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dlder

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About dlder

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  1. Ok, thank you guys for conferming what I feared 🙂
  2. I've currently added a "player only" heal action to an object which works quite well: But this does not work for AI... Is it possible to add the heal function from the medical truck to an object, so that you get the same action for your ai team members ("Heal at ...."). Thanks!
  3. No... I mean, the way I know it from typical Arma play is this: you have a vehicle with driver and tell a group to embark. But this means, that the soldiers are in a different group then the crew. Did you check? Was the driver/rest of the crew in the same group? Did you only get them engaged in combat, so combat mode would kick in? Because then the driver usually does stay inside the vehicle; even if it is the same group (I do have to test that more though!) But what if you command such a vehicle - where the driver is of course part of the soldier group - to drive to a waypoint and set this waypoint to "Get Out"? THATs when I even want the driver to stay inside, so he doesn't go running around getting killed... he shouldn't even go to combat mode, though I'm sure in this situation that won't help, as he still get the command to leave the vehicle Thanks!!
  4. Hi, so, I'm currently creating a "spawn vehicle + crew + soldiers in High-Command" mission script. And it works as it's supposed to. But, when I order for instance a truck full of soldiers to a waypoint which has "Unload" as the type (so they'll properly attack enemies), the driver also disembarks... is it possible to force the driver/crew to stay inside the vehicle (no matter what)? I've tried: allowCrewInImmobile true; disableAI "FSM"; disableAI "ANIM"; setBehaviour "CARELESS"; disableai "move" unfortunately can't be used, as this will stop the driver from moveing the vehicle... Any ideas on how to accomplish this? Cheers!
  5. THANKS, I've searched quite a couple of times and never found out how to open BiS Arsenal with custom text 🙂
  6. Thanks; I already got it (should've refreshed this page^^) onSliderPosChanged = " params ['_control', '_newValue']; _ctrl = _this select 0; _ctrl ctrlSetTooltip format ['Skill set to: %1%2', _this select 1, '%'];"; Thanks for your help!
  7. Thanks; what I did manage was to display the set skill level into the chat area: onSliderPosChanged = " params ['_control', '_newValue']; systemchat format ['Set skill = %1', _this select 1]; "; But setting the tooltip of the control doesn't seem to work (this way at least): onSliderPosChanged = " params ['_control', '_newValue']; _Text = format ['Set skill = %1', _this select 1]; 20006 ctrlSetTooltip _Text;"; 20006 = idc of the slider
  8. Hi there! I've created a slider to set the skill of recruited units and it works as intended. BUT: I'd like to display the current skill level from the slider as it's tooltip: https://steamcommunity.com/sharedfiles/filedetails/?id=2382225926 Current code: class SkillSlider { idc = Hotshot_RECRUITING_SKILL; type = CT_XSLIDER; style = "0x400 + 0x10"; x = 0.11; y = 0.73; w = 0.389; h = 0.05; sliderPosition = 50; sliderRange[] = {10, 100}; sliderStep = 10; color[] = {1, 1, 1, 1}; colorActive[] = {1, 1, 1, 1}; tooltipColorText[] = {1, 1, 1, 1}; tooltipColorBox[] = {0, 0, 0, 1}; tooltipColorShade[] = {0, 0, 0, 0.75}; //tooltip = "Skill"; _testvar = 10; tooltip = format ["Skill: %1", _testvar]; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; }; Oh, and why don't the arrows work? I can only use the slider itself to move it... sliderSetSpeed has two values for that, but in the class (sliderStep) I can only use one number!? Cheers and thanks!
  9. And if you want custom names for those units, I did it this quick'n'easy way: In recruitable_units_static.sqf I've created a new variable with the names of the soldier-classes defined before: bon_recruit_recruitableunits_name = ["Grenadier", "Light MG", ...]; And then I replaced "_displname" in build_unitlist.sqf with this: _displname = bon_recruit_recruitableunits_name select _forEachIndex;
  10. If anyone is still interested in this script; here's how you'd add Customized Loadouts for the spawned AI units (exported from Arsenal). use a static list with known classes! recruitable_units_static.sqf bon_recruit_recruitableunits = ["B_Soldier_GL_F", "B_Patrol_Soldier_MG_F", ...]; init_newunit.sqf /***************************************************************** Set Custom Loadout ******************************************************************/ _unit setUnitLoadout (configFile >> "EmptyLoadout"); switch (typeOf _unit) do { case "B_Soldier_GL_F": { _unit addWeapon "arifle_MX_GL_F"; _unit addPrimaryWeaponItem "muzzle_snds_H_snd_F"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "30Rnd_65x39_caseless_mag_Tracer"; _unit addWeapon "hgun_P07_F"; _unit addHandgunItem "16Rnd_9x21_Mag"; _unit forceAddUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrierSpec_mtp"; _unit addBackpack "B_AssaultPack_mcamo"; for "_i" from 1 to 2 do {_unit addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_unit addItemToUniform "HandGrenade";}; _unit addItemToUniform "SmokeShellBlue"; for "_i" from 1 to 9 do {_unit addItemToVest "30Rnd_65x39_caseless_mag_Tracer";}; for "_i" from 1 to 2 do {_unit addItemToVest "SmokeShell";}; for "_i" from 1 to 37 do {_unit addItemToBackpack "1Rnd_HE_Grenade_shell";}; _unit addItemToBackpack "16Rnd_9x21_Mag"; _unit addHeadgear "H_HelmetSpecB_snakeskin"; _unit addGoggles "G_Tactical_Clear"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "NVGoggles"; }; case "B_Patrol_Soldier_MG_F": { _unit addWeapon "LMG_Mk200_F"; _unit addPrimaryWeaponItem "muzzle_snds_H_MG"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "200Rnd_65x39_cased_Box_Tracer_Red"; _unit addPrimaryWeaponItem "bipod_01_F_snd"; _unit addWeapon "hgun_P07_F"; _unit addHandgunItem "16Rnd_9x21_Mag"; _unit forceAddUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrierSpec_mtp"; _unit addBackpack "B_AssaultPack_mcamo"; for "_i" from 1 to 2 do {_unit addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_unit addItemToUniform "HandGrenade";}; _unit addItemToUniform "SmokeShellBlue"; for "_i" from 1 to 2 do {_unit addItemToVest "200Rnd_65x39_cased_Box_Tracer_Red";}; for "_i" from 1 to 2 do {_unit addItemToBackpack "SmokeShell";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "200Rnd_65x39_cased_Box_Tracer_Red";}; _unit addHeadgear "H_HelmetB_light_snakeskin"; _unit addGoggles "G_Tactical_Clear"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "NVGoggles"; }; }; cheers!
  11. Thanks a lot guys! You are part of the reason why this community rocks 🙂 Naming the module and using "deleteVehicle" really does work... but it messes with the other respawn positions, so it's not viable to do it this way. Works like a charm, ty very much!!!
  12. The problem is: how do I get the IDs of my respawn points, which is needed for this command: https://community.bistudio.com/wiki/BIS_fnc_removeRespawnPosition 🤔
  13. I dunno... it works with layers it seems, so I work with that now. But thx anyway!
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