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Everything posted by simicsko
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GET COMPOSITION VARIABLE WITH SCRIPT
simicsko posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I place a vehicle with crew in the editor and enter a name in the Composition Variable field, for example Comp_1, how can I query it in script? Thank you in advance. -
GET COMPOSITION VARIABLE WITH SCRIPT
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Let's go back to the original question: If I give a composition name for a vehicle in the editor (for example, Leogroup_1), it will be included in the server's operative memory. Can I query this composition name with a script during a mission? -
GET COMPOSITION VARIABLE WITH SCRIPT
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It doesn't work that way. The tank just spins around, but the driver does not accept driving instructions. Any idea? -
GET COMPOSITION VARIABLE WITH SCRIPT
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Pierremgi. Let me clarify what I want: We use the tanks without the commander, so we get in the commander's place. But this can only be done by owning the crew. I currently solve this as a mission editor by running a script (The example is a Leopard tank, whose composition name is: Leogroup_1 {LeoGroup_1 setGroupOwner (owner player);} remoteExec ["bis_fnc_call",0]; The script is run by the given player using addaction on the tank. In this case, I have to write the script for each tank. I would like a solution where I don't need to know the name of the composition of the vehicle and its crew, but just point it (cursortarget) using addaction, the script will run and the setowner will set the ownership. Do you have an idea for this? -
RHS Escalation (AFRF and USAF)
simicsko replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can someone help me configure how the RHS pontoon build works. I've been trying for a few days but no luck. 😞 My steps so far: - I installed the required ACE and RHS MODs: CBA_A3, ACE, RHSUSAF, RHSAFRF. - According to the decsription on the Arma 3 pontoon scripts I did the following: - I copied the scripts into the mission folder (truck_load.sqf, place_pontoon.sqf, truck.sqf) - I placed the initialization of the necessary scripts in the init script: if (isServer) then { null = [] execVM "truck_load.sqf"; null = [] execVM "place_pontoon.sqf"; }; - For the pontoon objects I want to build with (I think these are the source pontoons), I copied the following line into their Init field: [this, true, [0, 3, 1], 10] call ace_dragging_fnc_setCarryable; At 03:19 a red circle and a Load inreaction appear. This will snap the pontoon bridge element into place. I don't see this red circle and the Load option in the the interactions. What do I need to make the joining of bridge elements work? Does anyone have experience with this and can help me with the configuration steps? Thanks in advance.- 16574 replies
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CBA - Community Base Addons - ARMA 3
simicsko replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for your tip. The problem was really with the ACE mod. 👍 -
CBA - Community Base Addons - ARMA 3
simicsko replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the idea, we'll try it, then I'll report back. -
Hi all! I would like to ask for a little help: We wanted to play a mission with three machines (my machine is the server), but one of the machines displays the following error and is rejected by the server: "0:00:00)cba_vesrioning - ace - Version Mismatch!" (Machine:Charlie_1 (Player) version: 3.16.0.72, serverVersion: 3.16.1.74, Level:4)" We deleted the CBA_A3 MOD on the client, unsubscribed on STEAM, then resubscribed, the same error remained. In the MOD list, on the property page of CBA_A3, we see the same parameters on all three machines: Author CBATeam Last Update 2023.10.25. 21:28 File size: 3,9 MB Status: Ready Multiplayer: Signed The other machine connects without any problems. Does anyone have any idea what could be causing this? Thanks in advance
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CBA Vesrioning - ace - Version Mismatch!
