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beno_83au

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Everything posted by beno_83au

  1. Because the planes are taxiing they wont hold 100% throttle (I think that's it basically, it's what appears to be happening). At a guess you're on the PMC terrains? Either way, you could brute force it with an eachFrame event handler (setting velocity and direction constantly). But for proper runway operation that's not going to be enough. I needed AI to use the runways on one of the PMC maps, and also wanted some ILS functionality for players, so I worked out how to add modded in runway objects that add each runway as a class: https://community.bistudio.com/wiki/Arma_3:_Dynamic_Airport_Configuration I did it for the 4 airfields on Montenegro, including taxiways. It wasn't the easiest thing I've had to figure out.
  2. I don't think he means limiting weapon releases unless a target is in range or anything like that. I think he's just looking for a way to calculate how far a bomb will travel if released at a certain height and speed, which I would also like to know. Maybe dropping ordnance from different heights/speeds and recording the distances flown into a spreadsheet wouldn't be too ambitious of a task, in lieu of doing any form of maths haha. Good video though. Explains the use of the I-TGT nicely.
  3. Agreeing with what Pierre said. But also, why not just add the unit to an array as you spawn it: _objectArray = []; for "_i" from 1 to 2 do { _object = createVehicle ... //the rest of your code _objectArray pushBack _object; }; { _x enableSimulation false; } forEach _objectArray; OR, just disable the simulation when it spawns (probably much better if there's a lot to spawn): for "_i" from 1 to 2 do { _object = createVehicle ... //the rest of your code _object enableSimulation false; }; With the second method you can still add them to an array to manipulate them later, incase you want to re-enable their simulation. Just use pushBack or append (I'm not sure which is faster) as in the first example. And remember, enableSimulation takes an object, not a string, so trying to do "objectName" enableSimulation false is never going to work.
  4. https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands There if you didn't already know about it, but they're all conveniently grouped here: https://community.bistudio.com/wiki/Category:Command_Group:_Eden_Editor As for getting on everything when you leave the game, that depends on how powerful the 3den command are. I'm not overly familiar with them though, but assuming they can do whatever you need you'd just need to start figuring what info you need to capture (object types, positions, etc) and, i guess, feel your way from there. Then, I guess one way to do it, would be to save the data to your profileNamespace. Could end up being a bit of a learning curve if this is your first foray into arma scripting though, so I'd advise starting small and simple first. Edit: Honestly, if something like this doesn't already exist it'd be interesting to have a go at. But I'm not even working on my current project (kids and school holidays are THE WORST).
  5. Well, I've only ever touched on some of the 3eden commands but commands do exist to at least do a simplified version of this. However, I've never seen anything do this. Would be an interesting idea.
  6. @Christopher Ware https://community.bistudio.com/wiki/Magic_Variables This has details about _x and this, plus a few others, so have a look there. But in an object's init, this refers to the object.
  7. Guessing it's due to scheduled v un-scheduled environments, and that _x reference. Worth looking into them ( scheduled/un-scheduled) if you want to understand it, but basically you cant pause a script unless it is spawned or execVM'ed, whereas code written into an object's init is called and so cannot be paused. So, spawn your code: nul = [this] spawn { params ["_object"]; while { triggerActivated mt_1 } do { sleep 2; _object animate ["terc", 0]; sleep 2; _object animate ["terc", 1]; }; }; But, that then all depends on what _x is too. So I'm assuming here that this is the only code you've got in the init?
  8. While much of what can be done through the description.ext can instead be done through the editor, any description.ext settings will takes priority over editor settings and more can be done with it (e.g. declaring a large number of things). So while the editor is great for mission settings for something quick and easy or just for people not comfortable with scripting or editing the description.ext, at some point you'll want to move to it to open up more options for missions.
  9. beno_83au

    Bug

    Just sounds like your inventory is being overwritten by a script/mod at the start of the mission.
  10. Maybe replace the waitUntil with: while {!(isNull _bullet)} do { _positions set [count _positions, position _bullet]; firedBullets set [_index, _positions]; };
  11. Is "Flashdrive" the classname of the item or is that what you named it?
  12. beno_83au

    VET_Unflipping

    Well, yes, but this seems to take it realistically, with vehicle mass and people/time/recovery vehicles required. This is a pretty cool take on it.
  13. I assume the time it takes is written into a config somewhere, so you could write a mod to work around it if that is true. But, you could just use addAction to add a refuel action to the player, then just run a check in the condition to look for an ammo truck within a certain radius.
  14. You would probably need to contact the server owner/admin about that, as it is an admin kick.
  15. beno_83au

    Eden Editor Advanced

    Well, there's 3den Enhanced that makes doing the basic things a bit easier. But there's over 2300 script commands, plus the vanilla functions. So that'd be a hell of a lot of modules to cover all those possibilities.
  16. I haven't had it flicker in any map unless I've left the blinds open on the window behind me, and the light interferes with it. Maybe that's the problem.
  17. beno_83au

    no Sound only in Arma 3

    Why do you use Mumble?
  18. beno_83au

    Opposition Mods Blacklist?

    At a huge guess, sounds like maybe they're running a custom mod that may also include IDs/profileNames of banned players so that they can run script/s to prevent them using their mod? I even downloaded it to have a look, but I think thier pbo's are protected (they're all even called STOP_n.pbo) and that's where my knowledge of modding ends.
  19. I think that box takes the directory itself, not a string? So try it without the " ". Hopefully I'm not just talking out of my arse.....
  20. https://community.bistudio.com/wiki/BIS_fnc_setOvercast The function needs a number, so look at the example there and see how it's done. Also, https://community.bistudio.com/wiki/selectRandom instead of the function is the way to go. It'll look something like: [selectRandom [0,0.5,1]] call BIS_fnc_setOvercast;
  21. beno_83au

    Old Man - CoOp Mission?

    No. As was quoted by EO, those Old Man functions were made for single player, so for someone to make a coop version of Old Man they'd be looking at a complete remake of it. More stock coop campaigns would be nice though, but I doubt it's coming from Old Man.
  22. I grabbed a video of it happening and did a little investigative work (don't get your hopes up, I was only using 3den) just to see where it was coming from. I also spawned/removed the carrier a number of times to see how consistent it was because I noticed that it didn't happen as much when the camera was near the object (video below). But when spawning it a number of times, as I have done at the start of the video, it only failed to drop once. And when inside the island and close to the object, it would sometimes drop only a little, sometimes not at all. https://youtu.be/HQT-Nk33pRk As for a solution...... I don't do models, but would a solid platform under it keep it in place? I assume it's needed too, if it's meant to be acting as a radar for the Nimitz's weaponry.
  23. Well, that is what it says, but highlighting that text doesn't really help. Are you trying this in single player? Is your respawn set to group? Is your respawn set to side?
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