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Everything posted by beno_83au
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Local Variable in Global Space
beno_83au replied to anaximandross's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it'd only wrap it AFTER either hitting "OK" on the trigger or saving the mission (or some other event, been a little while). Either way, code works, but doesn't like going into a trigger. So maybe it is a scripted trigger like you mentioned (which means we need the trigger code.....) -
Make group of AI reveal to group of players
beno_83au replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, in that case let's start with: _players = players; You've declared players as a group (in the leaders init) - https://community.bistudio.com/wiki/group. So _players is a group. Keep that in mind. toWhom is the first parameter, which here is _x. The group of a1, a2, etc, is considered, and in this case you are just revealing the player to the group of a1, then a2, then a3 and so on, because of how you've written it. But even in your original example you've just using a group (_players) instead of an object, so it was failing at that point. So........ toWhom reveal target toWhom: Object or Group which receives revealing information target: Object which is revealed You need to write it so that an object or group has an object revealed to them: { _aiGroup reveal _x; } forEach (units _playerGroup); With _aiGroup and _playerGroup defined correctly, that will reveal each unit in the player's group to the AI group. -
Make group of AI reveal to group of players
beno_83au replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wait, which one is it? Do you want to reveal the players to the AI? -
Make group of AI reveal to group of players
beno_83au replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perhaps you need to read sarogahtyp's reply a little more closely: Looking at the command reveal would explain his reply in detail. -
If it's account theft then wouldn't it affect your entire catalogue of games?
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I'm thinking maybe a visible button in a corner, where it might not be in the way?
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setcurrentwaypoint Error with SetCurrent Waypoint.
beno_83au replied to Crotchety_Old_Buzzard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, that'll work fine. But the initial problem was your use of _wpHeli1. When you create the waypoint it generates an array of the group and waypoint index. So _wpHeli1 is actually [_group,_index], not just the group. Food for thought at this point really. -
Problem with a While loop
beno_83au replied to jhonenglish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe start with the trigger: https://community.bistudio.com/wiki/setTriggerStatements. But your StopFollowing variable has no purpose in the above script. StopFollowing is immediately declared as 1 straight after the trigger is created. But the trigger statement is written wrong (== not =). But the script is a bit confusing, so I'm not sure if that's actually meant to be your condition. You could just cut the trigger away altogether and use a distance2D check in the loop: while {(_unit distance2D _position) > 10} do { //code }; Where _unit is the unit that the camera is following, and _position is where it's going to. So you could adjust that condition to end at a different time. Depends on what you're actually trying to do though. -
setcurrentwaypoint Error with SetCurrent Waypoint.
beno_83au replied to Crotchety_Old_Buzzard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, https://community.bistudio.com/wiki/addWaypoint returns an array. So _wpHeli1 is an array, and that's what you're using with setCurrentWaypoint. But also, no units are actually assigned to your group. You create the group, then create the vehicle crew, but you never add the crew/units to the group. https://community.bistudio.com/wiki/createVehicleCrew returns it's own group anyway, which means you don't need to create a group at the start: _vehLiftHeli = createVehicle ["O_Heli_Transport_04_F", getMarkerPos "wpHeli_1", [], 0, "FLY"]; _grpLiftHeli = createVehicleCrew _vehLiftHeli; _vehLiftHeli setDir 240; _grpLiftHeli addVehicle _vehLiftHeli; -
Sounds alright. Leaves room to scale the size/length of the game too.
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Spawn object adding 'init' code
beno_83au replied to GODSPEEDSNAKE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're already referencing the spawned object, just add the action to it, or add inventories, or whatever else you need to do with it. Example: _spwnveh addAction [//code]; You'll only need remoteExec if you're trying to script for multiplayer. But as Harzach said, setVehicleInit and it's related commands were disabled (as the linked wiki description states). -
Need help modding A-164 30mm cannon impact sounds
beno_83au replied to DollarStore Workout's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
At a guess, that's probably a config entry for the ammunition, not the aircraft.- 2 replies
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- modding help
- gau8
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(and 2 more)
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How to change a vehicles skin
beno_83au replied to ONI Sect 3's topic in ARMA 3 - QUESTIONS & ANSWERS
https://community.bistudio.com/wiki/setObjectTexture will allow you to change an objects texture, and https://community.bistudio.com/wiki/getObjectTextures get you the textures available to that object. -
Rant about modding, life, ethics and open source code and Unit Voiceovers.
beno_83au replied to goko--'s topic in ARMA 3 - GENERAL
That's definitely what it sounded like 👍 -
Doesn't work like that.
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Is there a way to load Creator DLC Maps without loading the DLC itself?
beno_83au replied to mr_centipede's topic in ARMA 3 - QUESTIONS & ANSWERS
I think they all have compatibility versions on the workshop. -
I´m back in game, but I need some help
beno_83au replied to Lucas Moran's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Did you get A2 from Steam? -
Arma 3 - Project Life Charging Monies to Play!?!?
beno_83au replied to GODSPEEDSNAKE's topic in ARMA 3 - GENERAL
@LazyLukeGaming This has, unfortunately, been one of the biggest issues with Life servers. Ripping content and asking for payment has not only left a sour taste in many mouths around here, but also forced some community contributors to cease contributing. It sucks, but the best thing you can do would be to report the servers to BI or report any ripped content on the Steam Workshop to Steam (and perhaps the original creator). Also, yes. Necroing a post is frowned upon, but this is at least not as bad as asking a dead thread for updates. -
Why the AI Command Menu alway Open When control Vehicle
beno_83au replied to UDpro's topic in ARMA 3 - TROUBLESHOOTING
Well, at a guess I'd say you need to check your key bindings to make sure nothing is duplicated. That's all I can think of really, as the command menu doesn't randomly show up like that (unless there's some broken mod that's doing it). If it is a mod, you need to test them each to see which one is causing it. It could end up taking a while, so maybe start with the most likely mods to be causing it. -
Why the AI Command Menu alway Open When control Vehicle
beno_83au replied to UDpro's topic in ARMA 3 - TROUBLESHOOTING
Are you using mods? And maybe post a screen of the "command action combat box", I'm not even sure what that is but it doesn't sound like the vanilla action menu. The action menu doesn't prevent you from controlling a vehicle anyway. -
Cannot make AI pilot takeoff in prop plane
beno_83au replied to olegreyghost's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It sounds like the dirt strip might not actually be configured as a runway. If that's the case, you can configure your own runway and include it as a mod, but it's not a simple thing to do. -
Convoy at a certain time and speed
beno_83au replied to CPT_ALPHA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, kind of in line with what Sarogahtyp has linked, except that in your case it may be fine to use limitSpeed even if they do ignore the limit once they are in contact, as you'd expect from any counter-ambush drill. But then, if they aren't going to be in contact then limitSpeed would be fine. In Sarogahtyp's example the vehicle is being prevented from going over the limit even if they are in contact, which is a pretty handy thing if that's what your aim is, and that example works well. It all kind of depends on what you are doing with the convoy. Like, are they just going from A to B to look cool? Or are they going to get ambushed? If they're getting ambushed, are they stopping to fight, or continuing through? That sort of info helps a lot, and it sounds like you're ambushing the convoy, but it's good practice to be specific about it. But you can definitely set a vehicle's speed in km/h (forceSpeed actually uses metres/second, so is an easy conversion). -
zeu_tkLog (Team kill log - Server side addon)
beno_83au replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you tried it?- 5 replies
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- serverside
- teamkill
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Perhaps with support groups like mortars, and maybe AT teams, it could show the amount of ammo or fire missions still available if it doesn't start to get too cluttered.