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Everything posted by beno_83au
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Kill Animation loop with Trigger for movement
beno_83au replied to Sharkey91's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_unit switchMove ""; https://community.bistudio.com/wiki/switchMove The explanation for this is in the description. Should do the trick. -
Help with While loop
beno_83au replied to jhonenglish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try spawning them in separately, you should also name your groups better (not just A and B) to avoid potential conflicts and confusion: { nul = [_x] spawn { params ["_group]; waitUnitl {({alive _x} count (units _group)) == 0}; // your code, including delete group }; } forEach [groupA,groupB]; The thing about that while loop is that your script will continue to run the loop forever. So your script won't run any code after the loop. -
Well yeah, anything that isn't catching a target is generally going to ricochet around. But there's no lag. That's why I brought up the possibility of it being a hardware issue, especially if this still occurs when you have no mods loaded.
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If it's still happening with no mods loaded could this just be an issue with slow hardware? I've never seen any problems with ricochets.
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Help with While loop
beno_83au replied to jhonenglish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
while {true} do { Is gonna make it run forever, at least until the mission is over. Just remove the while loop: waitUntil {({alive _x} count units A == 0) or ({alive _x} count units B == 0)}; hint "boom yah"; A forgetTarget player1; // A & B are group names B forgetTarget player1; sleep 3; if (({alive _x} count units A) == 0) then {deleteGroup A}; if (({alive _x} count units A) == 0) then {deleteGroup B}; -
Well, you kind of necroed an old thread with an off-topic question, but this would be the way to go.
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Try it like this (plus, I did miss a " in my previous post): _objectsToDelete = (nearestObjects [junk_1,[],150]) select {!(_x isKindOf "Air")}; {deleteVehicle _x} forEach _objectsToDelete; That should remove anything that is a plane/helicopter/UAV.
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Was that something I wrote? 😂 If it was, I think I may have misused "filter out". But if you want to actually filter out (i.e. ignore) air, you can do: _arr = (nearestObjects [junk_1,["All"],150]) select {!(_x isKindOf "Air)}; That'll give you an array of everything except air. Hopefully that's correct, I've written this from my phone.
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Hover over the trigger's "On Activation" field and it'll give you some handy variables, one of which is thisList. But also, the ["all"] part could be better adjusted if you wanted to go that way instead. Look at https://community.bistudio.com/wiki/nearestObjects under Types and see the examples for it, because you can filter what you want that way too.
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Bugs: Suggestions: - setDir the guides to be facing you when you talk to them, then maybe turn them back afterwards. Not very far into it yet, but all your systems seem well made. But the whole thing feels pretty well made. 👍 Wish I didn't have to go to work! @delta99 It saves progress.
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getClientStateNumber question
beno_83au replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did you have a look at the link i posted? It explains exactly that and also gives an example. getClientStateNumber returns a number and > compares it with 8. If you want to wait until getClientStateNumber > 8 you need to put it in a https://community.bistudio.com/wiki/waitUntil. But you need to read the info on those commands. -
Hi Snake Man, I've been working with Montenegro and started looking into using the real airport names. Google Maps has them listed as this: Airfield 1 - Nikšić Airport Airfield 2 - Dubrovnik Airport Airfield 3 - Tivat Airport Airfield 4 - Podgorica Airport Is there still any scope for these being updated in the future?
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I haven't seen the server up the times that I've checked over the last couple of days. Is it down for an extended period, or have I just been a bit unlucky?
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getClientStateNumber question
beno_83au replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/a_greater_b The wiki has all the operators at the beginning. -
Firewill Standalone Series Release Thread
beno_83au replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You could try to write something to account for this. Try adding this to onPlayerRespawn.sqf: { if (("MKR" in _x) && ((name player) in _x)) then { deleteMarkerLocal _x; }; } forEach allMapMarkers; Some basic testing seems to account for it, so give it a go. -
How do I get a count of mines in a given area?
