Jump to content

kylania

Member
  • Content Count

    9181
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by kylania

  1. kylania

    Guided Missile

    Simple enough. Each time you use it increase a variable by 1, then when you hit 3 set the flag to false.
  2. kylania

    Guided Missile

    In my Arma 3 version I added an availability delay, defaults to 3 seconds after it's hit, so one at a time. Change that number to make things take longer. Or just play around with setting ky_missileAvailable variable to false to stop it from being available. ["_missileDelay", 3], // delay between hit and missile being available again this setVariable ["ky_missileAvailable", true];
  3. https://forums.bistudio.com/topic/191678-vehicle-in-vehicle-transport-feedback/page-3#entry3048273
  4. kylania

    Guided Missile

    Be real careful in using this in multiplayer (if it works at all, was untested). If you whip your laser target around like a madman the missile will follow it unerringly. As in 180 degree turns. During testing in SP I sneezed and bumped my mouse and died since the rocket went from almost hitting my target 600m away to landing at my feet in an instant. Can't find the original source of this code, but it was part of some BIS function from Arma 2 I think which called in rocket strikes so wasn't really supposed to be player controlled.
  5. Gotta capture the output: dunUnloadedJustMahTruck = objNull setvehicleCargo offroad; dunUnloadedAllMahTrucks = blackfish setvehicleCargo objNull;
  6. Examples added to the wiki page.
  7. kylania

    Eden - Author problems?

    The version downloaded from Steam thinks it's a mod and is installed as a mod so it's never in the editor. I had to extract the mission.sqm from the mod folder, make my own editor folder for it, then import and convert from the old format to the new format for missions. Never got an author error in the editor but I didn't try exiting first, I fixed all the problems first.
  8. Sounds like a feature and not a bug to me! :)
  9. kylania

    Issues with Vehicles on dedicated server

    Remember KISS. Instead of having all these interconnected triggers and actions and hoping AI does what you want just start your mission in the air. People will quickly get sick of the whole "Ok, we're playing this again, gotta run and load up, and wait to try to board again since someone took my seat, ok now we're in lets wait for the helo to start up, oh god why is that AI turning this way now?" and so on... You might try reinstalling all your mods as well. This sounds a little bit like this issue where some guy had problems with his mods and objects were spawning in the air on a server. If those were vehicles they would start with engines on and fly off. But I'd strongly suggest sacrificing some "gee whiz" for playability any day.
  10. kylania

    Eden - Author problems?

    That appears to be a mission that's been uploaded to Steam as if it were a mod, which it isn't. I've converted it back into a mission, added in the Author details, packaged in the overview information and removed the CUP dependency that wasn't listed anywhere. All CUP was doing was providing a few bag fences and two medical tents. No sense having to have 20GB of mods just to have a few sandbags. You can download the new version here. One thing with this is that it's giving the problem where the mission name is the editor folder name instead of the scenario title. I have no idea why this is happening since the mission and intel classes look identical to a mission I made as a test earlier which does display correctly. But the mission plays, so there's that. :)
  11. kylania

    Diary entry marker links.

    The supported tags are listed on the biki. There is br, so you can kind of do that.
  12. kylania

