Jump to content

Necropaulo

Member
  • Content Count

    44
  • Joined

  • Last visited

  • Medals

Community Reputation

31 Excellent

About Necropaulo

  • Rank
    Lance Corporal

Profile Information

  • Gender
    Male
  • Location
    France - Bas-Rhin

Contact Methods

  • Steam url id
    https://steamcommunity.com/profiles/76561198085978517/

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Necropaulo

    Hold Action Animation

    Hi, with an holdaction like this, i use something like that : /* Code executed when action starts */ [_caller,"Acts_carFixingWheel"] remoteExec ["playMove", 0]; /* Code executed on completion */ [_caller,""] remoteExec ["switchMove", 0]; /* Code executed on interrupted */ [_caller,""] remoteExec ["switchMove", 0]; It works fine and with remoteExec, it's MP-proof. You need to start the move, then disable it, if not, you will have your player doing it in a loop 😁
  2. Hi, from what I understand locations are included in the configuration of terrain and are linked to it. So if you want to change them, you'll have to use a mod that changes the config files. It's not possible to modify them directly via the editor, the best you can do is create markers that will act as rentals (make a building appear on the map, for example). You can find some informations on this topic. There are some functions that would be interresting : createLocation BIS_fnc_locations
  3. Necropaulo

    Light Switch

    Hello, as indicated in the BIS_fnc_holdaction wiki, in your code you have the “remove after completion” parameter set to True, so your code as it stands can only be used once. To change this, simply change the parameter from True to False. call{[this, "turn off", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",0,1];}, {}, {{ _x setdamage 0.97;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",1,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, false, false] call BIS_fnc_holdActionAdd;} call{[this, "turn on", "", "", "true", "true", {(_this select 0) animateSource ["switchposition",1,1];}, {}, {{ _x setdamage 0.0;} forEach [lamp_a001,lamp_a002,lamp_a003]; (_this select 0) setObjectTextureGlobal [1,"#(argb,8,8,3)color(1,0,0,1,ca)"];}, {(_this select 0) animateSource ["switchposition",0,1]; { _x setdamage 0;} forEach [lamp_a001,lamp_a002,lamp_a003];}, [], 2, nil, false, false] call BIS_fnc_holdActionAdd;} This should do what you want 😁
  4. Necropaulo

    Need assistance with heli scripting

    Hello and welcome! - an AI helicopter waits for a group of players to climb aboard Quite simple, you name your helicopter “heliname” and create a “Charger” waypoint on its position with the condition : {_x in heliname} count (units group player) == {alive _x} count (units group player) The helicopter will not follow its next waypoint until the entire group of players has entered. Functional in SP and MP - takes off Simply define a second “Move” waypoint, indicating a height, and the helicopter will move to this point once the group has loaded. - wait for players to abseil Here, I don't know how you want to include the abseiling: a script? an AddAction? Either include a Waypoint with a condition to stop the helicopter and a script call, or use a trigger. - go back and land Same principle as the previous waypoints, a precise condition will allow the helicopter to return and land. In the previous example, we checked for presence, now we need to check for absence : {_x in heliname} count (units group player) == 0 These solutions use the 3D editor and its native functions (waypoints and possibly triggers), so there must be more complex scripts, but this already gives you some idea of how to go about it! Good luck and happy editing!
  5. Hello everyone, at the moment I'm editing a mission that uses the game's Sector control module (not Warlords). I wanted to change the way the notifications work and everything seems to be working fine, except that when I get a notification linked to one of the sector control modules, I get the flash of a screen that appears very quickly. See this video for an example In the video, the first notification works without a hitch, but when the module's notification is triggered, the flash appears. As you can see on the screenshot, it's a flash of the loading screen. Does anyone have any idea where this flash is coming from? For information, my modules consist of : - 2 camp game logics - the sector control module - 1 Area game logic - 1 trigger area I've modified the module notifications so that only the BLUEFOR notifications appear, using Larrow's solution in this topic. Below is my description.ext class CfgNotifications { class Default { title = ""; iconPicture = ""; iconText = ""; description = ""; color[] = {1,1,1,1}; duration = 5; priority = 0; difficulty[] = {}; }; //breaking sector module notification class SectorCapturedCIV : default { difficulty[] = {"NoShowNotification"}; }; class SectorCapturedEAST : SectorCapturedCIV {}; class SectorCapturedWEST : default { title = "$STR_A3_CfgNotifications_SectorCapturedWEST_0"; iconPicture = "%3"; iconText = "%4"; colorIconPicture[] = {"(profilenamespace getvariable ['Map_BLUFOR_R',0])","(profilenamespace getvariable ['Map_BLUFOR_G',1])","(profilenamespace getvariable ['Map_BLUFOR_B',1])","(profilenamespace getvariable ['Map_BLUFOR_A',0.8])"}; colorIconText[] = {0,0,0,1}; description = "$STR_A3_CfgNotifications_SectorCapturedWEST_1"; priority = 4; sound = "sectorCaptured"; }; class SectorCapturedGUER : SectorCapturedCIV {}; class SectorLostCIV : default { difficulty[] = {"NoShowNotification"}; }; class SectorLostEAST : SectorLostCIV {}; class SectorLostWEST : SectorLostCIV {}; class SectorLostGUER : SectorLostCIV {}; }; If anyone has any idea why or how, I'd love to hear from you, thanks in advance! 🧐
  6. Hello, simpliest way is, i think, to use trigger with effect module (fire and smoke). Put your modules and synch them with a trigger, in trigger's condition use something like : Damage (nearestObject [getposATL thisTrigger,'House_F']) >= 1, it should do the trick. Good luck witht that !
  7. Hey, to be sure your EH is working, try to remplace your "playsound" with a simple hint "test 1", hint "test 2". If Hints are showing, problem might be in your description.ext. I can't clearly see why, but if it can help you, this is a part of description.ext working well : class CfgSounds { sounds[] = {"class1", "class2"}; class class1 { name = "class1"; sound[] = {"sound\class1.ogg", db+5, 1.0}; titles[] = {}; }; class class2 { name = "class2"; sound[] = {"sound\class2.ogg", db+5, 1.0}; titles[] = {}; }; }; It should do the work ! Good luck 😊
  8. Hey @kibaBG ! I was just checking your description.ext, try to change the header with that : onLoadName = "Codename Johan"; onLoadMission = "Capture the HVT codename Johan"; loadScreen = "the_monster_within.paa"; briefingName = "Codename Johan"; overviewText = "Capture the HVT codename Johan"; overviewTextLocked = "Capture the HVT codename Johan"; overviewPicture = "the_monster_within.paa"; author = "kiba3x"; There were some empty caracters on your 3 first lines and you forget a " ; " after your line author, it should be good with that. If not, i will try it with game tomorrow.
  9. First i see is that : author = "kiba3x" ; and if your .paa is right in the root folder, everything should be good. I can't test today, if it isn't the missing ; i will check this tommorow. Good edition !
  10. Rather interesting question 🧐 For my part, I choose to offer infinite respawn in my co-op. These are often missions where the AI is deactivated in MP, and the only units present are players. Adding respawn points in the middle of a mission is an asset that makes the whole thing more dynamic, without giving the impression of doing the same thing over and over again, even in SP. On the other hand, I also played for a few months with a milsim team, and of course there was no respawn. The principle was always to reanimate your teammates, and if all units were dead, then the mission failed. These two approaches need to be defined according to the audience you're targeting for your mission, I think. The trick is to define it well and communicate it to players, so that those who are looking for infinite respawns can find some, but that those who prefer the “no respawn” approach can also find what they're looking for! I suppose that in the ultimate, it should be possible to offer the choice to players at the start of the mission, but this requires specific scripts and certainly a lot of work behind the scenes.
  11. As Gunter says, proposals can help. If you really want to keep your waypoint system (which is understandable) then I advise you to look at the attributes of the driving AI (and not the others on board). Play with the values to find an acceptable and realistic compromise (reaction time, general skills -> AI_Skill). In the same way, make sure you put them in Safe mode (setBehaviour) when they're on the move, and keep your fingers crossed that after contact they'll return to it ^^. By playing with these values, I manage to get 90% civilian traffic and 75% enemy traffic. The remaining 10% and 25% are due to the basic AI, which is still not very good at driving. Good luck with your edition!
  12. Necropaulo

