

rick rawlings
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Everything posted by rick rawlings
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We just started and I have to say I am liking it so far! No where near as complete as ARMA 3, but there are a lot of positive changes. The AI, for example, behave in a way that is much more plausible than before. They may spot you at just a bit too far out, but otherwise I love the flanking, deployment of smoke and grenades, suppression fire and self-healing. I am also a big fan of the movement speed and stance adjustment systems. I am really looking forward to seeing where this goes and the eventual ARMA 4. https://youtu.be/7a_JlCTlycM?si=g8bSCnhpfx2Kvj2v
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I'm trying to set up a task where the SOG team takes a picture of a Mig as part of their mission and the picture taking triggers the task as successful. I used this post as a reference: https://forums.bohemia.net/forums/topic/157453-mission-take-picture-of-the-tower/?do=findComment&comment=2528585 and modified it to use the SoG camera with the prairie fire assets. Unfortunately, it does not seem to work like the original rangefinder. while {true} do { private "_id"; waitUntil {(currentWeapon player == "vn_weapon_camera_01") && {cameraView == "GUNNER"} }; _id = (findDisplay 46) displayAddEventHandler ["MouseButtonDown",{_nul = execVM "flash.sqf";}]; waitUntil {!(cameraView == "GUNNER")}; (findDisplay 46) displayRemoveEventHandler ["MouseButtonDown", _id]; if (!isNil "picTaken") then { breakTo "MAIN"; }; }; and then the flash.sqf if (cursorObject == miggy) then { hint "Got it!"; picTaken = 1; }; flashed = true But it doesn't work. If I replace the vn_weapon_camera_01 classname with the rangefinder and use that in the mission, it works great. So apparently the "firing" of the camera is different than the rangefinder. Anyone know what to fix? I also tried putting a fired eventHandler on the mig but was unable to get it working because my knowsAbout = .1 at best. If anyone could suggest a solution either with the top part or a fired eventHandler, that would be helpful. Thank you, RR *edit: I also tried cursorTarget instead of cursorObject with the same effect
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Need assistance with Hide Terrain Module
rick rawlings posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems to be very sketchy on CamLaoNam. I am using it in a couple of places and it is causing a bunch of problems where what you see in the editor is not what shows in game. Anyone else see this before or have a potential solution? Thank you! RR -
Need assistance with Hide Terrain Module
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I just decided to move that LZ to a clearer spot. Here's the real trick though: I want one of the objectives to be blowing up the bridge near Nong Khiaw. So I put down the Hide Terrain module to remove the center pillar and associated spans of the bridge, replacing them with editor objects so I can detect (and assist with) their destruction. I also added in triggers so that if the pillar is destroyed, it will delete the spans touching it. Just for added measure, I added in a trash pile that if it gets destroyed, it deletes all the editor components of the bridge. This all looks great in the editor. As you can see in the video, it behaves very differently. The "ground" is not completely removed and this seems to block the damage from the satchel charges. I know it can work, because every time I load the mission, that area is a little different and some times there is enough of the entities exposed that the satchel charge will take them out. So I guess my questions are: 1. Is there a better way to get the module to work 2. Is there a way to use addEventHandler explosion or damage to make sure the bridge section is destroyed if a satchel charge goes off near it. I can't quite figure out the syntax for that. Thank you RR -
Need assistance with Hide Terrain Module
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! This part of an ALIVE setup, so I am wondering if that contributes to the editor appearance not matching the in-game appearance? -
Alive Khe Sanh series:
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Display current mission date in SoG Typewriter Intro
rick rawlings posted a topic in ARMA - MISSION EDITING & SCRIPTING
Can't quite get the syntax down and there doesn't seem to be another thread that quite hits this! intro.sqf sleep 5; [ [ ["Welcome to Khe Sanh"], ["<%1 %2 %3,date select 2,date select 3,date select 1>"] ] ] spawn vn_ms_fnc_sfx_typeText; Welcome to Khe Sanh displays fine, the second part does not kick out any errors but does not display the date. Nothing is displayed but the typewriter clack clack is heard. Thank you for any help. RR -
Display current mission date in SoG Typewriter Intro
rick rawlings replied to rick rawlings's topic in ARMA - MISSION EDITING & SCRIPTING
Ok, so I just now noticed that I posted in the ARMA mission editing and scripting and not the ARMA 3 mission editing and scripting...maybe a mod can move this? Anyway, I found the answer buried in an old Kylania post. The script should run: sleep 5; [ [ ["Welcome to Khe Sanh"], [(str(date select 1) + "-" + str(date select 2) + "-" + str(date select 0))] ] ] spawn vn_ms_fnc_sfx_typeText; Sorry for the incorrect forum post! -
Multiplayer - who is the player?
