

SupremeTDM
Member-
Content Count
27 -
Joined
-
Last visited
-
Medals
Everything posted by SupremeTDM
-
Hello, Quick problem I've run into. {!alive _x;} forEach [target2,target3,target4,target5,target6,target7]; I have this in a trigger condition. I want the trigger to activate when all opfor targets are killed. When I try this script I get back "error: type nothing, expected bool". Im guessing that's the _x but don't understand why this doesn't work. I have this earlier in the mission {_x moveInCargo truck1;} forEach [player,pax1,pax2,pax3,pax4,pax5,pax6,pax7,pax8,pax9]; and this works perfectly so I'm just not understanding !alive or how it works with forEach or something. Any help is greatly appreciated!
-
I didn't know this, very helpful! I went with Foleys example and it has been great to use, much cleaner than what I did. I hadn't discovered count either so great to know for the future. and yes, I want all opfor dead, not just the target7. Can't have any survivors! lol
-
Local Variable in Global Space
SupremeTDM replied to anaximandross's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is my first EH in my mission so no wonder I didn't understand it. This is very helpful to keep in mind! So that's why I put crateOpen in the cond. of my task complete trigger? I couldnt figure that out at first. Explained to myself: my event is the crate opening which makes crateOpen true which then satisfies the trigger cond. crateOpen; (by returning true) or hopefully I understand it right haha, I never know for sure. It sure is! I just hit 300+ hours and will keep going thanks to people like you -
Local Variable in Global Space
SupremeTDM replied to anaximandross's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank you again for explaining, I understand somewhat better the script you wrote but it will take me a long time to get to that line of thinking on my own (params / variables) when solving a problem. My mindset right now seems to be limited (even tho im just making a SP), such as I try to keep it as basic as possible with a + b = c which I thought for this situation would be as simple as player + crate open = task complete. I get focused on the player aspect instead of just making the crate react how I want (which is how I understand the script you wrote for now) -
Local Variable in Global Space
SupremeTDM replied to anaximandross's topic in ARMA 3 - MISSION EDITING & SCRIPTING
had to google this word lol. Im confused how it knows the unit I want to open it is the player? hence why I filled in "_unit" thinking it was a place holder. This is a SP mission so probably not necessary to specify player anyway but im still confused I don't understand the select 0 and select 1 but am reading into it now. I have never used select so like every other command, I have some experimenting to do 🙂 again, thanks for taking the time! It is most appreciated and your sig is quite helpful -
Local Variable in Global Space
SupremeTDM replied to anaximandross's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this flys over my head so I'm going to read as much as I can on params and variables. Thanks for this! again, thanks! I couldn't find a solid answer on this when googling if i needed to replace them or not. I just tested it again and crateOpen = false; this addEventHandler ["ContainerOpened", {params ["_container", "_unit"]; crateOpen = true;}]; this works perfect 🙂 -
help with sideRadio and correct sound names
SupremeTDM replied to SupremeTDM's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why? This is a great script and example but is overkill for my needs, sorry if I didn't express them right. In my whole mission, I only need simple one line audio responses, "copy" "hold" "move forward" etc. All of these I've easily been using now with sideRadio such as "vtol1 sideRadio "SentClearDefault"; The player is never a squad leader in my mission, he is a "cog" in a larger formation so he hears base talking to other people. These are simple lines that I even use the module for "play radio message" and then just have a specific unit reply with a sideRadio and timer. Again, thanks for taking the time, I figured out sideRadio finally (mostly thanks to JohnnyBoy) and that seems to be a simpler option for what I need. -
help with sideRadio and correct sound names
SupremeTDM posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I have a simple task I want to set up but am having problems getting the correct radio sound to play. Scenario: -the player activates a trigger that creates a task "radio alpha for all clear". -player radio's alpha -gets a response "Area Clear" over the radio from a vtol loitering overhead. -task complete I've tried playSound, playSound3D, etc but I think these are overkill in regards to my needs, I simply want the default "Area Clear" to play one time only. My main problem is finding this specfic radio sound and then using sideRadio to hopefully use it the way I want. Any help is greatly appreciated as this seemed like something that should be easy to do but has turned into a real effort for me EDIT: I think I found the sound but am still trying to get it to play. configfile >> "RadioProtocolENG" >> "SentClearDefault" >> "Area_clear_1" EDIT 2: I think I figured out that I get a "sound not found" because the game isn't checking my mission folder for the sound so after a lot of googling I've extracted the pbo folder for dubbing_radio_f_data_eng and have found the exact "Area Clear" I want but again, have no idea how to get this to be called over a radio from a loitering vtol. -
Local Variable in Global Space
SupremeTDM replied to anaximandross's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry to pull up old stuff but this is getting me so close to what I need that I was hoping you could help. I want a task to complete when a player opens a crate (gearCrate). I have this in the crates init crateOpen = false; this addEventHandler ["ContainerOpened", {params ["gearCrate", "player"]; crateOpen = true;}]; and when the player opens the crate, i get "error local variable in global space". This is my first time working with event handlers so I'm sure I'm just missing something simple here. The rpt. gives me this but didn't really enlighten me. 15:09:55 Error in expression <is addEventHandler ["ContainerOpened", {params ["gearCrate", "player"]; crateOpe> 15:09:55 Error position: <params ["gearCrate", "player"]; crateOpe> 15:09:55 Error Local variable in global space thanks for any help, ive been stuck for a bit now -
Sweet! thanks for explaining it, that's what I was really looking for. I had never seen the count while searching around so this explains a lot. opPatrol = [target2,target3,target4,target5,target6,target7]; {!alive _x;} forEach opPatrol; I came up with this and it seems to be accepted but I will try yours instead, it looks cleaner to me
-
playsound3d and vanilla sound list?
