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Everything posted by nikiller
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Need help for suppressors durability script
nikiller posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, I would like to make a script to implement suppressors durability. i.e: If you fire 30 shots with your suppressor it is removed from you inventory. I found a script to detect if the player has suppressor but I don't know how to count the shots fired before the suppressor is removed. My guess is an addEventHandler fired but my knowledge are too small to make a script like that. detect_suppressor.sqf by Das Attorney Thanks for your help. cya. Nikiller. -
I just can't get moveInCargo work for all players on a dedicated server
nikiller replied to NyteMyre's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This problem is here since ofp. The easiest/safest way is to use the unit's init field. this moveInCargo plane 1 It works every times for every players. -
WW4mod25 sound replacement mod v1.1 hi, I decided to release my WW4 sound replacement mod. This addon will replace all the WW4 modpack 2.5 weapons, hits, fly, ricochet but reload sounds by entirely new HD sounds. It makes the weapons, hits, fly and ricochets sound punchy, badass and realistic. I hope you will like it. MULTIUPLOAD DOWNLOAD LINK MIRROR BY OFPR.info List of replaced weapons sounds: - M16 serie - M4 serie - M16 SD serie - M4 SD serie - MP5 - MP5 SD - M249 - M249 SD - M60 - M240 - M24 - M40 - SR25 SD - M82 - AKM & AKS & AKAB serie - AK SD serie - Groza serie - RPK47 - RPK74 - RPK74 SD - PKM - VSS - SVD - V94 - AK47 serie - FAL serie - LR300 serie - SG552 serie - SCAR - FAMAS - AUG I wanted to use a specific sound for nearly each weapons but a lot of them are using the same magazine then some weapons have the same sound. For MP compatability purpose I kept the original WW4 mags system as it is. I also didn't replaced handgun and launcher sounds since they use vanilla ofp sounds. None of the reload sounds have been replaced because they are already very good. readme: Addon name: WW4mod25 HD sound replacment mod Version: 1.1 By: Nikiller Contact: nikillerofp@hotmail.fr VERSION HISTORY: 1.1 (10-Nov.-2011) - Fixed missing M16SD Burst sound - Overall quality improvment 1.0 (01-Nov.-2011) - First release REQUIRMENTS: - OFP 1.96 or CWA (ofp 1.99) - WW4 modpack 2.5 (http://forums.bistudio.com/showthread.php?t=124403) DESCRIPTION: This addon will replace all the WW4 modpack 2.5 weapons, hits, fly, ricochet but reload sounds by entirely new HD sounds. It makes the weapons, hits, fly and ricochets sound punchy, badass and realistic. I hope you will like it. CONTENT: ww4_sounds.pbo (addon) WW4mod25_sound_mod.txt (readme) INSTALLATION: - Browse to C:\Program Files\Codemasters\Operation Flashpoint\@ww4mod25\addons - Make a backup of ww4_sounds.pbo, rename it for example by old_ww4_sounds - Put the new ww4_sounds.pbo in C:\Program Files\Codemasters\Operation Flashpoint\@ww4mod25\addons - Enjoy! SOFT USED: - Audacity - Free Mp3 Wma Converter - OFPSoundLab FUTURE RELEASE: I will probably update the pack when WW4modpack 3.0 will release. DISCLAMER: This is NOT an official Addon. You know the drill! Use it at your own risk. Enjoy. cya. Nikiller.
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Uncontrollable aim after running a script
nikiller replied to Forxtop's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Have a look in setDamage comments "Setting a unit's damage to a negative value will set it's health to full, but impair their aim." cya. Nikiller. -
Respawn - without teamswich ?
nikiller replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, enableTeamSwitch? cya. Nikiller. -
Detect players playing as seagull
nikiller replied to gordonbay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Maybe onPlayerRespawnAsSeagull.sqs in event scripts could help you. For your 2nd question try PreloadFinished eventHandler. cya. Nikiller. -
Path-finding for AI building Entry / Exit
nikiller replied to madrussian's topic in ARMA 3 - DEVELOPMENT BRANCH
It seems that sometimes AI have hard time to "link" buildingPos to calculate a proper pathfinding. It was already the case in ofp, if AI was alone in a group, it was turning endlessly trying to calculate pathfinding. When I order AI to move inside buildings I disbaleAI "FSM". I don't know exactly why but they navigate easier and are usually not stuck. -
Ai see better at night
nikiller replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, I think you will have to help the AI. Maybe try to combine an addEventHandler fired and a reveal command. cya. Nikiller. -
Make pilot ignore enemy contacts?
nikiller replied to jwllorens's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Remove gunners from the group might be a better solution. [_gunner1, _gunner2] joinSilent grpNull; Or maybe MoveInGunner, MoveInDriver the 3 not grouped units and give waypoint only to the pilot. -
Make pilot ignore enemy contacts?
nikiller replied to jwllorens's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Try to ungroup the pilot (join grpNull). [_this] joinSilent grpNull; CARELESS behaviour as kylania suggested. _this setBehaviour "CARELESS"; DisaleAI target, autotarget, checkvisible, fsm, suppression, autocombat. {_this disableAI _x} forEach ["TARGET", "AUTOTARGET", "FSM", "SUPPRESSION", "COMBAT", "CHECKVISIBLE", "AUTOCOMBAT", "COVER"]; cya. Nikiller. -
hi, I am trying to reactivate a commented function (onCaptureStarted) in wasteland monitorTerritories.sqf. This function trigger when a territory capture has started and I would like to reactivate the message that let the current owners know that his territory is being captured. The function I would like to reactivate: The script monitorTerritories.sqf: Thanks for your help. cya. Nikiller.