    [SP/Co05] Escape Chernarus - By P.Milkman

    Hi @neofit, indeed saves are disabled. It was necessary for everything to work as I thought it would, but the mission takes an average of 40/50 minutes, so I figured it wasn't too long. I've added it to the description, thanks for making me think of it. 😊
  13. [SP/Co05] Escape Chernarus - by P.Milkman - BACKGROUND Your unit, Grognon-6, was deployed during the 2005 civil war in northern Chernarus, but not everything goes according to plan ... INFORMATION Difficulty: Medium Playing time: 30-60min Suitable for SP and Coop-05 Revive: Vanilla system with respawn point (medikit required in co-op) TYPE Escape mission, you'll need to successfully exit the country by one of the following means : Random starting point Random extraction locations Save disabled Random and generally aggressive opponents Traffic and civilian life around the player No NVG, no GPS and you don't appear on the map! Compass use recommended STEAM WORKSHOP LINK Mission [SP/Co05] Escape Chernarus https://steamcommunity.com/sharedfiles/filedetails/?id=3235991946 Requirements CBA_A3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - Maps 2.0 CUP Units CUP Vehicles CUP Weapons S.C.A.R -- Enemy Spawner Good luck! Translation: EN, FR, DE __________________________________________________ This is the first time I've dared to publish one of my missions here. The advice and all the information provided are incredibly rich, and I'd like to thank all the contributors to this forum who make it possible to create missions. It's an honor for me to share it with the Arma community!
  14. Hey @tinter ,I wanted to thank you for this script, event 2 years later! You did an amazing job! I'd like to take this opportunity to tell you about my job today, which is a composition for civilian use on the Chernarus 2.0 CUP map. If it's of any use to you, so much the better! chernarus_2020_CUP.sqf For the record, I'm not sure I've got 100% of the buildings, but I did a good bit! Edit: using my composition and livonia_nonmodern by Lelop is a great think ! 😎
  15. Necropaulo

    Spawning randomly playable units

    With each player in a random place, you can use InitServer.sqf and name your playables units : _spawn_pos = ["marker1", "marker2", "marker3", "marker4", "marker5", "marker6", "marker7", "marker8", "marker9", "marker10"] call BIS_fnc_selectRandom; waitUntil {!isnull player}; unit1name setPos (getMarkerPos _spawn_pos); unit3name setPos (getMarkerPos _spawn_pos); unit2name setPos (getMarkerPos _spawn_pos); ... Not really elegant but functional i think. But you maybe spawn at the same marker as another unit. You can also use empty markers on the editor and link them to your unit as right click -> Link -> random position Every linked marker could be a spawn position to the unit.
×