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Disabling an object's inventory
Skip McCormick replied to Alias001's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just found a simple solution using https://community.bistudio.com/wiki/lockInventory A lot of items are "vehicle" in Arma. vehicle this lockInventory true; I don't know why but it does not work with that line only but if you add a custom addAction interaction it works: this addaction ["Replaced action.",{ (_this select 1) action ["None", _objectWithInventory] },[], 6, true, true, "", "(_this distance _target)<2"]; vehicle player lockInventory true; -
Hello, Sorry for the repost but i have a related question: I noticed it's possible to do so in editor but can we do so with zeus ? Is there an attribute or something we can execute in command ? Cause it seems there is a default direction and i don't know how to switch it in Zeus. Thanks ==> Resolved https://community.bistudio.com/wiki/setWaypointLoiterType [_grp, 2] setWaypointLoiterType "CIRCLE_L";
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Script that sort highest position in a building. (Sharing the help i had) private _pos = [_building buildingPos -1, [], {_x#2}, "DESCEND"] call BIS_fnc_sortBy; private _units = units _grp; _units joinSilent _grp; doStop _units; sleep 0.001; { if (count _pos <= _forEachIndex) exitWith {}; //no more room in building _x moveTo _pos#_forEachIndex; } forEach _units; Note that the code has to be scheduled. Also it breaks waypoints. To make waypoints work again you'll have to do: _units joinSilent _grp; https://www.youtube.com/watch?v=3FCyBRlP-h8
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Deleting Vehicle Crew
Skip McCormick replied to FredTche's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes indeed, vehicleVarName was the thing that I did not understood properly and that was the issue i was looking for. 🙂 -
Deleting Vehicle Crew
Skip McCormick replied to FredTche's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your answer too but you missed my point: "if I use a generic variable _unitName instead of heli1, it won't work " I also found interesting materials with FOR UNITS UnitsEraser = allUnits inAreaArray tigre; {deleteVehicle _x} forEach UnitsEraser; FOR VEHICLES VehiclesEraser = vehicles inAreaArray tigre; {deleteVehicle _x} forEach VehiclesEraser; FOR DEAD BODIES CorpseEraser = allDead inAreaArray tigre; {deleteVehicle _x} forEach CorpseEraser; https://steamcommunity.com/app/107410/discussions/17/135510194253178544/ -
Deleting Vehicle Crew
Skip McCormick replied to FredTche's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In fact, i just used vehicle instead of vehicleVarName since the expected type is an object and not a string. And it seems to work in a repeatable trigger. I made that clear with typeName https://community.bistudio.com/wiki/typeName. However, you'll probably tell me there is a reason for not doing this way: _leavingUnit = vehicle (thisList select 0); {deleteVehicle _x;}forEach crew _leavingUnit; deleteVehicle _leavingUnit; And this seems to work as well probably better with: blahblah = TRUE; {_veh = _x; {_veh deleteVehicleCrew _x} forEach crew _veh; deleteVehicle _veh} count thisList But i dont get this rearming code, why && isNil "blahblah" ? 😐 this && isNil "blahblah" PS: Okay i just saw your edited notes ! Thank you very much for your implication 🙂 Keeps up the motivation to learn -
Deleting Vehicle Crew
Skip McCormick replied to FredTche's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to use that code for any unit going in the trigger but if I use a generic variable _unitName instead of heli1, it won't work even if i have the same value returned by the hint... unitName = vehicleVarName (thisList select 0); hint _unitName; // return "heli1" {deleteVehicle _x;}forEach crew heli1; deleteVehicle heli1; Any explanation of this ? range of variables issue ? Type of variable ? Thanks 😢