JCataclisma
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Everything posted by JCataclisma
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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 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 -
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! -
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. -
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. -
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. -
What do we use as a light source inside buildings?
JCataclisma replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can also experiment with these objects, which are a kind of spotlight used on landing points. I use them a lot as additional strobe/position lights for vehicles (green and red) and also as off-road lights in front of vehicles (orange). "reflector_cone_01_narrow_red_f" "reflector_cone_01_narrow_green_f" "reflector_cone_01_narrow_orange_f" -
Repeatable trigger for any gorup member
JCataclisma replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
May I ask whether you want this weapon change as a surprise for the players, or do they already know and expect that to happen? Because although this would complete change the direction you seem to want, there is the option of set and addAction on an object on site, so instead of an automated trigger, players could click to execute such action and have their weapons changed. -
[SOLVED] How to delete a vehicle after its driver walks away?
JCataclisma posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have the "eventHandler" bellow, currently working with no errors, whether in mission editor or in MP dedicated server. But the problem is that it will delete the vehicle regardless who disembarks and gets 75 meters away. _currentVehicle addEventHandler ["getOut", { _this spawn { waitUntil { sleep 1; if ((_this select 2) distance (_this select 0) > 75) then { deleteVehicle (_this select 0); true } else { false } } } }]; I need it to act only whether the unit exiting is the driver/pilot. I am trying to change it like this, but no success so far - I get either an error or it keeps deleting the vehicle is any of its passengers leaves and goes distant. The "best" approach I have come to would be to say "hey, if the exiting unit is NOT driver, stop here" // this returns errors; _currentVehicle addEventHandler ["getOut", { _owner = ((_this # 1) == driver (_this # 0)); if ((_this # 2) != _owner) exitWith {}; _this spawn { waitUntil { sleep 1; if ((_this select 2) distance (_this select 0) > 75) then { deleteVehicle (_this select 0); true } else { false } } } }]; // this doesn't change anything and vehicle gets deleted for any passenger that walks away; _currentVehicle addEventHandler ["getOut", { if ((_this # 2) == driver (_this # 0)) exitWith {}; _this spawn { waitUntil { sleep 1; if ((_this select 2) distance (_this select 0) > 75) then { deleteVehicle (_this select 0); true } else { false } } } }]; -
[SOLVED] How to delete a vehicle after its driver walks away?
JCataclisma replied to JCataclisma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, so clean, so much better! 😁 Thank you, @pierremgi -
[SOLVED] How to delete a vehicle after its driver walks away?
JCataclisma replied to JCataclisma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, after a few attempts with several approaches, it seems like this one is working as intended. I am initially giving the exiting unit a name, then creating a new variable which stores the role of such unit, and finally telling that whether such role is NOT driver, script should stop. So far, it works just as I needed, but will do more testing. _currentVehicle addEventHandler ["getOut", { _jumper = _this select 2; private _role = assignedVehicleRole _jumper; if !(_role isEqualTo ["driver"]) exitWith {}; _this spawn { waitUntil { sleep 1; if ((_this select 2) distance (_this select 0) > 75) then { deleteVehicle (_this select 0); true } else { false } } } }]; -
[RELEASE] JCataclisma's MadMax-style vehicles pack (100% vanilla + DLCs)
JCataclisma replied to JCataclisma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Although this is NOT in the same pack, this Peacebob's wasteland version of a Star Wars Tie Fighter matches perfectly the "attachedScrap" idea. So I will attach the links here, for a very extra doses of fun and creativity. DIY Tie Fighter: https://steamcommunity.com/sharedfiles/filedetails/?id=3302401470 "DIY Wars" - a Tie Fighter mission: https://steamcommunity.com/sharedfiles/filedetails/?id=3303818614 -
[RELEASE] JCataclisma's MadMax-style vehicles pack (100% vanilla + DLCs)
JCataclisma posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
NOTE: THIS IS NOT A MOD. All of this stuff was made thanks to so many great tips and suggestions here at the Bohemia forums, as well as many adaptations for use on Quiksilver's "Invade & Annex" framework - although such system is not necessary, the vehicles will work perfectly on multiplayer dedicated server which are running it. KIND OF WIP. You might still find some "hints" shown in BR Portuguese, as well as some smaller errors regarding missing additional scripts. Not all vehicles work on all the three "searchers", and also the same vehicle won't necessarily receive the same effects on different "searchers". Lots, lots of stuff constantly being added. So please be kind whether a vehicle doesn't actually do something once you use one of its new actions. A MUCH BETTER TUTORIAL VIDEO IS ON THE WAY. (BR Portuguese) Versão em Português e um tutorial melhor a caminho. INSTALLATION: You can have the mission example, or just download the code folder and add the files into your mission's folder. -Using mission example: 1.) Download the .RAR file and unzip it; 2.) Open the "searcherExample.VR" mission in your editor; 3.) There are three main buildings there, with several vehicles nearby: 3.1.) move one of such building a little farther from everything, as well as your character and the vehicle you wish to test; 3.2.) stay close to the vehicle (um to 5 meters), look at the "searcher" building and click on the action in dark brown; 4.) Take a look around your vehicle to see some - or several! - working changes; 5.) Enter the vehicle and scroll the action menu to test the new stuff; HOW TO USE: Mostly, there are three mains ways: 1.) You can approach an object