SupremeTDM replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
speaking of lol, you were saying you couldn't use just the "Area_clear_1" with sideRadio but then how do I call the directional commands? looking in the pbo folder to test all the sounds, they are all in a single distance or direction folder so how to call a specific one? EDIT: Im checking the config in the editor and am finding a few of the sound names but am still confused on how to use the distances and directional commands. I can't seem to find the sounds in the DirectionCompass1 folder that I want to use. EDIT 2: here's what i have so far but am at a stand still again with the directional/distance commands [] spawn {player sideRadio "SentSupportRequestRGUAV"; sleep 7; vtolPilot sideRadio "SentConfirmOther"; sleep 2; vtolPilot sideRadio "SentHoldFire", sleep 15; vtolPilot sideRadio "SentEnemyDetectedLong";}; this creates the effect I want but no directional/distance commands seem to fit so far I checked the wiki and there is an alternate syntax using ( ) but I don't understand how to use it so not sure yet if thats the solution. My thinking is that I can specify which specific file to play within a class? no idea really player sideRadio configName selectRandom ("true" configClasses (configFile >> "CfgRadio")); https://community.bistudio.com/wiki/sideRadio -
playsound3d and vanilla sound list?
SupremeTDM replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Exactly! this is why its so frustrating but also so rewarding because I'll never have to struggle through that again. Im already experimenting with more dynamic radio comms now that I know how they work a bit better. "SentCmdSupportFar" "SentRequestAccomplishedSGSupplyDrop" (i had a huron cargo drop already but now I can add immersion to it as well )" "SentSupportRequestRGUAV" feels defeating knowing that was just one of the variations I happened to not try. You feel like you try everything and it was as simple as pasting in a different word lol but im sure many can relate. thanks again johnnyboy -
playsound3d and vanilla sound list?
SupremeTDM replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
HA! You did, thank you so much. how did you know to use "SentClearDefault" instead of a specific line like "Area_clear_1"? this seems to be the confusion where I got stuck. I had found exactly that in the config which is why i was trying player sideRadio "Area_clear_1"; Nothing on the wiki/syntax seemed to suggest the random selection part so I was just using the specific line I wanted. I would prefer the Area clear 1 but at this point I will not be picky as I was able to assign it to my vtol pilot and its perfect! Spent like 20 hours trying to get two words to play over the radio but here we are lol. -
playsound3d and vanilla sound list?
SupremeTDM replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ive read many of your post over the last day and found that but honestly didn't know what I was looking at or how to use it for my need. It looked like overkill for my need of a single command being used but I'll try anything else at this point. And how do you know where sideRadio is calling from? this is the tedious part, each command seems to want a different location for the same audio file I'm trying to use or obviously Im just not fully understanding something. And thank you for this _unit = player; _s = "A3\Dubbing_Radio_F\data\ENG\Male01ENG\RadioProtocolENG\Stealth\110_Com_Announce\AreaClear.ogg"; playSound3D [_s, _unit, false, getPosASL _unit, 1, 1, 0]; but it still is just spoken by the player with playSound3D and I need it as a response over the radio from another unit (loitering vtol overhead), hence why I thought sideRadio is what I want but that never got me anywhere. thanks again for your time johnny -
playsound3d and vanilla sound list?
