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Saltoperator

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About Saltoperator

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  1. I have made a custom faction using Spetsnaz from Contact as the base. Everything regarding the custom faction works as intended, but I would like to replace the editor previews, which still show the base Spetsnaz base units when hovering over them. In the config.cpp, I have added a line for each unit – e.g. editorPreview="@MyMod\addons\previews\myUnit.jpg"; No matter where I put images in the mod folder, the image always fails to load in the editor, despite having the proper dimensions of 455x256px and being JPGs. I have tried putting images straight in the addons folder with no sub-folder putting images into a data folder outside the addons folder but inside the mod folder, and pointing to that instead different variations of folder paths in the config.cpp converting .jpg to .paa, and then repeating prior steps Is there some other place I need to place this images when compiling the mod into a .pbo?
  2. I am (attempting to) using countType for the first time in a mission, and wish to activate a trigger when it returns <= 1. It seemed pretty straight forward but alas... For demo purposes, I have placed a regular rifleman – "B_Soldier_F" – inside a trigger called "demo_trigger". Whenever I try to return that he is inside the trigger, it always gives false or 0: I have used: "B_Soldier_F" countType list demo_trigger >= 1 "B_Soldier_F" countType (list demo_trigger) >= 1 {typeOf _x == "B_Soldier_F"} count (list demo_trigger) >= 1 "B_Soldier_F" countType (list demo_trigger) - to try to return 1, but it returns 0. All of this is done on a clean session of Arma with no mods activated, so it can't be a bug caused by a mod. Below are a couple of screenshots proving my issues. There is a box present also – I tried countType on objects too, with no results. https://imgur.com/ehmuSc1 https://imgur.com/iHKc1Lu https://imgur.com/ENoKYJW https://imgur.com/H4Ak7ai https://imgur.com/6SdGo3t This honestly brings me on the verge of uninstalling, because I cannot fathom what I am doing wrong...
  3. Actually not a bad idea, thanks! 😀
  4. No, it is not Zeus - it is a regular scenario where the playable area opens up more and more as the player progresses through the objectives (out of bounds/restricted areas change over time). Initially, I did add and remove using BIS_fnc_addRespawnPosition and BIS_fnc_removeRespawnPosition. I did however end up simply moving the respawn position using setPos instead - like you said - since I only have one respawn position anyway.
  5. Yes, it was poorly explained. Respawn template is "BASE" / Respawn on Custom Position. In the current mission I am making, I only have one respawn position at a time. When the playable area shifts, I simply delete the old respawn position and create a new one closer to the action. The player cannot select respawn position, and hence respawns automatically at the only respawn position in the scenario. My idea is that players do not get to respawn when they die, until a certain condition is met. Example: Players are tasked with eliminating Rifleman Ron. Out of 10 players, 9 are killed. The last player is able to kill Ron - which in turn respawns the 9 dead players. What I could do is of course add respawn tickets on activation of a trigger that checks if Ron is dead. This means I would have to write a script that checks how many players are dead and add the appropriate amount of tickets. I am just wondering if there is an alternative way of doing this without using tickets.
  6. Instead of adding respawn tickets when certain conditions are met like I have done before, I would like to simply have dead players respawn automatically. I am not sure what function I should use, if any. The first one that came to mind was forceRespawn, but that only forces living players to respawn... Any help with this would be greatly appreciated!
  7. Saltoperator

    Have I understood JIP correctly?

    It wouldn't surprise me to be honest. I know Arma is an old game by now, and as much as I enjoy fiddling around in the editor, I often find myself having to perform tasks that in my opinion should be handled by the game engine by default...
  8. I haven't really understood JIP quite well yet – when I should, must and shouldn't use it, despite reading on the wiki My understanding of JIP is that any remotely executed code where JIP is true will be executed for the player joining a game in progress immediately upon joining. that code that hasn't been remotely executed yet doesn't need JIP to be true for JIP players to have that code executed once the conditions for executing said code are met. that Bohemia's own modules are JIP friendly (Create Task etc. (I read some Steam posts where players had experienced tasks not being completed for JIP players when they used "BIS_fnc_setTaskState" with no regards to JIP parameter)) Am I getting it right? If my understanding of JIP is wrong, I have a lot of backtracking to do in all missions I am building... My biggest concern of course is that vital functions such as "BIS_fnc_endMission" won't work for JIP players. I appreciate any input from mission makers who are experienced JIPpers 😁
  9. I am building several coop missions, some big and some small - and one of the things I am struggling most with is deciding how many respawn tickets player should get. In the biggest mission I have made so far, I allow for unlimited respawns until all objectives are complete and exfil is assigned. Respawns then get disabled, and the mission fails if all players are killed before exfiltrating. For that particular mission, I thought this is a good way to ensure players stay in the game until the end, but I also fear that players might act sloppy since they can just respawn whenever they like. As a player, what do you prefer? Hardcore one life only, unlimited respawns or a set ticket limit? Any thoughts and feedback is appreciated; it helps me build more enjoyable MP missions 🙂
  10. Saltoperator

    Make AI planes attack Soldiers

    Unless you want the planes to be an active target for you and your units in your scenario, I have two solutions for you: Use CAS Module, select your preferred aircraft and sync it to a trigger. When the trigger is activated, the CAS will spawn, attack and fly away. If you want the plane(s) to attack the same way and at the same place each time, use unitCapture and unitPlay for both movement data and firing data Don't overruse unitCapture, as it will make your mission folder very large in file size. The upside to this method is that the planes will remain in the scenario as AI units after unitPlay is completed, making them targetable for you and your units By using one of the methods above, you are guaranteed that the planes will attack no matter what.
  11. I ended up solving this issue by simply adding an action after the unitPlay is done playing: _heli1movedata = [LOTS OF COORDINATES OMITTED TO MAKE THIS POST SHORT]; _heli1playback = [heli1, _heli1movedata] spawn BIS_fnc_UnitPlay; sleep 55; player action ["Eject", vehicle player]; The playback itself lasts ~60 seconds, where ~5 seconds are spent on ground. I therefore eject the player 5 seconds before the playback ends (and the helicopter starts moving on its own). I hope this can be helpful for others stuck with this problem, instead of trying to fiddle too much with the questionable helicopter AI.
  12. Since the Arma 3 AI pilots tend to flare more than RuPaul when landing, even when in stealth mode, I decided to use unitCapture and unitPlay for the insertion in one of my scenarios. After a very smooth, low-approach landing by me, if I may say so 😊, I kept the recording of me touching ground going for about 5-6 seconds before ending it. When the recording is over, I want to pass control back to the AI and have him fly away after every player inside has disembarked. This has proven difficult to achieve. Setup: heli1 is its variable My heli has this setFuel 0; this flyInHeight 0; in its init field to 100% prevent engine start in MP It has a Hold waypoint in front of it as its first waypoint A Skip Waypoint trigger is set as Waypoint Activation UnitPlay is triggered when all playable units present in the scenario are inside the heli via (AI is disabled in description.ext) this setFuel 1; is part of the trigger to have engine turned on when AI is supposed to take over. flyInHeight is still 0; pilot disableAI "ALL" in pilot's init field Methods attempted: Place a second Hold waypoint close to where the heli lands in unitPlay A Skip Waypoint trigger is set as Waypoint Activation { _x in heli1 } count allPlayers == 0 in Condition field pilot enableAI "ALL" in On Act field in second Hold waypoint trigger. Next waypoint is MOVE, then LAND for AI to land back at the ship. Attached an invisible helipad to the heli I tried using a Land waypoint as the second waypoint, as I had a helipad close to where I landed in unitPlay that the AI pilot insisted on landing on after assuming control again when testing
  13. Alright, thanks for your help! ☺️
  14. @soldierXXXX Thanks for your warm welcome, and detailed response. I suppose a simple: deleteVehicle this; ... at the end of the On Activation field in the trigger itself won't suffice here? The trigger will still be respawned locally for the JIP player?
  15. In the Trigger:Effects section of a trigger I have placed down, I have chosen a track to be played once the trigger is activated with Activation set to Any player. By my understanding, as long as Server only isn't ticked, the music should play for everyone. Or, do I need to use remoteExec?
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