simicsko replied to simicsko's topic in ARMA 3 - TROUBLESHOOTING
Thank You Gunter! 👍 -
CBA - Community Base Addons - ARMA 3
simicsko replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi all! I would like to ask for a little help: We wanted to play a mission with three machines (my machine is the server), but one of the machines displays the following error and is rejected by the server: "0:00:00)cba_vesrioning - ace - Version Mismatch!" (Machine:Charlie_1 (Player) version: 3.16.0.72, serverVersion: 3.16.1.74, Level:4)" We deleted the CBA_A3 MOD on the client, unsubscribed on STEAM, then resubscribed, the same error remained. In the MOD list, on the property page of CBA_A3, we see the same parameters on all three machines: Author CBATeam Last Update 2023.10.25. 21:28 File size: 3,9 MB Status: Ready Multiplayer: Signed The other machine connects without any problems. Does anyone have any idea what could be causing this? Thanks in advance -
Part of group in trigger zone
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh... Group synced with trigger. Tank you so much Hrazach. 😉 In the meantime, I found another good solution: If group1 reaches a specific waypoint, events can also be activated with it. Thank you for your help. -
Hi! I am looking for a solution so that if any member of a group (that is, a part of the group) reaches the area of a trigger, the trigger will be activated. Does anyone have an idea for this?
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Part of group in trigger zone
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the example you show, I don't see which group activates the trigger. In my example, group1 is an AI group. It is important that the trigger is activated only for this group. -
Part of group in trigger zone
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh, I didn't say it exactly: So I have a group: group1. I want a trigger for this, so that if any live member of the group1 reaches the trigger area, the trigger will be activated. -
Create Custom Progress Bar With Mark
simicsko replied to nark0t1k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, How to remove the progress bar from the screen after it has run? -
Run a script on behalf of a specific player (MP)
simicsko posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello All! How to use a script on behalf of a specific player in multiplayer mode? There is an object whose INIT field contains this line to run the script (for testing): this addAction [("<t color=""#00FF00"">" + ("PlayerName") +"</t>"), "PlayerName.sqf",[],1,false,true]; This is the content of the PlayerName.sqf script: _playerName = name player; if (_name == "Playername1") then {hint "Hello Alpha_1";}; if (_name == "Playername2") then {hint "Hello Bravo_1";}; hint str _playerName; Playername1 runs the server and Playername2 is the client. If I run it with PlayerName1, it shows "Hello Alpha_1", but if I run it with Playername2, it doesn't. The goal is to execute different code depending on the player's name. Can someone help me with this? -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem! 🙂 Could you help me as much as how I can start the process on behalf of the player from the Scroll menu? I tried to include what you wrote for object init, but for some reason it doesn't work. The first menu item is self-healing, it works perfectly. But calling the helikpoter doesn't: menu0 = { player addAction[("<t color=""#7FFF00"">" + ("Heal Yourself") +"</t>"),{execVM "MEDICAL\selfHealing.sqf"}]; player addAction [ ("<t color=""#00FF00"">" + ("PlayerName") +"</t>"), { params ["_target", "_caller", "_actionId", "_arguments"]; [_caller] execVM "PlayerName.sqf"; }, nil, 1, false, true ]; }; []spawn menu0; hint "PLAYER MENU LOADED"; I tried a trigger (that might be the problem), which detects the spawning of the aforementioned players Alpha_1 and Bravo_1 (Object varNames) and starts the Scrollmenu.sqf script: Trigger Condition: Alpha_1 inArea thisTrigger; On Activation: execVM "ScrollMenu.sqf"; I would like to solve it with a menu so that the options are not limited by the number of radios that can be called with the trigger (Alpha to India). -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Brilliant solution! 👌 Working perfectly. I found out why the helicopter didn't start: In the original mission, I started the helicopter with a trigger that was assigned with a waypoint activation. That's why it didn't start. 🙂 One small thing: at the last waypoint, this line did not delete the helicopter: _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach ( crew Supply_Heli_1 + Supply_Heli_1 );"]; I replaced it with this one, it works like this: _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew Supply_Heli_1; deleteVehicle Supply_Heli_1;"]; Dear Larrow, thank you very much for your help! 😉 -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
