JCataclisma
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78 ExcellentAbout JCataclisma
- Currently Viewing Forum: ARMA 3 - MISSION EDITING & SCRIPTING
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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!!! -
Trigger lightning module at random interval over time
JCataclisma replied to Irishcream216's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If that small script does what you want, you could just add more objects, from 1 to 16 as you have initially planned, then copy and paste the code and change all the variable names you find inside it. For instance, keep the thunderMk1 / mk12 / mk13, and change all of them for every time you paste, using "z14", "thunder10" or whatever you like. You will notice that every variable name appears several times on each block of code, so you must change them all (I'd suggest "Find And Replace" function while in a nice editor like Notepad++). But remember that such variable names MUST match the names you give to the invisible objects on mission editor - the ones marking places where you want the lightning strikes. Play and mess with the delay time between each lightning, managed by those "sleep 2;" lines after every block. And if you want the full blown at the end, you can just copy and paste it all over again, but removing such "sleep2;" lines so the script will apply all the lightnings again at once. So the grand finale could be like this: -
Trigger lightning module at random interval over time
JCataclisma replied to Irishcream216's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice, really nice idea! Well, I cannot handle "modules' " stuff, but a few months ago, @pierremgi brought a lot of great improvements to a kind of "Zeus' Hammer" punishment that I used to apply upon dirty players on a public server. Although it was used within a new addAction (menu), I have just tested it, and it works really nice when activated by a trigger. Please make this first attempt, at least to see whether such style could help in the direction you want. Instead of modules, place at least three objects like the "Helipad (invisible)" (class name "Land_HelipadEmpty_F"), and give them the variable names of "thunderMk1", "thunderMk12" and "thunderMk13". Place a trigger that should be activated by the player to start the show: CONDITION: this ON ACTIVATION: [] execVM "CircleOfThunder.sqf"; Create a file named "CircleOfThunder.sqf" inside your mission folder, and throw all the stuff bellow inside it. If you want the lightning alone, without those extra "delayed" explosions, you can just delete all those lines starting from "_charge_11" until " _charge_88" (there are three blocks of them). -
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"])} -
scripting Help! My script should be working! Various errors with "variable undefined"
JCataclisma replied to Justin Bowes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You don't need all those symbols on the second line - just use "_unit = _this select 0;" . And, accordingly to that example on wiki page, you are missing the parenthesis on the "getUnitLoadout". So try this: Params ["_unit"]; _unit = _this # 0; if (random 1 < 0.8) then { _unit setUnitLoadout (getUnitLoadout basic); } else { _unit setUnitLoadout (getUnitLoadout elite); };- 15 replies
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scripting Help! My script should be working! Various errors with "variable undefined"
JCataclisma replied to Justin Bowes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello! Does the game tell you which specific variable is wrong, like showing you the "#" symbol before the variable name? And, just for the sake of an extra testing, you could have two soldiers anywhere distant on your map, named "elite" and "notElite", already using the desired loadout. Then you try to use the syntax shown on the Example 2 (link at the end of this message) So instead of your current last lines on the provided code, you could try something like this: if (random 1 < 0.8) then { _unit setUnitLoadout (getUnitLoadout notElite); } else { _unit setUnitLoadout (getUnitLoadout elite); }; https://community.bistudio.com/wiki/setUnitLoadout?useskin=darkvector- 15 replies
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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. -
Increase light of vehicles
JCataclisma replied to _Soletti_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't think so. But you can add some extra lanterns/portable lights attached to the vehicle, to see whether they give you a better result. Just modify and use the code bellow to see what it does. You will need to change "[x,y,z]" values on the second line to adjust the position you want. Two direct approaches: 1-) If you add e code on the init box of vehicle on editor, then change "_currentVehicle" to "this" (or "_this" if multiplayer). or 2-) Give your vehicle a name on editor and add this code to the init.sqf, changing "_currentVehicle" to the name of the vehicle. _frontRightLamp = "Land_PortableLight_02_single_folded_olive_F" createVehicle [0, 0, 0]; _frontRightLamp attachTo [_currentVehicle, [0.95, 2.3, -1.4]]; _frontRightLamp setDir 180; -
Querying a map's Default Traffic Signs for info
JCataclisma replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe you could do some experimentation by "evolving" such objects with invisible helipads, then attaching a lightpole to them and see whether it would return desired values... ? 🤔 But, yeah, you would remain NOT getting original objects' values. -
Any ideas of PvE Team scenario ?
JCataclisma replied to Aviox93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only mode/framework I have mostly been playing for the past two years is Quiksilver's Invade & Annex. I believe there are a few nice ideas there, on the Side Missions mini-scenarios, things like escort a truck from one town to a distant one, search & destroy situations, base and/or vehicle defense, etc. Yeah, they are all PvE, but it feels like such things could work just fine for PvP - although I only play PvE. Cheers! -
Map Limit Question
JCataclisma replied to Capt Steel88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you notice whether it happens regarding the distance between the objects and the players? So you could rule out the configuration for "view distance" for each player. The closer objects, let's say 500m or 1000 meters away, are the shown only for you as well? Besides, are such objects from any specific DLC, maybe? So it could be just like some servers which use some mods but as optional, then the players without those mods/dlcs will not be able to see and/or interact with such objects. -
Unruly behavior of AI in column
JCataclisma replied to SarodipSarodip's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you fancy to experimenting with MODs, here's a really nice one: https://youtu.be/yr6x0VHEyCY