OMEGABLEU
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Reassigning a Task from Script does not highlight/assign task
OMEGABLEU posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a task that requires several interactions with an NPC/AI. The 3D task icon follows the NPC but I don't want the player to see the task as active and follow the AI everywhere as there are actions, audios, or timed events that occur after interaction. Instead of creating a task for each interaction, I am hiding and quietly un-assigning the task at each interaction and reassigning the same task when ready. Then completing the task when all interaction are complete. Unassigning: [_taskName, "CREATED", false] call BIS_fnc_taskSetState; [_taskName, false] call BIS_fnc_taskSetAlwaysVisible; Re-assigning: [_taskName, "ASSIGNED", true] call BIS_fnc_taskSetState; [_taskName, true] call BIS_fnc_taskSetAlwaysVisible; When I re-assign the task, the Task Assignment dialogue pops up and the 3D icon appears but the task is not "Assigned". Players must manually assign the task. When creating the task originally the task is assigned and selected as desired. I have tried setting it as current but that has the same effect as above - visible but not highlighted as active. [_taskName, false] call BIS_fnc_taskSetCurrent; How do I properly re-assign a created task and have it selected as current for all players? PS I should also mention that if any player had another task selected as current just before the re-assignment, the re-assigned task is highlighted as selected. So perhaps the issue is "re-assigning a currently selected task that was previously un-assigned"? -
Animate Vehicle Wheels
OMEGABLEU replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another 2 years later... I found that disabling the brakes is all you need to do to have the wheels free spin with unitPlay. Of course you'll need to reenable the brakes once unitPlay is complete. Or not... watching the AI's reaction to regaining vehicle control with no brakes can be "entertaining". Using engineOn is good too but I noticed that some AI (especially with larger vehicles) will turn off the engine after some time, if the unit play is long enough. _followCar disableBrakes(true); driver(_followCar) disableAI("ANIM"); driver(_followCar) disableAI("FSM"); -
Load incapacitated player into vehicle
OMEGABLEU replied to JURAGAN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dead or incapacitated? Unconscious I assume. Are you bringing the player to the vehicle or vice versa? If you have a dedicated medivac then it would be simpler to put the action on the incap-player that appears when the player is 5m from the vehicle. The other way around you have the medivac constantly checking every "man" around it for incap players. Yes, under the covers the same thing is happening the other way around, but it will be looking for something simpler (the variable name), rather than a special state of an object of type "man". You could expand this to a list of vehicles designated as a medivac. [_incapUnit, ["<img image='\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\getin_ca.paa' /> Move body to vehicle", "scripts\handleDeadBody.sqf", [], 1, true, false, "", "_this distance(_target) < 5 && _target distance(medivac_1) < 5"]] remoteExec ["addAction", 0, true]; // call { _handle = [] execVM "scripts\handleDeadBody.sqf"; }; // if (!isServer && !isDedicated) exitWith {}; params ["_target", "_caller", "_actionId", "_arguments"]; _target assignAsCargoIndex [medivac_1, 2]; _target moveInCargo [medivac_1, 2]; _target moveInAny(medivac_1); [_target, "KIA_Passenger_Van_02_Medevac_Back"] remoteExec ["switchMove", 0, false]; If you're moving a dead body, only moveInAny() will work. However, it will move the corpse into the first available position, including the Driver. If you're moving an unconscious/incapacitated body, the character hangs out in the vehicle, looking around and gesturing like it's alive and awake. So I use a death animation to keep them from acting out. Depending on the target vehicle, you may want a different animation. Here is a list of some seated death anims. gunner01_vtol01_vehicle_kia gunner02_vtol01_vehicle_kia KIA_chopperLight_C_R01_H KIA_chopperLight_RP_01_H KIA_CoDriver_Van_02 KIA_passenger_apc_generic02 KIA_passenger_apc_narrow_generic03 KIA_passenger_MRAP_01_front KIA_passenger_MRAP_03exgunner KIA_Passenger_Van_02_Medevac_Back KIA_truck_02_mrl_gunner KIA_Truck_Cargo04 KIA_Truck_Cargo03 KIA_Truck_Cargo02 RHS_4X4_KIA_Cargo01- 1 reply
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Hello all, I realize I'm 11 years late to the party, but I just found a "native" way to accomplish this. If you spawn a burning barrel and then hide the barrel, only the barrel is "disappeared". The burning flames and fire sounds remain. All disappear when the vehicle is deleted, so all good. So what I do is spawn the "test_EmptyObjectForFireBig" and "test_EmptyObjectForSmoke", then also spawn the "MetalBarrel_burning_F" and hideObjectGlobal(true) it. The result is the realistic sounding fire with all the glorious flames and intense black smoke. [] spawn { for "_i" from 1 to (3 + ceil(random(3))) do { _target = selectRandom(compoundWayBuildings); sleep(8 + random(8.1)); phase_05_objects pushback(_target); _fireSpot = [(getPosATL(_target) select(0)) - 5 + random(10), (getPosATL(_target) select(1)) - 5 + random(10), (getPosATL(_target) select(2))]; _fire1 = createVehicle ["test_EmptyObjectForFireBig", _fireSpot, [], 0, "CAN_COLLIDE"]; phase_05_objects pushback(_fire1); _smoke1 = createVehicle ["test_EmptyObjectForSmoke", _fireSpot, [], 0, "CAN_COLLIDE"]; phase_05_objects pushback(_smoke1); _fire2 = createVehicle ["MetalBarrel_burning_F", _fireSpot, [], 0, "CAN_COLLIDE"]; _fire2 hideObjectGlobal(true); phase_05_objects pushback(_fire2); }; }; The big test fire comes with smoke so adding the test smoke is optional. The barrel does not. Now, if someone knows how to intensify the flame sounds or make them louder... 😁 This turned out to be a great way to have a small fire burning in a tree by setting the Z point to 1-3 meters off the ground. Burning Bush https://steamcommunity.com/sharedfiles/filedetails/?id=3356064127 Burning Tree https://steamcommunity.com/sharedfiles/filedetails/?id=3356068293
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United States Marine Corps_lite
OMEGABLEU replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Massi? Where'd you go? We're missing all your great work on Steam right now. -
Undefined variable in expression
OMEGABLEU replied to gRowlxd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok thank you! I was not aware. I've change the line to match KK's example if(!isNil "_shooter" && {!isNull _shooter}) then { lorea doTarget _shooter; lorea fireAtTarget [_shooter, handgunWeapon lorea]; }; -
OMEGABLEU started following Undefined variable in expression
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Undefined variable in expression
OMEGABLEU replied to gRowlxd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why the curly braces around the !alive part of the clause? I have a similar statement in a HitPart eventhandler that throws an "Undefined variable in expression" error if the _target was hit by a falling inanimate object (no shooter I guess). Is this because of the missing braces? Even though I am testing for the condition that there is no shooter. if(not(isNil "_shooter" || isNull _shooter)) then { lorea doTarget _shooter; lorea fireAtTarget [_shooter, handgunWeapon lorea]; };