All right. Please be patient, I will probably be at the machine again on Sunday or monday -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want the helicopter to be able to call any player to their position. The SupplyTransport_1 is the name of the helicopter group (Composition Variable Name). -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The following is still the problem: "PlayerName" appears in the object's menu, and when called, it attaches the jeep to the helicopter, but the helicopter does not start. I don't understand why the helicopter doesn't start, even though what you wrote seems logical. Do you have an idea? -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm sorry if I ask too much but I'm just learning scripting and I haven't managed to solve the secret of this "local" or "non-local" execution yet. 🙂 The goal is to: There is a helicopter and a jeep on standby at the base and can be called to the battlefield with a trigger. When the script starts, the helicopter will bring the jeep to the location where the player is standing at the moment of the request. Then it goes back to the base (Supp_WP3) and is deleted. My son and I used to play together. Thus, there are two playable units in the mission, called Alpha_1 and Bravo_1. I would like to solve it within a script so that the given helicopter takes the jeep to the player who requests it. If I write it in a separate script for Alpha_1 and Bravo_1 (using getPosATL Alpha_1 and getPosATL Bravo_1 methods), it works great. But if the script is written in the following way, it will always recognize the Alpha_1 player who is hosting the mission. Of course, the name Player1 and Player2 is replaced by our real Arma3 name. It was also observed that if I remove the "if (isServer)" condition from the script, the helikpoter does not perform the "UNHOOK" task, it just descends with it, but does not release it, but raises it again. So I would like your help to understand why these things are not working. 🙂 What do I do wrong? _name = name player; if (_name == "Player1") then {Alpha_1 sideChat "Alpha_1 requesting vehicle support!";}; if (_name == "Player2") then {Bravo_1 sideChat "Bravo_1 requesting vehicle support!";}; sleep 5; ["VEHICLE SUPPORT STARTED"] spawn BIS_fnc_infoText; if (isServer) then { _success1 = Supply_Heli_1 setSlingLoad SJeep_1; _POS11 = position player; _POS13 = getMarkerPos "Supp_WP3"; _Supp1wp1 = SupplyTransport_1 addWaypoint [_POS11, 0]; _Supp1wp1 setWaypointType "UNHOOK"; _Supp1wp1 setWaypointSpeed "FULL"; _Supp1wp1 setWaypointBehaviour "CARELESS"; _Supp1wp1 setWaypointCombatMode "GREEN"; _Supp1wp1 setWaypointStatements ["true", "Supply_Heli_1 flyInHeight 10;"]; _Supp1wp1 setWaypointStatements ["true", "_success1 = Supply_Heli_1 setSlingLoad objNull;"]; _Supp1wp3 = SupplyTransport_1 addWaypoint [_POS13, 0]; _Supp1wp3 setWaypointType "MOVE"; _Supp1wp3 setWaypointSpeed "FULL"; _Supp1wp3 setWaypointBehaviour "CARELESS"; _Supp1wp3 setWaypointCombatMode "GREEN"; _Supp1wp2 setWaypointStatements ["true", "Supply_Heli_1 flyInHeight 5;"]; _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew Supply_Heli_1; deleteVehicle Supply_Heli_1;"]; }; -
The convoy starts only with a blue vehicle
simicsko posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all! There is such a convoy script, but for some reason it is only willing to work with blue vehicles. If I set the B_MRAP_01_F vehicle, they spawn and go in a column to the waypoint. However, if I set a red vehicle (e.g. O_MRAP_02_gmg_F), they spawn but do not even start the engine. What could be causing this? Here is the script: convoyGroup1=createGroup EAST; _ConvoyPos = "RedConv1_Init1"; for "_i" from 0 to 3 do { _newVeh="B_MRAP_01_F" createVehicle getMarkerPos _ConvoyPos; _newVeh setDir 110; _newVeh setConvoySeparation 20; createVehicleCrew _newVeh; [_newVeh] joinSilent convoyGroup1; sleep 0.5; }; _RC1wp1 = convoyGroup1 addWaypoint [getmarkerpos "RedConv1wp1", 0]; _RC1wp1 setWaypointType "MOVE"; _RC1wp1 setWaypointSpeed "FULL"; _RC1wp1 setWaypointBehaviour "COMBAT"; _RC1wp1 setWaypointFormation "COLUMN"; Thanks in advance. -
The convoy starts only with a blue vehicle
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh my God! Really! That made me joke! 😮 "ALWAYS USE CODE BLOCKS ON THE FORUM." -> All right. Thank you very much for your help! 😉