barbolani
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Everything posted by barbolani
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Simulation manager Vs EOS type AI spawning script
barbolani replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
IMHO it is useless. Units spawn and despawn in EOS according to presence/distance. If you make them spawn with no sim enabled, you spawn idiots which won't react to fire, or a chopper passing by.... -
Despite KotH is a very well done mission, it is FAR away from Antistasi in this matters. I will need much more time and tests to do the adapt. Plus there may appear other features on which Tanoa could suit well (Island group game play, sea dominance importance, fast travel inside island / outside islands) and need develop. Those "blockbusters" won't ever need to worry about.
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Hiya! I am kbTell ignorant, and COMREF says nothing about locality of those commands. But assuming they are local (to check it you can try to build a dedi from the launcher, run the mission and see what happens). Assuming you are doing your first steps on this kind of issues: All the setups have to be done on all the machines, like kbAddTopic etc.. Assuming you are not adding topics dynamically, that will be enough. If you are using kb eventhandlers, then the tell execution have to be done with remoteExec command. Using you example and assuming you want everybody to hear the conversation: Player_Unit kbTell [?????, "conv", "Conversation_01"]; [Player_unit,[?????, "conv", "Conversation_01"]] remoteExec ["kbTell"]; Or you want only certain player hear the conversation: [Player_unit,[?????, "conv", "Conversation_01"]] remoteExec ["kbTell",Player_unit]; If you are NOT using those EH, then you will use a function with waitUntil {_unit kbWasSaid..} like the one I see in BIS forums. Then you have to call it in a similar way: [Player_unit,otherGuySpeaking] remoteExec ["conversationOne"]
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@tui007: Yes, I didn't count on that, RHS unlocked weapons are there, and FIA soldiers try to equip them. As there is no real weapon, game drops an error and soldiers spawn weaponless. @hellfire21: A combination of random + intended sometimes (snipers allways) spawn with Lynkx if you have it unlocked + weapon categorisation. Standard grunto only spawns with rifles, not MGs etc (if I remember well, there is a thousand features implemented and my brain is limited). @maximum dk: You are free to modify the game if you know a bit of scripting, there is a scripting thread in Steam forum. A better init menu is in a to-do list
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No, there is no way. But maybe it works anyway. Probably only the arsenal is affected and does not show any injury, you can try.
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No, that does not happen to me. There is a bug report section in steam forums on which you can see the info I need to study the case and work on it.
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Yes but I am not meaning seeing the actual vehicles. I was wondering if the classnames and some kind of vehicle specs will be published, and when. Same with soldiers or cfg_groups. For example: the OPFOR tank will be "O_Tank_Tanoa_F" or whatever. In this way I can be more prepared to launch the mission on time.
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Type of soldiers are more or less the same than AAF, so the difference is not in the bases, but in the surroundings instead.
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Currently is being tested by the community, as it has the HC support and I don't have one. As soon as I gather all the repoorts and everything is ok, I will publish
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If you can predict a 100% times the result of a 50% random pick, then I will pay you 100 K € and we go together to hack some online casino...
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EventHandler issues following save game function units will not take Damage.
barbolani replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
playableUnits is enough is his case, as he wants to add it also for playable AI not selected by any player. -
EventHandler issues following save game function units will not take Damage.
barbolani replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, as I said, that wasn't the code you are using. Now I understand. You want to use a combination of DAPMAN and another EH added to avoid death. f2k sel is the solution to assign the EH to any playable. Now: why not modify DAPMAN instead? -
Hi! @vengeance: Better: don't use the garage on boats. Just place your HQ flag near the sea and park the boat there. @hellfire21: In order of appereance: - Probably ACE issue, I don't have scripted anything special regarding those topics. - Missions are random from a pool of possible missions. Maybe you have been unlucky. Maybe your base position + zones ownership makes Assasination missions the only possible ones. If no base near, then is a kill the Traitor. - They join FIA. After some time, if they are still alive, you will have +1 HR bonus. - You can collect them with a truck. - You could have rested. - Resting needs no enemy closer than 500 mts from any player controlable unit (HC squads etc..) which is IMHO not very restrictive. I wanted to avoid resting while some units could be under fire. - Same for recruiting/buying. 500 mts from the flag. An AI sniper can shot you from that distance. Bank robberies have negative impact on prestige when succeeded. The rest of the missions have negative impact when failed or just ignored.
