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Everything posted by 1212PDMCDMPPM
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Find nearest enemy infantry in radius x
1212PDMCDMPPM replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why don't you use findNearestEnemy ? https://community.bistudio.com/wiki/findNearestEnemy -
I'd like to request a small feature in the new editor: can we get rid of the black border around the map ? In the old editor, it was easy to place anything off map because the background was white: In Eden, the background is black, making it not easy to manipulate off map objects:
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How to make AI break combat, and how to force a player stay in the vicinity of a unit
1212PDMCDMPPM replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's a function I'm using to but AI in "rout" mode: // rout.sqf // input: group of AI to set in rout mode, marker to flee toward to // return: nothing // effect: for all units of a group: disable all combat behabiour, delete all waypoints, add a WP to a place to flee to // dans l'init.sqf, faire: wz_rout = compile preprocessFile "func\rout.sqf"; // exemple d'appel de la fonction: [groupe_att_7_1, "att7_1"] call wz_rout private ["_grp", "_mkr_flee", "_wp"]; _grp = _this select 0; _mkr_flee = _this select 1; { _x commandWatch objNull; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "SUPPRESSION"; _x disableAI "AUTOCOMBAT"; } forEach units _grp; while {(count (waypoints _grp)) > 0} do { deleteWaypoint ((waypoints _grp) select 0); }; _wp = _grp addWaypoint [getMarkerPos _mkr_flee, 20] ; _wp setWaypointSpeed "FULL"; _wp setWaypointBehaviour "AWARE"; _wp setWaypointType "MOVE"; -
Snow script where it dont snow in buildings
1212PDMCDMPPM replied to loopdk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The script is detecting if a "house" type object is up to 10 meters above the player (ie a roof). I used this kind of script to lower music level playing wind sound when a player is inside a building (vs in the open) or to prevent AI to go prone in buildins. It will not check what your looking at. -
Snow script where it dont snow in buildings
1212PDMCDMPPM replied to loopdk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can try that: intext = false; if (lineIntersects [ eyepos player, [ eyepos player select 0, eyepos player select 1, (eyepos player select 2) + 10 ] ] ) then { //hint "may be inside"; myobj = (lineIntersectsWith [eyepos player, [eyepos player select 0, eyepos player select 1, (eyepos player select 2) + 10 ],objNull, objNull, true]) select 0 ; intext = myobj isKindof "house"; } else { //hint "outside"; intext = false; }; hint str (intext); // true = inside, false = outside it's a quick hack I've done from a script used by an old version of JSRS that one of the author published a long time ago in this section of the forum IIRC. -
Community Upgrade Project - CUP Terrains
1212PDMCDMPPM replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And Sahrani: http://arma.atreid.cz/download/Sahrani-map_144dpi.jpg -
Yes. Community Upgrade Project - Terrains Complete = Core + Maps
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May be this could help you with the model or decal place: http://www.starshipmodeler.com/insts_view.cfm?Kit=halycon_dropship
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Ok, it's far more complex than I had anticipated... Thx for clearing things up.
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Community Upgrade Project - CUP
1212PDMCDMPPM replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:D http://lmgtfy.com/?q=cup+bug+tracker -
Nice !! :) Can't you link both to the same action ? "Deploy pods" would actually deploy the pods and set master safe off while "Retract pods" would set master safe on then pack the pods.
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hcpookie, I'm amazed by how fast you're fixing things !! To me, all those configs on model is just magic. :) Quick question about the dropship: is the arma engine capable of handling the deployment of the weapon pods (for a lack of better word): if you need some reference material, you cand find some here (but you most probably already are aware of those links): http://avp.wikia.com/wiki/UD-4L_Cheyenne_Dropship http://avp.wikia.com/wiki/Bug_Stomper
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Community Upgrade Project - CUP
1212PDMCDMPPM replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The bug tracker link is the first two words in red in the OP. I don't know how you managed to missed it. -
Weird, when quoting you, your writings about the dropship are appearing. About Aliens TC: and remember that in Doom vanilla, every sound was linked to a monster, it was impossible to have ambience sound so he created fake invisible unkillable not damaging monster that would play their activation sound when seeing you on the first time. That's where "check those corners" and other alien scream sounds were generated. The guy was just brillant ! I even created additional levels to play with Aliens TC... And yes, now I'm sentimental too !!! Count me in if you're looking for alpha testers !! Afterall, it's one of the first time my avatar is on topic ! ;)
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"Aliens TC" by an autralian guy, Justin Fisher IIRC. That was soooo good ! Excellent news hcpookie !!
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Checking if an unit is being aimed at
1212PDMCDMPPM replied to dnl04's topic in ARMA 3 - MISSION EDITING & SCRIPTING
it's more "looked at" instead of "aimed at" but yes, your're right. -
Checking if an unit is being aimed at
1212PDMCDMPPM replied to dnl04's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Initial code is coming from here: http://rte.jonasscholz.de/blog/rte.jonasscholz.de/blog/2009/11/05/new-to-arma-2-fsm-a-sample.html You can find my version there: https://www.dropbox.com/s/2q37ntlcw8ct0ip/surrender2.fsm?dl=0 Add that in the init line of your unit: this dofsm ["surrender2.fsm", position this, this]; and make sure to call the bad guy VIP the fsm is rather crude as I had to hack it to make in MP compatible (working on a dedi), handle some issues with animations in A3 and make it compatible with the handcuff part of ACE. it clearly needs polish (and if the flyby bullet part is still there, it needs to be deleted). -
[WIP] Terrain "X-Cam-Taunus"
1212PDMCDMPPM replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Can I have an Eiffel Tower, some swamps and 2 french fries please ? :) -
Checking if an unit is being aimed at
1212PDMCDMPPM replied to dnl04's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure it's possible. The best thing I've been able to do on this matter is that: -
Could you please bring back the fact that we can see who is logged as admin in the lobby ? Thx.
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Are there any good faction/unit mods that use CUP assets?
1212PDMCDMPPM replied to dragonfire43560's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
CPC_Factions: https://forums.bistudio.com/topic/184432-cpc-factions/ you can remove the only pbo that is RHS dependant. For screenshots, you can look here: http://www.armaholic.com/page.php?id=29440 -
gemini, the music in ACE is managed by ACE3/addons/common/functions/fnc_setHearingCapability.sqf https://github.com/acemod/ACE3/blob/f69142dd45a9aaa8a318237a5b78185caa9c8c0b/addons/common/functions/fnc_setHearingCapability.sqf look at line 50. If you want to manage the volume by yourself you need to compile your own version of ACE without this line or ask the ACE team to remove it/make it optional through a parameter (or code it yourself for the ACE team).
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OCAP - Op Capture And Playback (AAR/Replay)
1212PDMCDMPPM replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great addon !!! :) Is the file export compatible on Windows ? I haven't been able to make OCAP write anything on my disk. Thx ! -
How to damage all buildings on mission start?
1212PDMCDMPPM replied to rekkless's topic in ARMA 3 - MISSION EDITING & SCRIPTING
IIRC the Ravage addon is doing that, probably some kind of texture replacement. Not really sure. You should check it. -
Advanced Combat Radio Environment 2 (ACRE2)
1212PDMCDMPPM replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have the exact opposite behaviour: I'm on W10 and I need to run TS as admin if I want it to work properly. Running TS as normal user doesn't crash but ACRE is not able to connect to TS.- 896 replies