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, Larrow! -
Multiplayer - who is the player?
rick rawlings posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So in a multiplayer game, who does the player refer to? I am linking a support requester later in the mission and if I have a trigger with an activation of : sr1 synchronizeObjectsAdd [player] where sr1 is the support module and there are three players in the mission, will they all have access to support? (I would like this) or would only the host player have it (I could live with this...) Thanks for the help! -
Part 4 of the Day at the Office Series...
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I searched but couldn't find this specific problem or solution. During certain missions, at certain times, my friends and I will lose the ability to select action menu options with the scroll wheel. The action menu will come up, but will not scroll through the options. You have to choose the first one. So if I wanted to look at the inventory of a soldier, I would first have to rearm at him and then when I open up the action menu the next time, the rearm option being gone, I would be able to look at the inventory as that option would be on top. When it happens, it happens mid-mission, but I can't determine what triggers it. It is also inconsistent: in the mission earlier today, I was able to scroll through the seat assignment for my squad on a truck but not scroll through the options on a search a body menu. Has anyone else seen this or knows of a solution? It's kind of a pain in the middle of a fight... Thank you! RR
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Part 3: It took several explosives charges and satchels just to blow up one Sochor...that seems off?
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Part 2 of the Day at the Office series...
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The beginning of a new COOP series on the invasion of Altis:
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I don't understand {deleteVehicle _x} forEach thislist
rick rawlings posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to clean up the base after everyone heads out for the mission to save on resources, so I thought I wanted to use {deleteVehicle _x} forEach thislist Putting that in a big trigger with a radio alpha activation does nothing (Condition:this). Putting it in a big trigger with a Player not present activation and then walking out of the area does nothing... Putting it with a anybody present activation and repeatable will delete vehicles but not the crew (expected) or troops that I order into the area (unexpected). It also does not delete editor placed objects either. So I clearly don't understand how it works or how to get the desired effect. Thank you for any help! RR -
I don't understand {deleteVehicle _x} forEach thislist
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice! Thank you! -
I don't understand {deleteVehicle _x} forEach thislist
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, I will look into that. If I just wanted to delete everything in an area after the players have left, is there an easy command for that? Thanks again! -
I don't understand {deleteVehicle _x} forEach thislist
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, it did nothing! I made a big trigger that covered half the base, activation radio alpha, condition this and on activation the above code part and triggered it and nothing happened. I was expecting to be Thanos, but I guess I am short a few infinity stones... -
Syntax Question About Waiting For All Groups
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, that works very well! -
Syntax Question About Waiting For All Groups
rick rawlings posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I have a mission with three player controlled groups. I want the chopper to wait until all members of all groups are on board before moving out. With one group, I would put a trigger with this in the condition: ({alive _x;} count units grp1) == ({_x in heli1;} count units grp1) for the three groups would it just be: ({alive _x;} count units grp1) == ({_x in heli1;} count units grp1) && ({alive _x;} count units grp2) == ({_x in heli1;} count units grp2)&& ({alive _x;} count units grp3) == ({_x in heli1;} count units grp3) or is there a forEach units [grp1, grp2, grp3] thing I need to do? Thanks for the help! Rick R -
Selecting from three big groups...
rick rawlings posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So here is what I am trying to do: I have a town that needs defending. There are three approaches. There is but one castle gate that is guarded by thirty men. I have trucks with soldiers loaded on them that are supposed to pull up and disgorge their men to attack the town based on their waypoints. I want either all of Supergroup A to attack or all of Supergroup B or all of Supergroup C to attack per playthrough, i.e. just one of the three at random each time. I have seen methods to select random units, but I don't know how to approach it with all of the units in a Supergroup and their waypoints. The Random Patrol module does kind of what I want, but I could end up with trucks with no men or vise versa... I'm thinking I could name everything and select random with everything in some big arrays, but maybe there is an easier way? -
Selecting from three big groups...
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This! Grumpy Old Man: I did something wrong, I guess, they all showed up each time... here's the virtual test mission and init file (I tried calling it both init.sqf and initserver.sqf) http://s000.tinyupload.com/index.php?file_id=34073374008716392683 http://s000.tinyupload.com/index.php?file_id=80048666435169541602 -
Selecting from three big groups...
rick rawlings replied to rick rawlings's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you, will give it a try!