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Everything posted by kylania
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Scenario not available in editor ?
kylania replied to scottb613's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It'll show any scenarios that were built on terrains your game currently has loaded, not just ones on the currently active island in Eden. So by default it'll show (assuming Apex) Altis, Stratis, Tanoa and VR missions but will not show missions you made on CUP terrains if that mod isn't currently loaded. Not shown is bakery.Sara a small mission set on Sahrani because I didn't load CUP before taking this image. Also, god I hate that green. :P -
You've come to a forum where the community dedicates themselves to helping others learn and improve and share and ask a question like "I want to hide things from my friends, how do I do that?" If you're really playing with friends you'd want to share and improve both groups mission making abilities instead of hoarding whatever you've done selfishly. To my mind the only people that want to hide things and encrypt their missions are the same people that charge for access to their servers or to hide the fact that they stole art assets from others which make up much of what's in their mission and addons. Don't ask for help when you're not willing to help others and then expect everyone to be OK with it.
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This is still an issue, any chance ambient light from the beacons will be added?
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AI pathing issues I believe, same reason you can't destroy the bridges either.
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I had this happen when I tried to test something at night. Once I set it to night it was insta solid fog and I couldn't see anything. Setting the time back to dusk fixed it for me, but every time I tried to set things later in the evening wall of fog again.
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Floodlight Off > On by trigger
kylania replied to anfo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Only saw one object named "Floodlight" under Things -> Tools. Everything else was under Lamps and had off and on versions. -
Absolutely. Password your server and don't tell your players what it is.
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Why would you necro a three year old thread to ask a stupid question like that when _lightBlue is the 4th line of the giant script you quoted?
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Floodlight Off > On by trigger
kylania replied to anfo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not getting any actual light from the "Floodlight" tool. The Lamp (Halogen) [on] (classname Land_LampHalogen_F) however does work. Toggle Vertical Mode (') to get it down in the ground so it's not so tall. In it's init put: {this setHit [_x, 0.97]} forEach ["light_1_hitpoint", "light_2_hitpoint", "light_3_hitpoint", "light_4_hitpoint"]; Then put a trigger where you want the detection range, ANYBODY PRESENT. onAct: {nameOfLamp setHit [_x, 0]} forEach ["light_1_hitpoint", "light_2_hitpoint", "light_3_hitpoint", "light_4_hitpoint"]; onDeact: {nameOfLamp setHit [_x, 0.97]} forEach ["light_1_hitpoint", "light_2_hitpoint", "light_3_hitpoint", "light_4_hitpoint"]; -
Set addAction for a specific area / Map Marker
kylania replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put down your objects and/or markers where you want the zones to be. Add the object or marker names to your bom_zoneArray array. Enjoy. bom_zoneArray = [zone1, zone2, zone3, "marker_0", "marker_1"]; bom_fnc_addTriggerZone = { params [["_objPos", "", ["", objNull]], ["_area", 5], ["_zonePos", []]]; if (_objPos isEqualType "") then { _zonePos = getMarkerPos _objPos; _area = (getMarkerSize _objPos) select 0; } else { _zonePos = getPos _objPos; }; _trg = createTrigger ["EmptyDetector", _zonePos]; _trg setTriggerActivation ["VEHICLE", "PRESENT", true]; _trg setTriggerArea [_area, _area, 0, false, _area]; _trg triggerAttachVehicle [player]; _trg setTriggerStatements ["this", "[player, thisTrigger] call bom_fnc_addZoneAction", "[player, thisTrigger, true] call bom_fnc_addZoneAction"] }; bom_fnc_addZoneAction = { params ["_unit", "_trigger", ["_remove", false]]; _triggerAction = format["bom_%1", (str _trigger + str _unit)]; if (_remove) exitWith { _unit removeAction (_trigger getVariable _triggerAction); }; _action = _unit addAction["Zone Action", {hint "I'm doing an action!"}]; _trigger setVariable [_triggerAction, _action]; }; { [_x, 20] call bom_fnc_addTriggerZone; } forEach bom_zoneArray; Marker zones area default to the marker x size. Triggers default to 5, but are set to 20 in this example. -
Set addAction for a specific area / Map Marker
kylania replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So check an array of locations? If you have 50 players all checking 40 zones each frame it'll ruin your day, but if you're making a reasonable mission it shouldn't be bad. or... Why can't you attach triggers to every player? These wouldn't be editor placed triggers, but a few lines of code in a function that creates one for the player. The first false there does that. It's the "showWindow" option. By default it's true and you see the action on screen in text when you're 15m away from the object, like the vehicles you talked about. Set to false it doesn't advertise it's existence like that. The problem is if it's attached to you then you see it always (well, maybe not in a vehicle) and it's super annoying. If it's on an object though, go ahead and set it to true. -
Join in progress help or example
kylania replied to yokai134's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/remoteExec -
nearObjects, entities, and knocked out players
kylania replied to jcleland's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wiki says select can do this now. _nearPlayers = allPlayers select {_position distance _x < 100}; -
nearObjects, entities, and knocked out players
kylania replied to jcleland's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably a nearEntities or just entities fed into a distance check then see if any of them have whatever variable ACE sets to mark someone as unconscious in their medical system. If you just need a list of players, not worried about distance, allPlayers should work. -
Need Help With A Killed Killer Event Handler
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this? this addEventHandler ["Killed", { _killed = param [0,objNull]; _killer = param [1,objNull]; if (isPlayer _killer) then { if (side _killer == side _killed) exitWith {"You killed a friendly player! bad boy!" remoteExec["hint", _killer]}; remoteExec["cashonKillerFunction", _killer]; }; } ]; -
Need Help With A Killed Killer Event Handler
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope, that would give you an undefined error. Put the check after the params and before the function call. You also don't need the private line since param does that for you. -
Mission title in scenarios
kylania replied to Broseph_Stalin90's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you have spaces in your filename you should feel ashamed and remove them at once. That's what the title field is for. :) -
Getting cursor position in Tactical View
kylania replied to lexx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow, never tried to do something while in tactical view, but for the map part you should be able to detect an open map and switch your pos to onMapSingleClick instead of screenToWorld. -
Need Help With A Killed Killer Event Handler
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're running the "give me money" function before the side check, so that's working as written. :) -
Need Help With A Killed Killer Event Handler
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As mentioned above, the eventhandler is local to the AI, so local to the server. Hint is a command that has local only effects. Meaning if the server runs hint, only the server sees it. You'd need to change that hint to something like this: if (side _killer == side _killed) exitWith {"You killed a friendly player! bad boy!" remoteExec["hint", _killer];}; That will run hint only where _killer is local. -
Set addAction for a specific area / Map Marker
kylania replied to BomosBoy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Even easier using inArea. Works for triggers too, without needing any ANYBODY/PRESENT nonsense. _unit addAction ["Do something", {hint "You did something bad! Shame on you!"}, nil, 0, false, true, "", "(alive _target) AND (_target inArea 'myfactorymarker')"]; -
Need Help With A Killed Killer Event Handler
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's your BIS_fnc_MP line, that looks wrong. What input is your function expecting and why aren't you using remoteExec? :) -
Need Help With A Killed Killer Event Handler
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_unit isn't defined within the eventHandler which is a different scope than the script itself, so you need to define it again. -
Need Help With A Killed Killer Event Handler
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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Grouping triggers to terrain objects?? (Buildings/Towers)
kylania replied to -ORION-'s topic in ARMA 3 - EDEN EDITOR
There was an answer, from OP himself. Here's the reason why this feature was removed.