with the addAction with the desired vehicle and click on the custom Action; 2.) You can open a specific SQF inside "code\scripts", copy the whole code and paste it into dev console while close to desired vehicle; 3.) You can approach desired vehicle and call "[] execVM" with the specific "code\scripts\FILE.SQF" path. ACTIONS WITH CUSTOM SHORTCUTS: Some of the new features - like launching night flares, dropping a "wall" of smoke and/or chem-lights and helicopter's helping cameras - might have their own custom shortcut, additionally to being fired from the scroll menu. If so, these shortcuts are set as "User16" or "User17", meaning that in order for them to properly work, you need to set them up with your desired keys/buttons combinations on game controls: 'Configure -> Controls -> Custom'. If you want to change their address (instead of 16 or 17), just open the specific .SQF file for your vehicle, search for "User1" or "User17" and change it, or just remove the text, leaving only the empty pair of quotes "". DOWNLOAD: --Full (won't need nothing else): https://drive.google.com/drive/folders/14HOR9lfHFGzbRHYjS29HKC_ROgEN30zV?usp=sharing --Example mission with all the scripts: https://drive.google.com/file/d/1MAxLymR3jpvblsiAM9nAMvFdWUUdr7UD/view?usp=sharing --Folder with all the scripts and nothing else: https://drive.google.com/drive/folders/1DFmfn6djf-M43VxitkRN_dHXYsCqbZVE?usp=sharing --Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3267291507 MAIN FEATURES: -100% vanilla, but several items from Bohemia's DLCs might be in use (no Creator's DLC were applied); -No MODs at all; -Lots of attached objects for a more "MadMax style" look; -Most of the weapons attachments are perfectly working; -Some weird combinations between different vehicles; -Night flares, chemical lights and smoke deployments; -Automatic placement/setup for camping and mini artillery sites; -"Undercover as civilian" status once players board some helicopters; -Different, powerful weapons for both vehicle and attached static turrets; -Several different ways to tow other vehicles or containers, whether using helicopters, ground vehicles or boats; -Special cameras to help pilots on landing and maneuvering helicopters; -Majority of the new actions will only be shown to the driver/pilot, but there are some of them which require player to be in commander or even gunner to be able to be seen. TUTORIAL: -Each "searcher" file has the basic explanation within, but there is also a video in a ugly, poorly-spoken English; -The "searcher" SQF files are: "62th_gamersBR_searcherSmoke", "62th_gamersBR_searcherAlternative" and "62th_gamersBR_searcherWater"; -The two mains videos are below, as well as the link for a playlist full of preview/premiere tests for the creations: --Tutorial part 1 - the basics on the mission editor/gameplay (new tutorial, better audio): --Tutorial part 2 - for customization: HOW TO FIND OUT WHETHER DESIRED VEHICLE IS IN THE LIST AND HOW TO EDIT ITS CHANGES: -You DON'T NEED necessarily to know programming, scripting or mission editing, and although a simple text editor might do, I'd suggest Notepad++, to avoid messing special characters; -Go to mission editor in the game; -Spawn EXACTLY the same vehicle that is in your mind; -Right-click it, then on the menu select "Log -> Log Classes to Clipboard"; -Paste that text on a text editor, which will be something like "B_T_Truck_01_covered_F" (Hemtt Covered Troops, in this case), and save it; -The text between the quotes "" is the EXACT and UNIQUE name of that specific vehicle you want - it will change even if the same vehicle from another faction, texture, or weapon turret; -Such unique name is the CLASS of your vehicle; -Open one of the three "Searcher" files inside code\scripts - usually the "searcherSmoke.SQF" is the one with most variety; -Perform a search for that CLASS/NAME of the vehicle - if it is there, will probably be shown at the first list in the file: --something like "_coverHemtt_classes = ["B_T_Truck_01_covered_F", "B_Truck_01_covered_F"];" -Now, copy that "_classes" you have found (_coverHemtt_classes in this example) and make a new search for it, so it will take you to the last part of the same file: --something like "if (_vehicleClass in _coverHemtt_classes) then {[] execVM "code\scripts\62th_gamersBR_smokeHemtCover.sqf";}"; -Note that .SQF file written: that's the file which you should look for, a UNIQUE/EXCLUSIVE file to your desired vehicle, and that's the place where you can change whatever you want. --Playlist for several of my Arma 3 MadMax style creations (mostly in Pt(BR)): https://www.youtube.com/watch?v=TNKGRcyAk6s&list=PLsjz8tY5VWonc1Ie4O5VY3byCAzRT88py --A few video examples: KNOWN ISSUES AND PROBABLE WORKAROUNDS: There are some issues which just belong to the game engine and related stuff, and you might need just to take them as "it is what it is". ONLY THE PLAYER WHOM "ACTIVATES" THE VEHICLE ON THE GARAGES WILL BE ABLE TO SEE THE NEW ACTIONS ON MENU! This has changed a little bit, and now some of the actions (like boarding attached weapons on Hunter or Bobcat/Panther, releasing "bloodbag" on Hummingbirds and releasing vehicles from Rhib barge) will appear for all players. Check the updates (difference message bellow) for 23-June-2024. EXTRA CAMERAS: For instance, when you activate one of the helicopter's extra cams, you WILL NOT be able to use the mouse for anything other than look around. Mouse functions will only return once you press 'ESC' to close that cam window. Take that into account providing the way you usually control your chopper, as you might need to engage auto-hover prior to use that cam, although you won't face difficulties whether your helicopter controls are mainly on keyboard or joystick. WEIRD AUTO-DAMAGE: Sometimes, when firing weapons/turrets from the attached vehicles, they might hit and cause damage to the real/original vehicle - the "activated" one which player is driving. That could be related to the tiny delay which occurs between player's vehicle and its attached objects, or even because the shots have to pass "thru" the vehicle, even if visually it seems to not hit the LOD. That seems to happen more often upon Huron + 2 Blackfishes attached, and also with Hunter jeep (armed version). In such cases, it is recommended to stop the vehicle before using the weapon turrets - at least the heavier calibers.