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Everything posted by cobra4v320
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How to spawn Mines on the second floor?
cobra4v320 replied to Johnson11B2P's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I put this into my init.sqf and it spawned a mine in a guard tower 2nd floor. _mine = createMine ["SLAMDirectionalMine", [8322.27,10075.1,4.27], [], 0]; -
Question: How to tellif a type of vehicle is close to a object
cobra4v320 replied to Sqeemin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_count = count (player nearObjects ["B_truck_01_box_F", 50]); if (_count > 0) then {hint "truck near"}; -
if (underWater player) then {player switchMove ""};
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Execute code when unit reloads weapon
cobra4v320 replied to AgentRev's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check this thread out, maybe it will help you out. http://forums.bistudio.com/showthread.php?156177-Finding-out-if-a-unit-vehicle-has-reloaded -
How do I get AI to sit
cobra4v320 replied to Ghostwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Keep in mind that you can change the way the unit leaves the animation. It could also look like this: [this,"SIT_LOW","FULL",{(player distance _this) < 5 or _this knowsAbout player > 1.5 or _this getDammage > 0.1}] call BIS_fnc_ambientAnimCombat; -
Is BIS_fnc_unpackStaticWeapon working? or how to get it working?
cobra4v320 replied to mikkol's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Description: Function which uses a weapon team to pack a static weapon such as the HMG or Mortar. Requires three personnel in the team as a minimum (leader, gunner, assistant). Parameter(s): _this select 0: the support team group (group) _this select 1: location to place gun (position) _this select 2: location of target (position) ---------- Post added at 01:47 ---------- Previous post was at 01:40 ---------- You need to set down an infantry support mortar team. Under the leader put mortarGrp = group this For testing using a radio trigger put this in: null = [mortarGrp, getMarkerPos "unpackMrk",getMarkerPos "targetmrk"] spawn BIS_fnc_unpackStaticWeapon I used unpackMrk as my unpack location and obviously targetMrk was the target area. Hope this helps. For packing the weapon system using BIS_fnc_packStaticWeapon: Description: Function which uses a weapon team to pack a static weapon such as the HMG or Mortar. Requires three personnel in the team as a minimum (leader, gunner, assistant). Parameter(s): _this select 0: the support team group (group) _this select 1: the weapon (option if weapon registered as "supportWeaponSetup" variable) -
How do I get AI to sit
cobra4v320 replied to Ghostwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[this,"SIT_LOW","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; this = the unit "sit low" = the animation "full" = full gear {(player distance _this) < 5} = if a player comes within 5 meters the unit playing the animation will stop the animation and go into combat. -
How do I get AI to sit
cobra4v320 replied to Ghostwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use BIS_fnc_ambientAnimCombat -
Help: Multiple Unit Spawn and moveInCargo
cobra4v320 replied to Chocolate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tested with the addon you are using, worked fine for me. if (isServer) then { _spawnVeh = [getMarkerPos "spawnMrk", 180, "SUD_KA60_RU", INDEPENDENT] call bis_fnc_spawnvehicle; _heli = _spawnVeh select 0; _group = _spawnVeh select 2; _recongrp = [getMarkerPos "spawnMrk", INDEPENDENT, (configfile >> "CfgGroups" >> "Indep" >> "SUD_RU" >> "SpecOps" >> "SUD_ReconTeam")] call BIS_fnc_spawnGroup; { _x assignAsCargo _heli; _x moveInCargo _heli; } forEach (units _recongrp); _wp1 = _group addWaypoint [getMarkerPos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; }; -
How do you force a vehicle crash into a building?