SupremeTDM replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for the replys johnnyBoy, good to know I'm not alone. I am still at a loss with this and made a new topic to be more specific. But essentially I have the file I want configfile >> "RadioProtocolENG" >> "SentClearDefault" >> "Area_clear_1" and also learned about sideRadio which is the command that fits my scenario much better I think but I still have no success getting it to play. Googling "sound not found" lead me to extracting the pbo dubbing_radio_f_data_eng.pbo and so now I have the literal audio of the "area clear" i want but again, I have no idea what to really do with it lol. I've tried player sideRadio "Area_clear_1"; and I don't get an error or anything, just nothing happens. I tried some variations on the wiki [west, "Base"] sideRadio configName selectRandom ("true" configClasses (configFile >> "CfgRadio")); but I dont really understand what its asking for so Ive plugged in many variations of "RadioProtocolENG", "SentClearDefault", "Area_clear_1" and no luck. I dont think I understand the pbo stuff well enough but I copied the folder that has the sound I want to use into my mission folder, that way when I try to call it in my mission the audio is actually in there. Thanks again for any help, and as you said, this has become by far the most tedious part of my mission -
playsound3d and vanilla sound list?
SupremeTDM replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
where did you find this? and how did you know this is the correct file? As in, ive checked cfgSounds, used that UI tool, etc. and I can never tell what the exact soundName im supposed to use is. If you could walk me through finding the sound I need, I'd be grateful. I have a task "radio alpha for all clear", I want the player to then radio alpha and get a radio response from a loitering vtol overhead. Player calls in, vtol says (not voiced by player) "Area Clear" (or whatever sound file I like) and the task completes. Thanks for the help, sorry if im making it confusing edit: I just cannot figure this out. I am trying every sound name I can, sound[] = {"\a3\dubbing_f_tacops\to_c01_m01\002_br_briefing_b\to_c01_m01_002_br_briefing_b_OLYMPOS_17.ogg",1,1}; that is from cfgSounds, then I try _s ="\a3\dubbing_f_tacops\to_c01_m01\002_br_briefing_b\to_c01_m01_002_br_briefing_b_OLYMPOS_17.ogg"; playSound [_s,2,0]; and I get "sound not found". The only way I've got any sound to play was copy pasting exactly what you replied with but that gives me the wrong voice line and its from the player so I tried to change what is said and have it just be played as a sound, no spoken by player, and all I get is "sound not found". Thanks again for any help, this is frustrating to say the least -
playsound3d and vanilla sound list?
SupremeTDM replied to roguetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know this is old but this UI tool is too good. I'm trying to figure out how to play sounds and am having the same issue, any command I try say3D playSound, all come back with "not found". How did you end up getting this to work? I use the UI tool, find the sound, playSound ["a3\dubbing_f_beta\mptype_defense\01_BLUFOR\mptype_defense_01_blufor_BHQ_7.ogg"]; and then activate my trigger and same error everytime. Any help is greatly appreciated 🙂 -
Help with AI performing animations
SupremeTDM posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am trying to add some animations to my AI actors and have had trouble in getting them to act smoothly and not just teleport around. My situation is that I have an Officer leaning on a table, playMove in his init. I want the below script to be put in a trigger activation and have it fire when the player walks into the room. The trigger fires and the officer terminates the leaning and then takes a seat at his desk. of1 call BIS_fnc_ambientAnim__terminate; [] spawn {sleep 3; [of1, "SIT_U1", "ASIS"] call BIS_fnc_ambientAnim;}; The problem is that the terminate works but the officer teleports instantly into the chair, no animation of him turning and sitting. I have read about switchMove, playMoveNow, etc. and ambientAnim seems to work best so I am hoping someone can help me figure this out. I am using ACE, dlc for recon, global, apex, jets, helicopters Thanks in advance -
Hello, I am struggling to understand sleep and how it is used in an .sqf file. My searching has lead me to believe that it is because I am trying to run sleep in an unscheduled environment so I am using [] spawn to try and fix that but honestly, the scheduled/unscheduled is confusing and so I am turning here. Specifically, I want to shoot a helicopter down and have the camera smoothly transition to focusing on the helicopter and FOLLOW it down as it crashes into the water and mission ends. The camCommit creates a smooth transition and the camsettarget works well for my helicopter but the camera just goes to the position and watches as the helicopter falls so I wanted to add a small sleep before an attachTo but I have yet to figure out how to get any command/combination of this with sleep. (I am using a few dlc, jets, global mob, recon, helicopters, apex, if relevant) my "scene.sqf" titleCut [" ","BLACK OUT",1] ~1 titleCut [" ","BLACK FADED",1] ~1 titleCut ["","BLACK IN",1] [] spawn { _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"]; _camera camsettarget heli2 _camera camsetRelpos [1,1,1] _camera camcommit 10; sleep 3; _camera attachTo [heli2, [1,1,1]]; }; My trigger activating this: condition: !alive heli2; activation: [] exec "scene.sqf"; Thanks in advance, I'd love to finally figure out this sleep, or more importantly, the spawn stuff.
