barbolani
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Everything posted by barbolani
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[SP Campaign] Persian Tale - Iranian combined arms by bardosy
barbolani replied to bardosy's topic in ARMA 3 - USER MISSIONS
And the truck beside the drone does not move the container, with and without the quad inside it. Aaaaargh! -
Best AI Mortar Script?
barbolani replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Larrow and everybody, just a question. ALL the AI Arty scripts I have seen, pick up targets in more or less the same method (random target from a count of total targets). What they lack want is a clever use of the Arty, I mean, do not pick as target an isolated unit with no more targets in a 100 mts distance, and fire againste this lone soldier a whole battery charge. Just the same use you would do: pick as targets the ones that have a whole bunch of units in his area. If not, do not waste ammo. I'm guessing maybe placing a trigger on each target and make a cound could work, but that is over my scripting skills... -
Problem with addWaypoint + entering a vehicle.
barbolani replied to Icaruk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why do you want a chopper fly for a 500 mts trip???? And if the player is in cargo, maybe changing the waypointtype to getout won't make it dissapear, as it won't be completed until you getout. -
Guerilla Units and Groups in Editor for East and Independents
barbolani replied to Axek/Axyl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You mean FIA units in the east side by default? -
Controlling AI while creating intro.
barbolani replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Waypointing units to get in transports makes their path a bit unpredictable. Sometimes they will decide to go straight, sometimes not. Unitplay may be the best solution. Another is to directly use animations, like place the unit in the exact spot, use the animation of walking, the anim of entering the vehicle etc.. -
Stratis Invasion and scripts
barbolani replied to shifty_ginosaji's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Foxy is true, if AC-1 and so on are groups, if they are units, should work. Anyway I am not sure if you can use - in group names. -
WOW Attorney, next gen scripting
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A Question about Lazy Evaluation
barbolani replied to lordprimate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Understood. Thanks a lot people! -
A Question about Lazy Evaluation
barbolani replied to lordprimate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello,sorry for the dumb question, but I'm having some trouble with conditionals in my scripts and maybe here is the key. Why you use brackets {} inside some conditions and parenthesis () in other's?? I mean, if do this, I would type: waitUntil { ( (someCondition) && ( someCondition2 && ( someCondition3 ) ) ) }; instead of waitUntil { ( (someCondition) && { someCondition2 && { someCondition3 } } ) }; Can you explain? In the comref, the while or waituntil commands doesen't say anything. Thanks in advance. -
Hi, I wanna check this out a use it for a misión I am working on. But there's a particular issue. The misión is FIA vs NATO. So, I am using the old way (create a FIA squad with an OPFOR leader, 0% of presence) I was wondering how to use your fill / patrol house script with this kind of groups. I checked the units array and creation procedures and are completely associated to side. So I have to use your script with editor placed units.... I am not sure this can be done with your script.
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Play sound while in vehicle?
barbolani replied to laverniusregalis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OMG Thanks, I've been searching for this a long time -
setWaypointHousePosition in scripted waypoints
barbolani posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I have an issue while trying to create waypoints via script. For the position I place a simple gamelogic, in some building position, at certain height (roof), and when I create the waypoint via script, the position is related to the GL. Well, ingame the waypoint appears on the floor. I tried to use setWaypointHousePosition but seems to ignore this. I'm sure I am missing something. Help? Thanks in advance. -
setWaypointHousePosition in scripted waypoints
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! I'll give a try! -
Defining the playable area
barbolani replied to bvrettski's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dont know why, lets do it much simpler. Game logic : name mydistance One trigger: Repeatedly. Condition: player distance mydistance > 500. On Act: hint "You are trying to troll the game?" Other trigger: Once. Condition: player distance mydistance > 510. On Act: hint "Die then"; player setdamage 1; This Works. Of course you may change the on act to whatever you want, script, player setpos etc... -
Hiya! Yes, I need an ambient of a city revolving sound. Yes, I am another idiot making a "Black Hawk Down" kinda mission. I've got the civvies around, I've got the militia spawning, I miss the noise.... Help please?
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Defining the playable area
barbolani replied to bvrettski's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In my opinión, playable areas are commonly usless. Ok, the fine solution is the ona you are saying, or other that are around the scene. But being practical, players tend to play where the play exists. If the mission is "take that point" and the player decides to go to the opposite... is up to him to wander like an idiot around a digital island with no action at all. Nobody makes it. I am not meaning nothing against inmersión. But, anyway to make it the simplest way is: - Place a game logic in the center of the scene, name it "mycenter" - On player's init field Call a script with this: waituntil {sleep 2; player distance mycenter > desired distance in meters}; hint "go back to action, you stupid scumbag!"; here put code for effects, whatever you like -
An additional trick: after joining, deleteVehicle badguy, so you will be able to put waypoints to the Indie group as normal, instead of placing them to badguy, which is a usless unit. Additionally, tkae in count the original group name won't be on use since the joining, so anything you want to command on that group after joining badguy, must be referred to the group of badguy
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Then, it is not working. Two checks: - The indies and / or BLUFORS are not setcaptive, right? - You havent messed with setFriend, right? I never did this joining (allways done in the editor from the begining of the mission) so maybe the 0% presence does not work after the engine is on. Let's try in a different way: Instead of 0% put "badguy" at 100%, in a far away and safe part of the map, on init field put: this hideObject true; removeAllWeapons this; this setCaptive true And do the joining process. Now, if it doesent work, something is wrong in your mission. Send it and I'll check it.
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maturin is right. Place an OPFOR man, anywhere on the map. name it, let's say "badguy" probability of presence 0% Name the independent group, on leader init field put, let's say "indies = group this" In the trigger / waypoint you want them to be enemy, put: {[_x] joinSilent badguy} forEach units indies Then, they are opforside. If you want them to go back to the light, you can make the same process but instead of joining an OPFOR, joining a BLUFOR
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Hello, From a great ignorance. In 2035, with everybody having NV Googles and that kind of stuff. What's the military practical use of a chemlight? Can you give me any example? Thanks in advance.
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exactly
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Thanks people. I see those are extremely useful in real combat. But by your comments, for designing missions in Arma is just ambience, not very practical. Isn't it?
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It Works, at least in the missions I create. Maybe it is a feature that can be disabled via editor.
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You mean the ingame supply drop module? If yes, you have a field where you can place any code as if it was ammocrate cargo init field. So, what MulleDK19 says is ok, except one thing. AFAIK in this case you must use "_this" instead of "this" In YouTube you may find other tweaks, like popping smoke in the crate position.
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Helis land on rooftops (Missing Mando-Heliroute)
barbolani replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you very much!