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Attaching Effect Modules to objects/units?
nikiller replied to Johnny Drama's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Have a look here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000799 and here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000992 cya. Nikiller. -
Setting a unit on fire (without killing him)?
nikiller replied to the1krisrob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, I think you should use the same but with "effectLight". h = this spawn { waitUntil { count (_this getVariable [ "effectLight", [] ]) > 0 }; _emitter = ( _this getVariable "effectLight" ) select 0; _emitter setPos getPos u1; _emitter attachTo [ u1 ]; }; cya. Nikiller. -
Setting a unit on fire (without killing him)?
nikiller replied to the1krisrob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Try this. Execute the script in unit's init field 0 = [this] execVM "scripName.sqf" It is far from perfect and it needs tweaking but it shows you how to do it. //Fire effect script //By Nikiller //v0.9 //27/03/2016 //0 = [unitName] execVM "scriptName.sqf" if !(hasInterface) exitWith {}; private ["_unit", "_velocity"]; _unit = _this select 0; while {alive _unit} do { if (player distance _unit < 200) then { _velocity = velocity _unit; Drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 16], "", "Billboard", 1, 0.6 + random 0.4, _unit selectionPosition "pelvis", _velocity, 1, 0.005, 0.004, 0.038, [1 + random 0.5, 2 + random 1, 3 + random 1.5 * 1.5], [[0.9, 0.5 + random 0.1, 0.5 + random 0.1, 0], [0.2 + random 0.1, 0.2 + random 0.1, random 0.1, 0.3 + random 0.1], [0.9, 0.9, random 0.1, 0.3 + random 0.1 * 2], [0.9, 0.9, 0.3, 0]], [0, 1], 0.5, 0.05, "", "", _unit ]; }; sleep 0.001; }; cya. Nikiller. -
Helicopter stuck after paradrop
nikiller replied to jambo45's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, I thought about that afterwards but I think nomadd is right if you use the script I wrote, make the waypoint just cross your trigger area without synchro and execute the paradrop script in the trigger activation field, it should work. Note that you need only one trigger. cya. Nikiller.- 25 replies
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- helicopter
- paradrop
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(and 1 more)
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Helicopter stuck after paradrop
nikiller replied to jambo45's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry my bad you have to execute the script with 0 = [bOD] execVM "paradrop.sqf"; Should work.- 25 replies
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- helicopter
- paradrop
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(and 1 more)
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Helicopter stuck after paradrop
nikiller replied to jambo45's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes and put the sqf in your mission folder. If unassignVehicle didn't work then something else is wrong. Maybe post a repro mission to see what is not working.- 25 replies
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- helicopter
- paradrop
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(and 1 more)
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Helicopter stuck after paradrop
nikiller replied to jambo45's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Did you try to unassignVehicle your troopers? I also suggest you to use a paradrop script. It will be way more reliable. Name your group (myGroupName = group this in group leader's init field) and execute the script with [myGroupName] execVM "myScriptName.sqf" in your trigger activation field. if (!isServer) exitWith {}; _grp = _this select 0; { unassignVehicle (_x); (_x) action ["EJECT", vehicle _x]; sleep 1; } foreach units _grp; Or if you do not want to use script add unassignVehicle command in your trigger activation field. unassignVehicle A; A action ["Eject", helicopter]; cya. Nikiller.- 25 replies
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- helicopter
- paradrop
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(and 1 more)
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Opfor shoot civilian if pulls gun out?
nikiller replied to dub_r_totalwar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Just one thing, add a sleep to haleks's waitUntil condition, it will save performances. this setcaptive true; 0 = [this] spawn { _unit = _this select 0; waitUntil {currentWeapon _unit != "" && (EAST knowsAbout _unit) > 1; sleep 1}; {_x setcaptive false} forEach units group _unit; }; cya. Nikiller. -
It's back the old maintain distance problem in a convoy...
nikiller replied to ghandolhagen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem, but as Inlesco said it is not very reliable and I am not sure it will work well. Your best bet is to wait for BIS convoy fix. -
It's back the old maintain distance problem in a convoy...
nikiller replied to ghandolhagen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Try this (not tested): //[vehicleName, followerName, delay] execVM "scriptName.sqf" //By Nikiller //28/02/2016 _vehicle = _this select 0; _follower = _this select 1; _delay = _this select 2; while {(canMove _vehicle) && (canMove _follower)} do { _pos = getPos _vehicle; _distance = _follower distance _vehicle; if (_distance > 10) then { _follower doMove _pos; _follower setSpeedMode "LIMITED"; }; sleep _delay; }; cya. Nikiller. -
Painting blood splatters on terrain / vehicles?
nikiller replied to inlesco's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Great job! Did you setDamage or did you apply blood texture on the soldier uniform? cya. Nikiller. -
enableSimulationGlobal for Array of Item Types
nikiller replied to twakkie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hi, Execute a script for each object. _campArray = ["Land_CampingTable_small_F", "Land_CampingTable_F", "Land_CampingChair_V1_F", "Land_CampingChair_V1_folded_F", "Land_CampingChair_V2_F"]; {[_x] execVM "myscript.sqf"} forEach _campArray; myscript.sqf _object = _this select 0; _object enableSimulationGlobal false; _object allowDamage false; cya. Nikiller. -
hi, I would like to know if append is faster than pushBack to add element(s) to array. thank you. cya. Nikiller.
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append faster than pushBack?
nikiller replied to nikiller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, I will give BIS_fnc_codePerformace a try.