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Everything posted by CoA|Saint
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Hey Guys, almost a decade ago, but is anyone out there, who can provide the campaign and the addons for a download? Due to a hardware change, I've lost all my Operation Flashpoint Stuff, and I want to replay Imuteps Campaign during my upcoming holidays. thanks in advance.
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create a pre-defined amount of markers in triggerarea
CoA|Saint replied to CoA|Saint's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much, @Harzach. Your Code works like a charm for me! the working code is: if (!isServer) exitWith {}; private ["_triggerArea","_myArrayOfCreatedMarkers", "_i", "_triggPos", "_clearPos", "_list", "_name", "_marker"]; _myArrayOfCreatedMarkers = []; _triggerArea = _this select 0; // execute in init.sgf : _triggerHandler = [triggerName] execVM "markersInTrigger.sqf"; for "_i" from 1 to 11 do { _triggPos = [_triggerArea] call BIS_fnc_randomPosTrigger; _clearPos = (_triggPos) findEmptyPosition [10, 10 /* ,"vehicleType"*/]; if ((count _clearPos > 0) && (_triggPos inArea _triggerArea)) then { _name = "marker_" + str(_i); _marker = createMarker [_name,_clearPos]; _marker setMarkerType "hd_start"; _myArrayOfCreatedMarkers pushback _name; hint str _myArrayOfCreatedMarkers } }; best regards Saint -
create a pre-defined amount of markers in triggerarea
CoA|Saint posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi lads, I would like to create a pre-defined amount of makers in a triggerarea. The created markers should be saved in an array in order to be able to access them. The array should look something like this: _myArrayOfCreatedMarkers = ["marker_0","marker_1","marker_2","marker_3",....] call bis_fnc_selectrandom; I have no idea how I can clearly name the created markers and store them in an array. My attemps in pseudo code are like this: if (!isServer) exitWith {}; private ["_triggerArea","_ammount", "_i", "_triggPos", "_clearPos", "_list", "_name1", "_marker"]; _triggerArea = _this select 0; _ammount = 10; for "_i" from 1 to 10000 do { _triggPos = [_triggerArea] call BIS_fnc_randomPosTrigger; _clearPos = (_triggPos) findEmptyPosition [0, 0, "vehicleType"]; if (count _clearPos > 0) then { _name1 = format ["marker%1", count _ammount]; _marker = createMarker [_name1, _clearPos]; _marker setMarkerType "Empty"; hint str _marker; } else { _i = _i - 1; }; }; I dont get any further with my lack of scripting knowledge. Any suggestions please? kind regards Saint -
Custom Sounds showing in trigger effects..but not playing?
CoA|Saint replied to autigergrad's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I echo the same. Custom sounds won't play properly. I used your regional ambient sound pack, supplemented by own sounds, for a middle east single player scenario. None of the sounds will play. -
high command HCC - High Command Converter 1.5.5
CoA|Saint replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's absolutely awesome by the way, unlocks a completely new way of playing high command. Thanks for your brilliant work Igitur.- 164 replies
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- large scale operations
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ai command dlc C2 -Command And Control
CoA|Saint replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you very much for this awesome Mod. Is it possible to disable the hole C2 functionality in a single mission within a campain? I didn't find any information in the readme file. Are there any variables to enable/disable? regards, Saint -
high command HCC - High Command Converter 1.5.5
CoA|Saint replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello Igitur, thank you for your amazing work on HCC! unfortunately I'm unable to get this working. I have the same issues as mentioned above by Boss8889, " BIS_fnc_addstackedEventHandler) (IGIT_HCC_SelectedUnitsArray_fnc) does not exist or is invalid". kind regards Onkel Bo- 164 replies
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- large scale operations
- zeus
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Great work heros. Thank you :)
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Awesome job IndeedPete :)
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Where is the fancy Supporter Ribbon that I paid money for?
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Simple Mine System - A Fix for A3 Mines & Explosives
CoA|Saint replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
awesome work mate! -
Suppressor Check Script Problems
CoA|Saint replied to fildred13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
very helpful! thank you K_K :) -
Suppressor Check Script Problems
CoA|Saint replied to fildred13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
maybe this can be helpful? : http://forums.bistudio.com/showthread.php?169796-How-to-detect-if-player-have-a-silencer-on-his-weapon -
[WIP] ZBE_Logistics - AI driven transport module
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
May I carefully ask how are you getting on? -
The "Hotzenplotz version" of Sarugao is a stunning peace of art! Great Work, Hotze! Many thanks for your efforts!
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X-Cam prototype map 1.0 released
CoA|Saint replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I. Am. In. Love. Merry Christmas :) -
[DA3] The Congo Crisis
CoA|Saint replied to dimitri_harkov's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I second that! -
[WIP] ZBE_Logistics - AI driven transport module
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm at a loss for words... Aky4fP-8lio -
DAC V3.1 (Dynamic-AI-Creator) released
CoA|Saint replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey zorrobyte, thank you for clarifying this. I'm not going to argue or offend, but I think, you have acted a little bit clumsy when you full-throatedly announced "your" GL5 rework. Now I know, that your efforts are well-intentioned. Kind regards, Onkel Bo -
Make Arma Not War - Submissions Re-opening
CoA|Saint replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - NEWS
A Further Nostradamus prophecy is accomplished now. Bohemia Interactive, Kudos! -
DAC V3.1 (Dynamic-AI-Creator) released
CoA|Saint replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
zorrobyte, take my advice: Do not waste your precious time with further investigation. Maybe you better can provide DAC V4 for ArmA3? Easily change the DAC tags and add your name/tag into the scriptheader as you did with SNKMAN's GL4 before... Always lovely and nice, Onkel Bo. -
...reverently stucked in praying position... set me free Silola, my great Master ;)
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Group Link 5 Core (AI Enhancement)
CoA|Saint replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We better hope that SNKMAN will come back to GL5 as it gets colder outside. Isn't it? -
revive A3 Wounding System (AIS by Psycho)
CoA|Saint replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is an awesome wounding System. We love to use it. Well done Psycho!- 913 replies
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Vcom AI V2.0 - AI Overhaul
CoA|Saint replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very nice work! A real new COOP experience, as you claimed :) Starting missions in editor with -showScriptErrors shows up an error, as same in rpt file: Error in expression <call VCOM_fnc_classVehicle; _parents = [_class,true] call BIS_fnc_returnParents;> Error position: <_class,true] call BIS_fnc_returnParents;> Error Nicht definierte Variable in Ausdruck: _class (means undefined Variable in Expression) Any Ideas how to fix it? Edit: Blame on me No Scripterrors, no spam in rpt file anymore. I used an old version of vcom_ai. After I updated it, everything is as it should be. Nice and clean rpt file, no scripterrors anymore.