone is still figuring stuff out, but are your script compilations hosted anywhere else other than Armaholic. Is there anywhere else a beginner like me can find scripts by category like that ?? Sad times.- 300 replies
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Trigger addBackpack All units in Group
ldnsmudge replied to ldnsmudge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome man thx for your help- 2 replies
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Trigger addBackpack All units in Group
ldnsmudge posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Guys, Looking to have a trigger that removes a backpack and replaces it with a parachute for any unit that enters the trigger area. I currently have it working correctly, but it will only, remove and add the backpack for 1 unit at a time. So if I enter the trigger area with a team of 6 Ai, only the first unit entering will have the backpack replaced. If I leave the trigger area and send 1 Ai back into the area it works again for that 1 Ai. What I'd like to to do is remove the backpack and add the parachute to every unit in the area at the same time, regardless of how many are inside. (it wont be more than 6 at a time) 5x5 trigger placed activates blufor - present repeatable On Act {removeBackpack _x} forEach thisList; {_x addBackpack "B_Parachute"} forEach thisList; Any ideas suggestions greatly appreciated Smudge- 2 replies
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