    Guided Missile

    // ky_missileStart is a GameLogic 500m up about 1km from the player. // this setVariable ["ky_missileAvailable", true]; this addAction["Fire Missile","launchMissile.sqf",[ky_missileStart], 0, false, false, "", "_this getVariable 'ky_missileAvailable'"]; params["_object", "_caller", "_id", "_args"]; _args params [ ["_missileSpawn", objNull], //position where the missile will be spawned ["_missileDelay", 3], // delay between hit and missile being available again ["_missileType", "M_Scalpel_AT"], //type of the missile ["_missileSpeed", 200], //speed of the missile ["_primaryTarget", laserTarget _caller], //target for the missile ["_defaultTargetPos", [0,0,0]] //default position where unguided missiles will fly [8340.718750,3074.914795,0]; ]; if (isNull _primarytarget) exitWith {_caller sideChat "No Target Found!"}; if (!(_caller getVariable "ky_missileAvailable")) exitWith {_caller sideChat "Missile already active!"}; _caller setVariable ["ky_missileAvailable", false]; _missileStart = getPos _missileSpawn; _perSecondChecks = 25; //direction checks per second _getPrimaryTarget = {if (typeName _primaryTarget == typename {}) then {call _primaryTarget} else {_primaryTarget}}; //code can be used for laser dots _target = call _getPrimaryTarget; _missile = _missileType createVehicle _missileStart; _missile setPos _missileStart; //secondary target used for random trajectory when laser designator is turned off prematurily _secondaryTarget = "Land_HelipadEmpty_F" createVehicle _defaultTargetPos; _secondaryTarget setPos _defaultTargetPos; _guidedRandomly = FALSE; //procedure for guiding the missile _homeMissile = { //here we switch to secondary target at random position if the laser dot no longer exists //if the designator is turned on again, the missile will return to it's original target (providing it hadn't flown too far) private ["_velocityX", "_velocityY", "_velocityZ", "_target"]; _target = _secondaryTarget; if (!(_guidedRandomly) && _missile distance _target > _missileSpeed * 1.5) then { _guidedRandomly = TRUE; _target = _secondaryTarget; _dispersion = (_missile distance _defaultTargetPos) / 20; _dispersionMin = _dispersion / 10; _target setPos [(_defaultTargetPos select 0) + _dispersionMin - (_dispersion / 2) + random _dispersion, (_defaultTargetPos select 1) + _dispersionMin - (_dispersion / 2) + random _dispersion, 0]; }; if (!(isNull (call _getPrimaryTarget))) then {_target = call _getPrimaryTarget; _defaultTargetPos = position _target; _guidedRandomly = FALSE}; //altering the direction, pitch and trajectory of the missile if (_missile distance _target > (_missileSpeed / 20)) then { _travelTime = (_target distance _missile) / _missileSpeed; _steps = floor (_travelTime * _perSecondChecks); _missile setDir (_missile getDir _target); _relDirVer = asin ((((getPosASL _missile) select 2) - ((getPosASL _target) select 2)) / (_target distance _missile)); _relDirVer = (_relDirVer * -1); [_missile, _relDirVer, 0] call BIS_fnc_setPitchBank; _velocityX = (((getPosASL _target) select 0) - ((getPosASL _missile) select 0)) / _travelTime; _velocityY = (((getPosASL _target) select 1) - ((getPosASL _missile) select 1)) / _travelTime; _velocityZ = (((getPosASL _target) select 2) - ((getPosASL _missile) select 2)) / _travelTime; //_defaultTargetPos = position _target; }; // This seems to get rid of the script errors for the 1-2 cycles after the missile is destroyed when _velocityX returns ANY if (isNil {_velocityX}) exitWith {velocity _missile}; [_velocityX, _velocityY, _velocityZ] }; _missile call _homeMissile; //fuel burning should illuminate the landscape _fireLight = "#lightpoint" createVehicle position _missile; _fireLight setLightBrightness 0.5; _fireLight setLightAmbient [1.0, 1.0, 1.0]; _fireLight setLightColor [1.0, 1.0, 1.0]; _fireLight lightAttachObject [_missile, [0, -0.5, 0]]; _caller sideChat "Missile on the way!"; //missile flying while {alive _missile} do { _velocityForCheck = _missile call _homeMissile; if (!(isNil {_velocityForCheck select 0}) && {_x isEqualType 0} count _velocityForCheck == 3) then {_missile setVelocity _velocityForCheck}; if ({_x isEqualType 0} count _velocityForCheck == 3) then {_missile setVelocity _velocityForCheck}; sleep (1 / _perSecondChecks); }; deleteVehicle _fireLight; deleteVehicle _secondaryTarget; sleep _missileDelay; _caller sideChat "Missile available!"; _caller setVariable ["ky_missileAvailable", true]; Place down a gameLogic named myGameLogicObject or whatever you want, around 1km away and 500m up from the player. Just make sure you add it to the args for the addAction. Init field of the player: this setVariable ["ky_missileAvailable", true]; this addAction["Fire Missile","launchMissile.sqf",[myGameLogicObject], 0, false, false, "", "_this getVariable 'ky_missileAvailable'"];
  13. Absolutely, try to figure out how the version I posted works compared to how you had it. :) One thing to compare closely is the use of spawn in each version.
  14. // [apk_rogain_bottomGuard_bunker] call fnc_reactiveBriefingAnim; fnc_reactiveBriefingAnim = { params["_unit", ["_anim", "BRIEFING"]]; _loadout = getUnitLoadout _unit; [_unit,_anim,"ASIS"] call BIS_fnc_ambientAnim; 0 = [_unit, _loadout] spawn { params ["_unit", "_loadout"]; waitUntil {behaviour _unit == "combat"}; _unit call BIS_fnc_ambientAnim__terminate; _unit setUnitLoadout _loadout; }; }; [apk_rogain_bottomGuard_bunker] call fnc_reactiveBriefingAnim;
  15. if (primaryWeapon apk_rogain_bottomGuard_bunker == "") then { /* use one or the other */ if (isNil primaryWeapon apk_rogain_bottomGuard_bunker) then { Both evaluations are the same, use one or the other, not both. Also notice it's: isNil <value> not <value> isNIl.
  16. kylania

    Simple Call to Prayer

    The condition check check the game's current date and pull out the "select 3" value, which is the hours. It'll then compare to see if that number is in the array containing 5, 7, 14, 17, 20 or 22 .A quick google search of "islam prayer times" came up with numbers around that. Two were at half hours, so I rounded up to keep things simple. So basically what the trigger will do is at 5am, 7am, 2pm, 5pm, 8pm and 10pm the object named speakers (presumably a Loudspeaker object you placed) will say3D the preconfigured sound prayer. The sound will appear to be coming from the speakers. In your description.ext you'd have this: class CfgSounds { sounds[] = {}; class prayer { name = "Call to prayers"; sound[] = {"sounds\prayer.ogg", 0.8, 1}; titles[] = {0,""}; }; }; then in your mission folder you'd have a folder named sounds and inside that the prayer.ogg sound file.
  17. BIS_fnc_moduleCAS does gun runs as well.
  18. kylania

    Diary entry marker links.

    https://forums.bistudio.com/topic/191869-tasks-keyword-finding/#entry3048623
  19. Press / to open Group Chat. Then type: hey jim, we're going in on foot. Hop in the wipeout and provide cas for us? Then press Enter. Or just use voice comms. Press your Push To Talk button (configurable in Options or within your favorite out of game communication program) and scream into your mic:
  20. What happened when you tried it?
  21. What's the opposite of this? How do we unload via script command?
  22. This looks like a nice tutorial for Arma 3 and kbTell:
  23. kylania

    Eden - Author problems?

    Can you guys post a mission this is happening on? Does it still happen if you unbin the mission?
  24. https://forums.bistudio.com/topic/89071-new-conversation-system-how-to/
×