-
Need help understanding sleep
SupremeTDM replied to SupremeTDM's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I took out those ~1 and made it an sqf file earlier, should I change this back? I read all of those links previously and it's just a lot to take in. I understood that a bit when reading the scheduler and is why I left in the [] exec "scene.sqf" in the init, so that it would be a scheduled environment but I guess I don't understand how to type in the [] spawn correctly or how to use it with a trigger. EDIT: I added VM to the [] exec "scene.sqf" in the trigger and it worked perfectly. Part of the problem was the files I found online were from very old Arma videos, hence the sqs and so that added a layer of unneeded difficulty and then apparently I still don't understand the syntax well enough. Thank you all for the help. Especially Pierremgi, I have read countless of your post to help me solve problems so I really appreciate it -
Need help understanding sleep
SupremeTDM replied to SupremeTDM's topic in ARMA 3 - MISSION EDITING & SCRIPTING
titleCut [" ","BLACK OUT",1]; titleCut [" ","BLACK FADED",1]; titleCut ["","BLACK IN",1]; [] spawn { _camera = "camera" camcreate [0,0,0]; _camera cameraeffect ["internal", "back"]; _camera camsettarget heli2; _camera camsetRelpos [1,1,1]; _camera camcommit 6; sleep 3; _camera attachTo [heli2]; }; I have tried this and combinations of this many times now and it gives an odd result where the camera doesnt commit and instead stays very far away and focused on the helicopter. Definitely not the intention and it works much closer to what I want how it was before. Regardless, I still get the "error suspending is not allowed in this context" which is the real problem -
Need help understanding sleep
SupremeTDM replied to SupremeTDM's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've noticed that the editor says "missing: ; " in the error on screen but as I've tried many combinations, maybe you could point out which lines are missing them? -
Full Screen Night Vision (No Mod Required)
SupremeTDM replied to soulkobk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for this. I have been using it and it works great except that when I jump out of a helicopter, my nvgs get turned off automatically. This also happens if I turn them back on in the air and open the parachute, they are auto turned off. Is there a way I can fix this? To clarify, I am having the player kicked out of the helicopter by a trigger and having the camera turned 3rd person and nvgs turned on for a night time infil. This script works great except the two small hiccups with getting out and the parachute. Thanks again for any help.- 1 reply
-
- full screen night vision
- night vision
-
(and 3 more)
Tagged with:
-
Need help understanding sleep
SupremeTDM replied to SupremeTDM's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the file i took this script from was originally an sqs so I could change it back if need be or just remove the ~1 if I can. I don't know what they do so I just left them in. and I understood that a little bit, as in the unscheduled is "the world" and can't be stopped and scheduled environment is me "pausing the world" and running a timed event. I may be way off on that and so I am here trying to just read and read. The confusing part is how to create a scheduled environment, which I see [] spawn used a lot in reference to all my searching on google so I threw that in there and have been trying any combination with no success. I have read the Biki on spawn and it is quite confusing for someone who most often copy/paste from the forums. Thanks for the reply also -
init.sqf won't work when starting in helicopter seat
SupremeTDM posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am trying to start my mission with an init.sqf that is a black screen with text that then fades out. This works fine if I put my player on the ground and click play but when started in a helicopter seat, the init.sqf doesn't work. How would I use this and start in the helicopter seat? Thanks in advance, I'm somewhat new to all this so I'm assuming it's something small I'm just overlooking. my init.sqf - titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["This line here should take you about five seconds to read.","PLAIN DOWN"]; titleFadeOut 7; sleep 5; titleText ["This line should take five seconds as well, if you read slowly.","PLAIN"]; titleFadeOut 7; sleep 5; titleText ["This line however is important. It should take you ten seconds to read it. That's how much time you have to read this line completely.","PLAIN DOWN"]; titleFadeOut 12; sleep 10; titleText ["You don't have as much time with this line, but it is still quite lengthy and ever so informative.","PLAIN"]; titleFadeOut 9; sleep 7; titleText ["But this line.\n\nThis line will make you pause. This line will give you time to...\n\nthink.","PLAIN"]; titleFadeOut 12; sleep 10; // Info text [str ("Not so far away..."), str("Not so long ago..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; };- 4 replies
-
- eden editor
- init
-
(and 1 more)
Tagged with: