panther42
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L_ambiCivs - Civil population, performant and MP-Compatible
panther42 replied to laxemann's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The houses are picked in the spawnManager.sqf using nearestBuilding. I do not have Western Sahara DLC, but if the "houses" or "buildings" you are questioning are not recognized by nearestBuilding command, "A "building" is defined as an object that is of class "House" and contains a path LOD." The intention is to spawn in house and be able to move from that position around the area. If there is no pathway LOD to get out, you'll end up with civs stuck in houses (which may already happen with some houses/buildings and AI with bad pathways). Also, see the notes section of nearestBuilding. -
Scripted Waypoint Statements
panther42 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Remember, setWaypointStatements works with this & thisList within the Condition & Statement code string. Utilize these for the information you seek to display -
Scripted Waypoint Statements
panther42 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Scott, with what @gc8 stated above, here's an example from @Larrow which can help guide your endeavors... -
Riddle Me This - AI Group Spans Two Vehicles - Formation Keeping?
panther42 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Scott, don't know if you've found anything yet, but check out @Ibragim A's Platoon Commander 2 This may offer what you're looking for. I was thinking of giving it a try myself. Of course, you could do your own script and have the AI join your squad while you want to control them and release when done. -
SCO SP Stupid Little Squad Status Script
panther42 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are multiple ways to do this. I use the following: This can be used in the Debug console. I gave example of using "type" equals 401 (FAK). The reason I made a separate array with pushBackUnique just for the "type" is the immense number of cfgWeapons, especially if you have many mods/dlc's added. If you tried to list all it exceeds the clipboard and diag_log character limits. The code will make it easier for you to see the entire list of "type" numbers. I wanted to create the hashmap using the "type" number, as there are less, but this does not work as "Inserting an element with a key that already exists inside the HashMap will overwrite the existing key." You can still work multiple ways with the hashmap as created above. Sorry Scott, I see your post above but I normally don't mess around with what you are asking... -
SCO SP Stupid Little Squad Status Script
panther42 replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You shouldn't need to keep arrays of fak or medikit. This becomes more labor than needed if/when names are changed or new DLC added. They should all inherit correctly in order to work properly and you can just read from the config: Just use the following or similar. You can adjust as needed _hasFAK = ((((assignedItems _unit) + (items _unit)) findIf {getNumber (configFile >> "cfgWeapons" >> _x >> "ItemInfo" >> "type") == 401}) > -1); _hasMedikit = ((((assignedItems _unit) + (items _unit)) findIf {getNumber (configFile >> "cfgWeapons" >> _x >> "ItemInfo" >> "type") == 619}) > -1); -
After many years... decided to mess around with the communication menu
panther42 replied to panther42's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, thanks @Larrow. From what I understand then, I can only update what is set in the description.ext and stored in BIS_fnc_addCommMenuItem_menu. In my case, this shows up as: [[1,"Call Reinforcements","#USER:MENU_REINFORCE_1","_this = [bis_o1,_pos,_target,_is3D,1];","1","","\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa",""]] Using your post, which I did read previously and was trying to decipher how I could use it, I would need to do the following if I wanted different menu for another faction: 1. Create MENU_REINFORCE_4, 5, etc., which would be identical to MENU_REINFORCE_1 (edit as needed if "Reinforce Paradrop" will not be option) 2. Create all the MENU_REINFORCE_4_1..._4_5, etc. submenus to MENU_REINFORCE_4 3. Add your functions to mission and edit a bit, and based on faction of player, I should be able call [ "Reinforce", "#USER:MENU_REINFORCE_4" ] call p42_fnc_updateCommMenuItem; (my description.ext class is Reinforce) 4. In your function update to: I think I'm tracking. Is this what your intent was? FWIW, the use of TAG in peoples functions/scripting was supposed to identify individual creators and is/was kept at OFPEC. I see a lot of users just keep the "TAG" not knowing what it means... Ok, after looking over the code in that function, a direct call to it will not work with only the two passed parameters because it only queries BIS_fnc_addCommMenuItem_menu if the third parameter is passed for the index ("_menuID",-1) and > -1. Direct call would need the ID from when I initially stored in: private _callReinf = [player,"Reinforce"] call BIS_fnc_addCommMenuItem; -
After many years... decided to mess around with the communication menu
panther42 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
As the title eludes to, I finally decided to mess around with the communication menu after all these years. I was playing SOG PF in the editor with @pierremgi 's MGI Advanced Modules, found here or here, using Spawn Groups Attack modules and having one heck of a time defending an SF base in Khe Sanh. I had a hard set editor placed defending contingent. I was not using any AI revive and it got to the point the enemy was within the base compound. Thought to my self, I could have used some reinforcements. In the same mission, I use BIS support modules, and unfortunately, none are reinforce. So, I decided to delve into the communication menu and make my own reinforcement communication menu. The following is what came out of it (does not include the description.ext part): Now this works fine with all the other scripts I have made for reinforcements via helicopter insertion landing and paradrop within the mission. Problem is, it's pretty much hard coded for West and SOG PF. My question to any familiar with the communication menu is if there is a better way to have multiple submenus like above, but without all the hard coding? I've looked at almost all forum topics regarding the communication menu, and they just don't seem to address the same issue. Even searched out @Larrow's knowledgeable posts, but they also seem to address one aspect or another, not the total package I'm looking for (unless I'm just blind). My next goal was to make a Module with the same ingredients, but you'd be able to choose side, faction, etc. Any input would be appreciated. -
Radio in and out sounds...where?
panther42 replied to gatordev's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@gatordev I have no issue using "in2a" or out2a" configured in CfgRadio as such: then just use in script like this: player sideRadio "radio_beep_from" or [playerSide,"HQ"] sideRadio "radio_beep_to"; etc. Of course you need a radio to use sideRadio -
Help with spawning compositions script
panther42 replied to NFG WhatHiMean's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For whatever reason, the engine does NOT like: ( _compPos isEqualType "" && { getMarkerPos _compPos != [0,0,0] } ) paired in the same line and spits out the error code: deleted incorrect posting here... failed to recognize my own coding I would say odd behavior, and stick to just entering _compReference = ["ArtyMission", getMarkerPos _artmarker] call LARs_fnc_spawnComp; Did you change any of the _compReference paramaters for the LARs call? If you want to use the marker rotation to set the rotation of your composition, you'll have to just edit fn_getCompPosition: ( _compPos isEqualType "" && { getMarkerPos _compPos != [0,0,0] } ) to be only ( _compPos isEqualType "" ) You can now use just _artmarker and remember to edit your call to LARS_fnc_spawnComp: _compReference = ["ArtyMission", _artmarker, [0,0,0], true] call LARs_fnc_spawnComp; -
Help with spawning compositions script
panther42 replied to NFG WhatHiMean's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can put his code back and just adjust your call to: _compReference = ["ArtyMission", getMarkerPos _artmarker] call LARs_fnc_spawnComp; -
Help with spawning compositions script
panther42 replied to NFG WhatHiMean's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I tested on a sample composition mission I had, and it would not just take the marker name. I got the same error. I had to enter like this: private _compReference = [ "XoXanhVCPOWCamp", getMarkerPos "marker_0"] call LARs_fnc_spawnComp; -
Help with spawning compositions script
panther42 replied to NFG WhatHiMean's topic in ARMA 3 - MISSION EDITING & SCRIPTING
something does not seem correct with your mission folder setup or scripts. Any chance to post screenshots of folder structure with files or upload the mission? -
Help with spawning compositions script
panther42 replied to NFG WhatHiMean's topic in ARMA 3 - MISSION EDITING & SCRIPTING
With the above screenshot, can you just go simple and try this: _compReference =["ArtyMission", "arty_spawn_marker"] call LARs_fnc_spawnComp; -
loot spawner [RELEASE] Sarogahtyps Simple Loot Spawner - SSLS V-1.2
panther42 replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Of course. In single player, your machine is the server. See the following: Event Scripts Initialisation Order