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Everything posted by kylania
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Looking for a very simple, single use check/delete script for empty vehicles
kylania replied to pd3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got a link to that script you're using? Only Dragonfyre things I'm finding is a sound mod. -
Looking for a very simple, single use check/delete script for empty vehicles
kylania replied to pd3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have whatever method you're using for spawning track what it's created and when you need to clean up run through the lists of what it made and delete it all. -
Tanoa random position help within forests
kylania replied to jcae2798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope. Even without the enableSimulation false AI don't see the object at all. I used two gamelogics with this code to remove a curb and hanger and the AI drive right through where they used to be. house1 = (nearestterrainObjects[position this, ["HOUSE"], 30]) select 0; house1 hideObjectGlobal true; http://imgur.com/a/zMqVY -
Whitelisting Weapons in Arsenal using "_availableWeapons" - not working
kylania replied to Airwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think This will do it, tested as working: { if (count _x > 0) then { { if (count _x > 0) then { { _availableMagzines pushBack _x; // x-ception! } forEach _x; } } forEach (_x call Fn_Gear_CompatibleMagazines); } } forEach _allowedWeapons; Basically it was pulling the array of magazines for each weapon but only adding the first. Untested as I'm away from the game at the moment though. :) -
Looking for a very simple, single use check/delete script for empty vehicles
kylania replied to pd3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bah, too much work. Just delete all vehicles every 30 seconds to 5 minutes (random) regardless if they are manned, empty, ruined or actually in flight. :d: -
HandleDisconnect with remoteExec
kylania replied to Naiss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's still the same problem. Lets say moneyAmount is one of your values. I log in and play, earn $2000 and log off and you save $2000 to my client. I pop into my vars.Arma3Profile file or whatever it is, change that to 2000000. Log back in, your server pulls my data, assigns me 2 million bucks and off I go. You cannot trust anything from a client. -
Helicopter flyinheight not working?
kylania replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dev build has added a flyInHeightASL command. cobraOne flyInHeightASL [200, 100, 400]; First number is for Careless/Safe/Aware Second is Combat Third is Stealth This sets your minimal ASL height. Final height is max(flyInHeight, flyInHeightASL). -
Can not pass mission in boot camp latest Dev branch "Damage Control"
kylania replied to alias1001's topic in ARMA 3 - DEVELOPMENT BRANCH
What exactly is the bug? -
On map click garrison script?
kylania replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anytime I lead AI they either never make it out of base or never make it to the first building I come across, much less live long and coherently enough to actually be able to leave some behind to guard somewhere. This script might work for you. There's also this project that has garrisoning as an option. Might find some code to use in those. -
AI Ignoring Teammate shooting at me
kylania replied to JuneBus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe toss in a setDir after the doStop? -
They only do what they need for the campaign. If something isn't used in the campaign it doesn't get done, or gets done way later.
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
kylania replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Ahh, ok yeah. Good things to look forward to then. :) July 11 is just around the corner! -
Make units prone from waypoint then stand up to next.
kylania replied to scottdog62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the OnActivation field of the waypoint you want them to go prone at: {_x setUnitPos "DOWN"} forEach thislist; Switch it to UP on the next waypoint to stand back up again. -
Looking for a very simple, single use check/delete script for empty vehicles
kylania replied to pd3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{alive _x} count crew _vehicle < 1 That'll check if a vehicle has no one in it. Basically crew will return an empty array if there's no crew. The alive check is because apparently it takes forever to detect the dead in crew. -
Is that really a bug? Why would you have multiple groups with the same call sign?
