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kibaBG

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Everything posted by kibaBG

  1. I have made addAction to pick and drop some crates but its not working with barrel objects ... very strange ... _crate = createVehicle ["Land_MetalBarrel_F",position helipad,[],0,"NONE"]; _crate enableDynamicSimulation true; _crate addAction [ "<t color='#FFFF80'>Pickup</t>", { params ["_target", "_caller", "_actionId", "_arguments"]; _target attachTo [_caller,[0,2,1],"Pelivs"]; },nil,1.5,false,false,"","true",3,false,"",""]; _crate addAction [ "<t color='#FFFF80'>Drop</t>", { params ["_target", "_caller", "_actionId", "_arguments"]; { detach _x; _x enableSimulationGlobal true; } forEach attachedObjects _caller; },nil,1.5,false,false,"","true",3,false,"",""]; Its working fine with other boxes, but not with anything that resembles barrels filled with fuel ("CargoNet_01_barrels_F") ...
  2. Thanks, now its working perfectly. Edit: I have found the best relative pos for puckup objects to be _target attachTo [_caller, [0,2,0],"Pelvis"];
  3. This should be straight forward and easy but I keep getting error _informatorPos is undefined variable. _validHouses = nearestObjects [[7977.27,8239.2,0], ["house"], 7500]; daHouse = selectRandom _validHouses; _builPositions = [daHouse] call BIS_fnc_buildingPositions; _informatorPos = selectRandom _builPositions; informatorGRP = createGroup [civilian, true]; informator = informatorGRP createUnit ["C_Man_casual_1_F_tanoan", _informatorPos, [], 0, "CAN_COLLIDE"]; Maybe there is no building positions in the randomly found house?
  4. @pierremgi Saves the day again, Merry Christmas btw !
  5. No errors but no joy, the roadblock spawns with direction 0 (default value). Cannot figure out where is the problem: _uberPos = [[["operation_area"]], [["usa_base_area","iran_base_area"]], {isOnRoad _this }] call BIS_fnc_randomPos; _nearRoads = _uberPos nearRoads 30; _road = _nearRoads select 0; _roadConnectedTo = roadsConnectedTo _road; _connectedRoad = _roadConnectedTo select 0; _direction = _road getDir _connectedRoad; finalDir = (floor _direction) + 90; _uberPos resize 2; private _list = nearestTerrainObjects [_uberPos, [], 30, false, true]; {_x hideObjectGlobal true;} forEach _list; [west, "tsk14", ["Enemy checkpoint is stopping civil traffic. Destroy it to allow civilians to travel freely", "Destroy Road Checkpoint", ""], _uberPos, "CREATED", -1, true, "destroy", false] call BIS_fnc_taskCreate; _camp = [ ["Land_BarGate_F",[3.34619,1.90332,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier3",[-7.05566,0.246582,0],270,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_long",[-6.98389,4.41455,0],75,1,0,[0,0],"","",true,false], ["Barrels",[8.29053,-0.685059,0],60,1,0,[0,0],"","",true,false], ["AmmoCrates_NoInteractive_Medium",[-8.604,1.80322,0],90,1,0,[0,-0],"","",true,false], ["Land_PortableLight_single_F",[-7.94385,4.61768,0],195,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_round",[6.44775,5.65576,0],270,1,0,[0,0],"","",true,false], ["Land_HBarrier3",[-8.30957,0.438965,0],180,1,0,[0,0],"","",true,false], ["AmmoCrates_NoInteractive_Large",[9.62598,-1.74658,0],135,1,0,[0,-0],"","",true,false], ["Land_fort_bagfence_long",[-8.98145,5.51416,0],0,1,0,[0,0],"","",true,false], ["Land_CamoNetVar_EAST_EP1",[9.5459,2.80469,0],90,1,0,[0,-0],"","",true,false], ["Land_Pallets_F",[10.4063,-0.0678711,0],90,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[-8.21826,9.52051,0],1.409,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_long",[-11.8525,5.13574,0],345,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_long",[10.1436,8.38916,0],0,1,0,[0,0],"","",true,false], ["Land_CncBarrier_F",[7.78174,11.2705,0],1.18501,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_round",[13.8696,5.65088,0],90,1,0,[0,-0],"","",true,false], ["Land_Pallets_F",[-14.8203,-1.479,0],120,1,0,[0,-0],"","",true,false], ["Land_fort_bagfence_round",[-15.5137,2.0835,0],270,1,0,[0,0],"","",true,false], ["RoadBarrier_F",[-10.2163,11.5317,0],4.50453,1,0,[0,0],"","",true,false], ["Land_CncBarrier_F",[-12.5913,9.03613,0],166.185,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[11.3872,11.2881,0],1.409,1,0,[0,0],"","",true,false], ["RoadBarrier_F",[9.15918,14.2749,0],169.506,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[-16.4683,7.53613,0],151.185,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[15.0396,10.1587,0],211.409,1,0,[0,0],"","",true,false] ]; [_uberPos, finalDir, _camp, 