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EventHandler issues following save game function units will not take Damage.
barbolani replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its not only the syntax rules of Arma says IT DOES NOT WORK. Also my .rpt says IT DOES NOT WORK 20:25:20 Error in expression <.9) then {_dam = 0.8}; _dam }]; forEach playableUnits> 20:25:20 Error position: <playableUnits> 20:25:20 Error Falta ; 20:25:20 Error in expression <.9) then {_dam = 0.8}; _dam }]; forEach playableUnits> 20:25:20 Error position: <playableUnits> 20:25:20 Error Falta ; -
Need help. Mission broken cant find issue in RPT
barbolani replied to linuxmaster9's topic in ARMA 3 - MISSION EDITING & SCRIPTING
not really storeConfigs.sqf is a"data base" debugging it is as easy as breathe: check if the variables are known, right, etc.. Have you done it? -
EventHandler issues following save game function units will not take Damage.
barbolani replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I really doubt that code works by any means. -
EventHandler issues following save game function units will not take Damage.
barbolani replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"player addEventHandler"... works only for players. So you are trying to build a revive, and you say it does work, except when you save & exit in MP. But you only post a EH line, which is for sure a small part of the revive. First: post your revive. Revives are not an easy task, that's why ppl use BTC, Farooq etc.. because building your own is a bit difficult. This said, it will be probably easier for you to use them and adapt whatever to them. Second: you want to apply the EH to certain units, not only players. Then allUnits is your array, the only thing you have to do is a check to do exceptions to units you want not to add the EH. Third: EH addition does not require the units to be local, so you have to do it from the server. If not, and done by script, you probably add the EH n times being n the number of players connected. Fourth: EH effects are local, so check the commands you use have global effect (animations etc..). Hope it helps. -
EventHandler issues following save game function units will not take Damage.
barbolani replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So you need to script things upon player respawn. Isnt it? Assuming you know how to build a básica playera respawn BASE type Ive never used TVE respawn EH. Insted, I use onPlayerRespawn.sqf which execs automatically and is easy yo use. Google it forma deeper knowledge -
Need help. Mission broken cant find issue in RPT
barbolani replied to linuxmaster9's topic in ARMA 3 - MISSION EDITING & SCRIPTING
+ it's harder to know what's your problem if you just say "the store system does not work"... maybe you could spend 5 minutes describing well your problem and ppl will not have to spend 30 minutes guessing it.. -
You cannot make variables public for every pc if the variable is local even for the script is in. So, the variable should be weaponpercent instead of _weaponpercent And then, after the assign, all you have to do is: publicVariable "weaponpercent"; Now all the PCs will have the same values. Execute this only on the server, if not, each PC will execute the code, with different results for _p, with different values for weaponpercent, running across the network, all very messy, ok?
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Im spanish and I don't understand well what you mean with "arrays basing on some percents" But I can say: arrayVariable = ["hello","bye"]; publicVariable "arrayVariable"; everybody will have ["hello","bye"]
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Hi, I'm asking this by curiosity about ropes, as you sure researched much more than me. In order to see a more dynamic, visual attractive fastrope system. Is it posible to just attach the ropes to a soldier, and then change gradually the rope lenght until the soldier reaches the floor? Why?, because maybe we will see some balancing movement in this way, and not a straight dawnward, hope you know what I mean... I know this could be done playing a bit with setvelocity, but maybe the engine can do it for you...
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We are very fast :) Ok, I asume you are puting this code in init.sqf Init.sqf is a script which the engine executes automatically, thus you cannot pass arguments to it. Arguments passed to any script is that _this variable So, assuming you have somewhere a marker, and has a name (let's say "myMarker") just changing _this selec 0 by "myMarker" will make the code pass that error.
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That means you haven't passed arguments to your script, so _this contains nothing. Seems the script you posted and the script giving error are not the same, isn't it?
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In your case it will say something like: error in getMarkerPos Mark1 expected string So you will guess you forgot to put your marker name in "string"