cobra4v320 replied to iconoclastdx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use unit capture/play. -
Help: Multiple Unit Spawn and moveInCargo
cobra4v320 replied to Chocolate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Code above works fine, what is the mod that you are using? -
Heli Load Wait Till All Unit Loaded Before Takeoff
cobra4v320 replied to rtek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes they need to be set to allowdamage false upon exiting, then once they are on the ground set them to allowdamage true. I had problems with the paradrop making the helicopter sometimes crash. I will look at it again later tonight and send you a PM. -
Creating a restricted area for helicopters
cobra4v320 replied to chrisyou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not use the zone restriction module? You can do custom messages and scripting. -
Heli Load Wait Till All Unit Loaded Before Takeoff
cobra4v320 replied to rtek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Or you can create a load waypoint directly over the helicopter with this as the condition: {_x in heli} count (units group player) == {alive _x} count (units group player); Then your next waypoint would be the transport unload with this as the condition: {_x in heli} count (units group player) == 0; Then to clean it all up send your helicopter off and delete it, move waypoint with on act: {deleteVehicle _x} forEach (crew heli) + [heli] -
Heli Load Wait Till All Unit Loaded Before Takeoff
cobra4v320 replied to rtek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably shouldnt have started a new thread for this and just asked your question in the other one you started. To answer your question you can just use a hold waypoint with a trigger. The trigger needs to be a switch and the condition would be checking to see if all of your group is in the helicopter. -
=ATM= Airdrop [A3] - Beta
cobra4v320 replied to pokertour's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems like some of this was copied out of my HALO script to include sounds... -
Help: Multiple Unit Spawn and moveInCargo
cobra4v320 replied to Chocolate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This spawns an Orca and a recon team, the helicopter then moves to a marker named wp1. if (isServer) then { _spawnVeh = [getMarkerPos "spawnMrk", 180, "O_Heli_Light_02_F", EAST] call bis_fnc_spawnvehicle; _heli = _spawnVeh select 0; _crew = _spawnVeh select 1; _group = _spawnVeh select 2; _grp1 = [getMarkerPos "spawnMrk", EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OI_reconPatrol")] call BIS_fnc_spawnGroup; { _x assignAsCargo _heli; _x moveInCargo _heli; } forEach (units _grp1); _wp1 = _group addWaypoint [getMarkerPos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; }; -
Waypoint scripting: Pilot should get from 1st floor to rooftop into chopper
cobra4v320 replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try that with the helicopter on a rooftop and see how it works out. The AI are going to be glitching through the walls and floor. -
Waypoint scripting: Pilot should get from 1st floor to rooftop into chopper
cobra4v320 replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Give your a pilot a group. Under the pilot init put grpP = group this _wp1 = grpP addWaypoint [position orca1, 0]; _wp1 setWaypointType "GETIN"; _wp1 setWaypointSpeed "FULL"; _wp2 = grpP addwaypoint [getMarkerPos "Fluchtmarker2",0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FULL"; -
Here is a quick example for you: http://www.mediafire.com/download/iave9kmrm634a69/Unit+Play+Example.zip Hit radio bravo to play it.
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Helicopter Insertion 'Transport Unload' Not Unloading
cobra4v320 replied to global688's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I wouldnt put that into a scripted waypoint, plus I dont think it would work. Im not up to speed with all these new scripting commands yet that have come out in the last 2 or 3 months. I do have an exctraction/insertion script in my signature that you might find useful. -
Helicopter Insertion 'Transport Unload' Not Unloading
cobra4v320 replied to global688's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check the distance from your helicopter to the LZ. if (heli distance LZmark =< 150) then { {this animateDoor [_x, 1]} forEach ["door_L","door_R"]; }; -
AI HALO Jump Example Mission
cobra4v320 replied to cobra4v320's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry all I disappeared for a while. I will have to go through all these posts later to catch up. Here is an updated version: * Helmet was switched out for the newer version with mask. * You will now land on your feet. The paradrop function still needs some more work. I will update the first post when I have a chance. Link to mediafire: http://www.mediafire.com/download/19bxekipfo4wjm3/HALO.zip Special thanks to Goblin for keeping the thread going. ---------- Post added at 02:55 ---------- Previous post was at 02:37 ---------- The paradrop function in the file will already do this for you. ---------- Post added at 03:05 ---------- Previous post was at 02:55 ---------- Some ideas I was throwing around. 1. Using the survival suit for over water HALO insertions. Navy Seals? 2. At a certain altitude over water the parachute is cut. -
