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Help with trigger condition - arresting civilians
JCataclisma replied to becario's topic in ARMA 3 - MISSION EDITING & SCRIPTING
... Well, providing google AI and ChatGPT, ACE indeed provides a function for that: [_unit] call ace_captives_fnc_isHandcuffed So, here's their suggestion: You can create a script that waits until all specific civilians are cuffed before triggering your condition. Example: // List of civilian variable names private _civs = [civ1, civ2, civ3, civ4]; // Function to check if all are handcuffed waitUntil { sleep 1; // Prevents performance issues ({ [_x] call ace_captives_fnc_isHandcuffed } count _civs) == count _civs }; // Once all are handcuffed, execute your action hint "All civilians have been restrained!"; Or, if you want to use a trigger, set its condition to: ({ [_x] call ace_captives_fnc_isHandcuffed } count [civ1, civ2, civ3, civ4]) == 4 -
Help with trigger condition - arresting civilians
JCataclisma replied to becario's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, but the wiki IS correct. I think that it was ME who haven't expressed myself correctly - I was trying to say that, as the civilians were and will always be civilians, whether setCaptive or not, their detection would not make any difference inside a trigger, as they were detected there already. I have never used ACE or any other similar stuff, but I would guess that it adds some new variable to cuffed characters - let's say your civilian subjects start something like: {_x setVariable ["isHandCuffed", false]; } forEach _inThisList; So if ACE change their situation, your trigger would have to search for something like: { private _civPrisoner = _x; if (_civPrisoner getVariable ["isHandCuffed", true]) then { SUCCESS!} } forEach _inThisList; So, if any of the ACE savy guys around here could spark a light, I believe you could add a check for such variable in all units "inThisList", inside an array with all your desired civilians. When true for all of then, your trigger would hit. -
Help with trigger condition - arresting civilians
JCataclisma replied to becario's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It seems like this approach of yours will not work at all, as a civilian will always be detected as a civilian, regardless they're cuffed, captive or not. That would work if you were trying to arrest some independent characters, because then they would become civilian with "setCaptive true". Those civilians to be arrested, are they randomly placed using a script? Or are they always there from the beginning of the mission, placed in mission editor? If is the latter, you could give them all variable names (which will automatically become global variables) and use a trigger or a script to check whether each one of those variables get in a specific stance or situation due to the use of zipties. 🤔 -
Detect player placed mine in trigger
JCataclisma replied to The Zoteboat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Long time ago, I found here in forums some stuff that, once placed in a trigger's activation box, would detect whether any BLUFOR player inside its area would select "place explosives" from the menu. I cannot find where I have it, but I would say that could be your most efficient approach. In short, a trigger that detects if any player uses such actions inside that area. 🤔 -
Any helicopter can float with Reaction Forces DLC
JCataclisma replied to JCataclisma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, sir, that's just poison! Or "dope", in todays kid's language. 😁 Thank you for that heads up as well! 🍻🍺 I'll definitely mess around with those right away! -
Any helicopter can float with Reaction Forces DLC
JCataclisma posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
It was a really happy surprise to find out that I can actually "import" the "Deploy Floats" function into every helicopter in the game - at least upon the vanilla ones. Such feature is imbued in the Cougar helicopter, which comes with the Reaction Forces DLC. The statement line inside the "view in config file" is this: [this, 'DeployFloats'] remoteExec ['lxRF_fnc_Cougar']; It won't show the visual animations on other helicopters, of course, because they lack the required .p3d / LODs. But they will float nonetheless. But, as far as I have tested, such feature requires a few moments to actually work so, for testing purposes, in the videos below I have set the vehicles to initially "enableSimulation false", to allow them to just magically hover on the air without taking any damage. Each helicopter has received its specific name, then the code on RadioAlpha (trigger) activates their simulation and immediately calls the Cougar's function as well, hence there is a little bit of time to the floating system comes up before the vehicles hit the water. cougar enableSimulation true; [cougar, 'DeployFloats'] remoteExec ['lxRF_fnc_Cougar']; huron enableSimulation true; [huron, 'DeployFloats'] remoteExec ['lxRF_fnc_Cougar']; taru enableSimulation true; [taru, 'DeployFloats'] remoteExec ['lxRF_fnc_Cougar']; ghost enableSimulation true; [ghost, 'DeployFloats'] remoteExec ['lxRF_fnc_Cougar']; bird enableSimulation true; [bird, 'DeployFloats'] remoteExec ['lxRF_fnc_Cougar']; I have been messing around with such "fnc" to try and use it upon other classes like tanks, but so far no luck. https://www.youtube.com/watch?v=cXww0GHV7oE https://www.youtube.com/watch?v=KNU5fBvla10 -