0] call BIS_fnc_objectsMapper; obj_checkpoint_small_a = nearestObjects [_uberPos, ["Land_BarGate_F"], 50, true]; _wintrg = createTrigger ["EmptyDetector", _uberPos, true]; _wintrg setTriggerArea [50, 50, 0, false, 30]; _wintrg setTriggerActivation ["NONE", "NONE", false]; _wintrg setTriggerStatements ["{!alive _x} forEach obj_checkpoint_small_a", "['tsk14','SUCCEEDED'] call BIS_fnc_taskSetState; _list = (position thisTrigger) nearObjects ['All', 30]; {deleteVehicle _x} forEach _list; finalDir = nil;", ""];
  6. @pierremgi Thanks for the example, I got it working! _allRoads = [7988,8237] nearRoads 7500; _rroad = selectRandom _allRoads; uberPos = getPos _rroad; _nearRoads = uberPos nearRoads 30; _road = _nearRoads select 0; _roadConnectedTo = roadsConnectedTo _road; _connectedRoad = _roadConnectedTo select 0; _direction = _road getDir _connectedRoad; finalDir = _direction; _camp =[ ["Land_BarGate_F",[3.34619,1.90332,0],0,1,0,[0,0],"","",true,false], ["Land_HBarrier3",[-7.05566,0.246582,0],270,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_long",[-6.98389,4.41455,0],75,1,0,[0,0],"","",true,false], ["Barrels",[8.29053,-0.685059,0],60,1,0,[0,0],"","",true,false], ["AmmoCrates_NoInteractive_Medium",[-8.604,1.80322,0],90,1,0,[0,-0],"","",true,false], ["Land_PortableLight_single_F",[-7.94385,4.61768,0],195,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_round",[6.44775,5.65576,0],270,1,0,[0,0],"","",true,false], ["Land_HBarrier3",[-8.30957,0.438965,0],180,1,0,[0,0],"","",true,false], ["AmmoCrates_NoInteractive_Large",[9.62598,-1.74658,0],135,1,0,[0,-0],"","",true,false], ["Land_fort_bagfence_long",[-8.98145,5.51416,0],0,1,0,[0,0],"","",true,false], ["Land_CamoNetVar_EAST_EP1",[9.5459,2.80469,0],90,1,0,[0,-0],"","",true,false], ["Land_Pallets_F",[10.4063,-0.0678711,0],90,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[-8.21826,9.52051,0],1.409,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_long",[-11.8525,5.13574,0],345,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_long",[10.1436,8.38916,0],0,1,0,[0,0],"","",true,false], ["Land_CncBarrier_F",[7.78174,11.2705,0],1.18501,1,0,[0,0],"","",true,false], ["Land_fort_bagfence_round",[13.8696,5.65088,0],90,1,0,[0,-0],"","",true,false], ["Land_Pallets_F",[-14.8203,-1.479,0],120,1,0,[0,-0],"","",true,false], ["Land_fort_bagfence_round",[-15.5137,2.0835,0],270,1,0,[0,0],"","",true,false], ["RoadBarrier_F",[-10.2163,11.5317,0],4.50453,1,0,[0,0],"","",true,false], ["Land_CncBarrier_F",[-12.5913,9.03613,0],166.185,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[11.3872,11.2881,0],1.409,1,0,[0,0],"","",true,false], ["RoadBarrier_F",[9.15918,14.2749,0],169.506,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[-16.4683,7.53613,0],151.185,1,0,[0,-0],"","",true,false], ["Land_CncBarrier_F",[15.0396,10.1587,0],211.409,1,0,[0,0],"","",true,false] ]; [uberPos, finalDir, _camp, 0] call BIS_fnc_objectsMapper; This gives perfectly positioned roadblock on a random road in an area with radius 7500 meters.
  7. @major-stiffy The roadblock should be on random position on road, composition layers are good if you use them for one predefined position only ...
  8. To pinpoint the problem I think something is wrong here: _nearRoads = _uberPos nearRoads 30; _road = _nearRoads select 0; _roadConnectedTo = roadsConnectedTo _road; _connectedRoad = _roadConnectedTo select 0; _direction = _road getDir _connectedRoad; finalDir = (floor _direction) + 90; Probably does not give number 0-360 ... Any ideas how to fix it?
  9. Hi, making AI gunner to aim target is simple - F2 then 2 then select the target from the list but even if the laser designator of the helicopter is on he will not laze the target? Is there any script solution for this issue?
  10. kibaBG

    Arma 3 Creator DLC: Western Sahara

    I have two questions about the desert module: 1. Is it working for other desert/semi desert maps like Kujari? 2. How to make the sandstorm effect stronger? I tried Alpha 1 = 0.5 and Alpha 2 = 0.5 is too weak, I want much lower visibility. Thanks for the excellent DLC, which is especially cool with all desert maps!
  11. @ty_ Infinite ammo in main base, limited ammo in crate to be delivered outside base. Sorry for complicated explanation, me not smart.
  12. @thy_ My main goal is changing pylons and then rearming. And I have to have ammo vehicles and crates with limited quantity of ammunition alongside infinite ammo in main base. I want to set different values. The script you propose simply doesn't do this.
  13. @thy_ This doesn't work for my needs but thanks anyway.
  14. Awesome and extremely useful script. Is there any way to make ammo, repair and fuel sources to be infinite? Making 250 000 000 tons of ammo in bombs cart looks very odd.
  15. Any way to use USAF service menu to change pylons to other planes, not only from USAF mod?
  16. Yes, I have filled the normal 0-0 radio menu with useful admin stuff and now I am searching a way to use the empty 0-9 radio menu (the other option is to know how to make custom menu which is way over my knowledge). How to create custom radio triggers for this menu?
  17. Long story short I can successfully change the cloud cover in the beginning of mission with sleep 0.5; 0 setOvercast 0.3; 0 setRain 0; 0 setFog 0; forceWeatherChange; ran on server. But I am greedy and now I want the weather to change gradually over the mission time (around 2 hours). Without using forceWeatherChange the clouds are totally missing. I tried sleep 0.5; 0 setOvercast 0.3; 0 setRain 0; 0 setFog 0; forceWeatherChange; sleep 60; 7200 setOvercast 0.8; 7200 setRain 0.5; 7200 setFog 0; setWind [10, 0, true]; it changes everything but the clouds - shadows on surfaces, it starts raining little by little, wind changes immediately (I am ok with that). But clouds are just like in the beginning ... I really need some help. 😟
  18. The script is working fine, just the transitions are too visible and there is short lag spike on every transition. The initial overcast is not working at all, mission starts as its with overCast 0 (no single cloud). I will test more.
  19. Someone please help, I am trying to spawn globally what is chosen in Virtual Garage. [missionNamespace, "garageClosed", { hint "I am dumb"; }] call BIS_fnc_addScriptedEventHandler; How to get the vehicle reference?
  20. Is the author just generating hype?
  21. Hi, I have working weather script that is used with mission params to change the weather. The only problem is weather changes after the mission start and is quite immersion breaking for the players. Can somehow pre-init the script, so weather change before players can see the changes? The script itself (very primitive but works): //initServer.sqf private _weather = "Weather" call BIS_fnc_getParamValue; if (_weather == 1) then { sleep 3; 0 setOvercast 0; 0 setRain 0; 0 setFog 0; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; if (_weather == 2) then { sleep 3; 0 setOvercast 0.5; 0 setRain 0; 0 setFog 0; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; if (_weather == 3) then { sleep 3; 0 setOvercast 0.6; 0 setRain 0; 0 setFog 0.1; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; if (_weather == 4) then { sleep 3; 0 setOvercast 1; 0 setRain 0.5; forceWeatherChange; ["weather", []] call BIS_fnc_showNotification;}; Mission parameters: class Params { class Weather { title = "Choose weather conditions for the mission"; texts[] = { "Clear", "Cloudy", "Fog", "Rain" }; values[] = { 1, 2, 3, 4 }; default = 4; }; };
  22. @firewill Well the Enhanced MiG29S mod is little bit shady, I don't know if everything there is fine, maybe this is the reason. The anti-radiation missiles (Kh-25MPU) shot form your awesome Su-25SM3 Grach mod work perfectly, turning on radar is death sentence for the enemy. Thank you for making this mod!
  23. I am trying to make the anti-radiation missiles work for Enhanced MiG29S mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2987850906) which uses FIR AWS. Anti radiation missile Kh-25MP does not lock any radars (vanilla, FIR, etc) with keys R or key T. Maybe I do something wrong?
  24. Hi, I have problems with dedicated server. When I start a mission there is around 2 min stuttering when moving. After that everything goes to normal. I am wondering what will cause this? I have tried with mods or without, reinstalling the game, etc. the issue persist.
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