The Jackal Sabotage Overview: You have been tasked to disrupt enemy forces in the region by destroying some of their armored vehicles and equipment. Enemy forces have a communications tower located on Kamino base, destroying it will prevent them from contacting QRF located at Stratis Airbase. This is a stealth/lone wolf style mission. It is not for everyone. The mission is not a run and gun mission where you shoot the bad guys, it is all stealth, get in set the charges, get a safe distance away and watch the fireworks, then RTB. Task One: Reach the shore safely while avoiding patrols. Task Two: Destroy all of the armored vehicles in Kamino Base. Task Three (Optional): Destroy the communications tower, this will interrupt enemy communications for a short time while you make your escape. Task Four (Optional): Destroy any ammo and weapons that you find on Kamino Base. Features: Custom Kamino base composition, removed most of the old buildings and added barracks, military wrecks, and other fortifications. QRF countdown clock if you are detected and the communications tower has not been destroyed. Custom weapons menu dialog - since description.ext weapons does not work. Known Issues: The Tao Modular Realism Mod will remove the suppressor on the vermin. Change Log: Version 2.6.0: ID numbers were updated on the map so I had to make some changes to the compositions. Changed: You can now pick what weapons you want from the mission briefing. A very limited number. Changed: The pistol was changed to the 4-five. Changed: Intro soundtrack Changed: Back to the default dive suit and rebreather. People were naked due to BI uniform name change. Fixed: The flares were not firing, error in description.ext functions. Fixed: The flares were firing far out, made them fire closer into the compound. Version 2.5.0: Since the latest game update all of the map IDs were changed. Mission tested and I could not find any errors. Changed: removed the dialog for weapon and optic selection. Changed: the loadout and weapons Added: some of the old scripts are now functions. Version 2.4.0: Changed: Moved the flag to a more suitable location also re-added some of the old map objects I deleted before since vehicle path finding has been improved. Added: Added a boat sound to the boat during the "skip the swim" option. Fixed: File size is now 3MB instead of 6MB. Changed: Its now a full moon and clear skies making the mission a little brighter. You no longer need to use NVGs. Changed: Made some changes to the FSM. Fixed: The tower task no longer uses a trigger for completion, its now run by the FSM. Added: Markers now cover the minefield to the north. Changed: Moved the QRF from Rogain to the destroyed village to the north. Fixed: The Insertion/Extraction Marker will say insertion point during mission brief/start, once you hit the shore it switches to extraction point. Version 2.3.0: Added: A slider to the SMG Weapons Menu so you can select whatever optics you want. Added: A preview picture of the weapon to the menu. Added: Custom sounds to the SMG Weapons Menu Version 2.2.0: Fixed: After revert/load the lights would remain on rather than off. The setHit command will not work after revert/load, switched to setDamage 0.95 instead. Changed: Mission tasks are all started at mission start so the player doesn't get 7 task hints any more when reaching the shore. Changed: Changed Intro music and added music fade if skip the swim option is used. Version 2.1.0: Added: Now when the alarm is triggered the lights around the base come on. Changed: Changed some of the wrecks to military vehicles. Version 2.0: Fixed: The assault rucksack wasn't large enough to properly carry 6 democharges, switched to the field rucksack everything fits now. Added: A custom weapons menu dialog to choose between the PDW, Vermin, and Sting. Fixed: The overview text was not showing up under scenarios. Changed: The two recon team members are now assault divers to better fit the scenario. Fixed: The extraction marker now moves to wherever the assault boat is located. Changed: More minor tweeks to the mission tasks and briefing. Version 1.2.0: Added: Static .50 cal gunners in guard towers. Added: More objects and fortifications in compositions. Changed: Markers and renamed most of them. Changed: Small tweeks to the mission brief. Changed: Mission Tasks and the FSM have been tweeked. Added: Music to ending if you kill your teammates. Added: One additional SMG magazine for 10 total. Changed: Title and description in description.ext Changed: Overview and Intro picture. Added: An option to skip the swim, if you do not want to swim from Pythos to Kamino Base you can now go to the boat and use the addaction. Changed: Removed depth and bearing gauge. Version 1.1.0: Added: Simple bearing and depth gauge in the bottom of the screen Fixed: Fog not as thick, you can now see when you swim. Fixed: Removed the burning trash near the tower, the light is too bright on the other side of the wall. Version 1.0: Initial Release Download: Armaholic Steam Workshop Mediafire
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I stopped editing in DEV Branch, too many problems.