Expeditionary Forces DLC: Mack's textures paths
JCataclisma posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, guys! Regarding "Arma 3 Creator DLC: Expeditionary Forces": In case anyone wants to spawn the new amphibious using scripts instead of the mission editor, here are the texture paths for each one of their - really nice!!! - six variations. Just for the sake of variety, I am using the regular 30 mm cannon for the "sandy" ones, and the M1 50 mm for the "greenys". I have also included the lines for the custom animations like open hatches, show sandbags, etc. And there is the rear ramp opening as well, although it's "blocked" in the lines bellow, 'cause I could not find the proper action on the game menu to open/close it. These lines are from my very basic "spawner", so if you want to use them as they are, please remember to adapt accordingly the ones like "setPos", "setDir", etc. Cheers! Arma 3 Creator DLC: Expeditionary Forces https://store.steampowered.com/app/2647830/Arma_3_Creator_DLC_Expeditionary_Forces/ -
Taxiing planes script
JCataclisma replied to reddford's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey! Try and take a look at the page containing most of the inputAction keys, in the link bellow. Search for "heliDown" and, two lines after, it will show you some specifics for planes, which might do the trick you need. 😉 https://community.bistudio.com/wiki/inputAction/actions?useskin=darkvector You could have some fun by trying to use other commands as well. And, yeah, you could use isKindOF 'Plane' or even 'Air' if you want to take other flying things than helos and planes.- 1 reply
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A conundrum - or not
JCataclisma replied to ldnsmudge's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only things I can think would be to apply some commands upon the guy once he reaches that escape point, like teleporting him somewhere distant and using "_this setCaptive true;" and "_this allowDamage false;", so you would force the NPC to not being a target for nobody, until you get him back to action on next objectives. -
How to make a ambulance turn on the sirens and lights on a trigger?
JCataclisma replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Place it (the vehicle) on the editor, then double-click it, and inside the second row ("Object: Init") there's a box "variable name". That's the unique name you will give to it. 😎 -
SCO SP Scripted Helicopter Crash Script
JCataclisma replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice, really nice!!! -
help re nearestObjects
JCataclisma replied to fawlty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mostly, no...and yes. 😂 Providing _nearbyEastTroops is just a custom/random name I've chosen for such variable, it could be ANY other name, like "_closeEnemies", "_nearestTargets", or whatever. 'SoldierEB' ('E' is for 'East') is the config name/kindOf for the Opfor units, which you can find when you go in the editor, right-click on the unit and check the "View in config file". The combination of 'Man' and 'SoldierEB' is what actually does the trick, so you can use 'SoldierGB' for Independent faction ('G' for 'Guerrilla') and 'SoldierWB' for Bluefor/West. I forgot to mention that such code I use is specifically for soldiers, not necessarily targeting vehicles. Just as a more clear example, this is what I am currently using, some kind of fake gas bomb, which should act differently upon each kind of "people" nearby its area of impact ('_charge_9' is the variable name for the gas bomb): private _nearbyEastTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierEB'}; private _nearbyGuerTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierGB'}; private _nearbyBlueTroops = nearestObjects [_charge_9, ["Man"], 7] select {_x isKindOf 'SoldierWB'}; sleep 4; { _x setDamage 1; } forEach _nearbyEastTroops; { _x setDamage 1; } forEach _nearbyGuerTroops; { _x setUnconscious true; } forEach _nearbyBlueTroops; sleep 2; -
help re nearestObjects
JCataclisma replied to fawlty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try something like this: private _nearbyEastTroops = nearestObjects [cap0_1, ["Man"], 51] select {_x isKindOf 'SoldierEB'}; {[_x, 2500] execVM "fn_taskRush.sqf"} forEach _nearbyEastTroops; -
Vehicle disable, but not destroy
JCataclisma replied to jazzer12369's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@meaty "/*HitPoints to protect*/" is NOT what you must use: it's just an example, so you need to add there the names of the hit parts you desire to protect. You can find the specific names of such part by righ-clicking on the vehicle in editor, then looking at its config file. Take a look at Polpox' message again, so you can see what was used: {(_this#7 in ["hitlfwheel","hitlbwheel","hitlmwheel","hitlf2wheel","hitrfwheel","hitrbwheel","hitrmwheel","hitrf2wheel"])} -
Using addWeapon doesnt work with a launcher
JCataclisma replied to Wiket's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does it happen with any class of launcher, or just a specific one? Vanilla or mod? Did you try to use "removeAllWeapons" on the unit prior to add the launcher (at least for testing), so to avoid the lack of space on soldier's inventory? And maybe whether there is no space for the rockets, the command might be ignored. Nonetheless, try to use "addWeaponGlobal", to force the use of slot.