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AI Ignoring Teammate shooting at me
kylania replied to JuneBus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are all those units BLUFOR or is the "player" doing the shooting OPFOR? I did some tests and even ungrouped the guy in a tower reacted to gunfire. They never saw me or shot at me since i was behind a bush, but they both reacted. If everyone in that picture are on the same side, then what longbow is saying is true. It'll take two actual kills for them to care that you're shooting someone friendly. -
AI Ignoring Teammate shooting at me
kylania replied to JuneBus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He's probably so disappointed by your use of pixelated red letters on a green background that he just can't deal with you right now. If you must caption an image always use white text with a black outline. That said it's night, he's facing away from you and you're in concealment. What kind of weapon were you using, did it have a suppressor? There's a lot of reasons he wouldn't react right away. -
Whitelisting Weapons in Arsenal using "_availableWeapons" - not working
kylania replied to Airwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh goodness, no, if you wanted to do that automatically you're gonna have a bunch of config and muzzle lookups. You could possibly adjust this code for that. This seems to work using serena's code: //Init stuff params ["_crate"]; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; //Lists of items to include _availableWeapons = [ "arifle_ARX_ghex_DMS_Pointer_Snds_Bipod_F", "srifle_DMR_07_blk_DMS_Snds_F", "arifle_AK12_F" ]; _availableMagzines = []; _allowedWeapons = (weaponCargo _crate) + _availableWeapons; Fn_Gear_CompatibleMagazines = { private _cls = configFile >> "CfgWeapons" >> _this; private _res = []; {_res pushBack (if (_x == "this") then {getArray(_cls >> "magazines")} else {getArray(_cls >> _x >> "magazines")}); } forEach getArray(_cls >> "muzzles"); _res }; { if (count _x > 0) then { { if (count _x > 0) then { _availableMagzines pushBack (_x select 0)} } foreach (_x call Fn_Gear_CompatibleMagazines) } } forEach _allowedWeapons; _allowedMagazines = (magazineCargo _crate) + _availableMagzines; //Populate with predefined items and whatever is already in the crate [_crate, _allowedWeapons] call BIS_fnc_addVirtualWeaponCargo; [_crate, _allowedMagazines] call BIS_fnc_addVirtualMagazineCargo; -
Whitelisting Weapons in Arsenal using "_availableWeapons" - not working
kylania replied to Airwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As suspected, you declare but never use that array. If you want to add those weapons to whatever the crate already had (as you are doing with the other items) change your last line of the script to this: [_crate,(weaponCargo _crate) + _availableWeapons] call BIS_fnc_addVirtualWeaponCargo; Same with the magazines line if you want to include extra magazines. -
Whitelisting Weapons in Arsenal using "_availableWeapons" - not working
kylania replied to Airwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gonna need to see more code than that to tell what you're doing wrong. I can tell you that you've properly created a locally available array of two strings however. -
[RELEASE] Arma 3 Mission Skeleton - version 1.3 (includes mission build script)
kylania replied to ussrlongbow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The // Options thing was just saying "put your options here", not literally the text you needed in there. It was meant to inform the forum reader and to be replaced by the author with whatever options they wanted. Adding a trailing ; wouldn't matter since it would still break due to the // hiding the closing }; -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
kylania replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Thanks for this fix! It's been super helpful. Not sure if this is because of dev build, but you should already be able to see them. Arma 3 should automatically create links like this for your workshop mods: -
Helicopter Crash Script
kylania replied to captncaps's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's done for you already in the download. Just extract the init.sqf file and Crash folder into your mission folder. Scenario -> Open Scenario Folder and paste them into there. -
Adding building or house on map ?
kylania replied to Zombitch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like you're using the 2D editor there. Try the 3D editor (since 2D is going away soon anyway). It's trivial to place down a house and put an ammo box inside of it. Just a quick drag and drop. -
As Killzone Kid pointed out, your waitUntil is wrong, the ! was outside the code block. waituntil {!(isPlayer s08 || isPlayer s17)}; The logic for this is going to fail though. If someone is logged in as s08 and you log in as s01, it's going to detect that s08 is a player and attach the UAVs to you, the player, as s01. This is because isPlayer is global so as long as someone is playing those slots, it'll be true for everyone.