beno_83au replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Marker names are strings. It needs to be "trailmarker". And if you're unfamiliar with a command - https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands But waitUntil can go anywhere so long as it's inside a spawned/execVM'ed script, basically. This goes into far more detail if you wanted to read into it - https://community.bistudio.com/wiki/Scheduler -
Firewill Standalone Series Release Thread
beno_83au replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi everyone. So I went and dropped a couple of unguided bombs and took down the results. See this topic for details - There's a link there for a spreadsheet in Excel and PDF formats for all the bombs I could drop from Firewill's F/A-18 if anyone wants to have a look and see how they work out. I did some quick testing and the ranges I got seemed to be ok. @Synchronized I guess this might be of use to you? -
MIL_BombRanges This is technically a mission, but it's intended use is as a means to determine how far a bomb will travel, unguided, when dropped in level flight: https://steamcommunity.com/sharedfiles/filedetails/?id=2373287174 The script is contained within the mission, so you will need to unpack it in order to adjust the options (there aren't many). In a nutshell, you open up the mission in the editor, select your aircraft and/or bomb, then edit a small section of the init.sqf to set the range of speeds and altitudes that will be recorded when dropping bombs. The script will automatically set speeds and altitudes for the player, meaning all you have to do is select your weapon after the mission starts and keep off the controls while the script runs. Further instructions and considerations are contained within the init.sqf. For anyone interested, I already populated a spreadsheet (requires MS Excel or a PDF viewer) using bombs dropped from Firewill's F/A-18 Hornet: MIL_BombRanges (Dropbox) Edit: bombs will generally fly further when guided, these ranges were based on unguided releases. For anyone further interested, below is the code I've used to do this. There'd be plenty of ways to do this, however it evolved as I continually streamlined the results to fit nicely into Excel, and I'm not an Excel guru. So it did it's fair share of evolving...... init.sqf release.sqf
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How do I get a count of mines in a given area?
beno_83au replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Or even: waitUntil {count (allMines select {(_x distance (getMarkerPos _marker)) < 50}) >= 20}; With _marker being the name of the marker you used. -
Just add a distance check into your condition to stop it if they wander too far away: while {(_Progress < 100) && ((_unit distance _laptop) < 5)} do //_laptop being the object the need to stay near, and must be within 5m Then at the end of the process, and before any other code, just use something like: if (_Progress >= 100) then if ((random 1) < 0.25) exitWith {hint "Download failed. Try again."}; //25% chance of failure { hacked = true; You could also use BIS_fnc_holdActionAdd to make the player hold their action button down to complete the action, but it looks like they'd have to do that for over 4 minutes which probably isn't quite what you're going for.
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Are you spawning and attaching each individual part of an aircraft carrier to a helicopter? If so, why?
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@BrendoB47 Short answer, you gotta do it yourself. I did it myself for Montenegro. But afaik you can only create dynamic airports, and that brings the issue of the AI only being able to recognise one airport. I worked around it by spawning and despawning airports when needed, placing any planes needing the airports into a holding pattern until it was their turn to have an airport spawn. Don't know if there's a better way.
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Unable to start engine / blades when attachedto
beno_83au replied to h4wek's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Attaching an object to something will mean that the object you're attaching, in this case the helicopter, will basically act like a child of the object you've attached it to and inherit it's simulation. The same thing will happen if you try to attach turrets to the static ships. They will update their animations infrequently, meaning that every few seconds they appear to snap their aim to a new target. It's not a bug, it's how attachTo works. I'm not sure why the command works that way, maybe it doesn't have to? I tried attaching turrets to the Destroyer a few months ago and ran into this, but it only took a little bit of searching to find this (including possible work-around): -
setPos takes 3D locations, and a number of the examples on the wiki use z values. This line: akCACHE setPos (selectRandom [[3158.96,5770.6,3.36632],[3444.22,5934.86,6.1],[3487.09,5941.93,5.83216]]); Should work just fine, assuming you have named the object correctly (i.e. akCACHE). However, as the line is being placed in the object's init field, you can simply use this in place of the object's name, as this refers to that object. Hovering over the init field title (Init) gives you a tooltip that shows you various variables that can be used. Same goes for waypoints and triggers on their text fields. Edit: setPosATL does work in ArmA 3. just means it was introduced in ArmA 2.
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Firewill Standalone Series Release Thread
beno_83au replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Synchronized I did a bit of table for the GBU-31. If you want to run some of this through a real-world test that'd be nice. Otherwise I'll just go and compile the data for all the bombs from various speeds/altitudes over some period of time and see how it pans out. This was done on the F/A-18C ("FIR_F18C") in level flight on the VR terrain. ["Speed","Altitude","Distance"] [500,900,3504] [500,1000,3697] [500,1100,3871] [600,900,3877] [600,1000,4087] [600,1100,4265] [700,900,4240] [700,1000,4450] [700,1100,4650] [800,900,4570] [800,1000,4807] [800,1100,5004] [900,900,4913] [900,1000,5151] [900,1100,5371] [1000,900,5237] [1000,1000,5480] [1000,1100,5714] This was done by recording actual results, not through any equation. From what I searched, people gave up on trying to maths their way through this particular Arma problem a while ago. I spend much of my working life now days sympathising.