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Everything posted by kylania
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Need help fixing a bug!
kylania replied to T. Miller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Treat it like a Class. You setup variables in your init.sqf which define the default values for what a unit can be. When you spawn a unit you copy that to a new variable. Then you make all your changes to the copied unit rather than your base template. Need another unit? Make another copy. Need a different unit? Make a copy and adjust it's type or whatever. So you only ever change values in your copies. Perhaps setup another array with the variables of your units to keep track of them. -
Maybe share the changes you made till it can be integrated properly? :) Also the feedback tracker is the proper way of getting this issue attention.
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It's so confusing in buildings where half are interactive and half aren't even though the parts are A) part of the same building and B) mirror images of the other half. Taking a look at these buildings in the editor, instead of the pitch dark night mission with blurry, grainy, fuzzy nightvision I guess there are visual clues that half are empty, but it still makes little sense. :) http://imgur.com/a/CLdc5
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How to prevent players from picking up an item
kylania replied to kerozen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doesn't narrow it down much, but here are the classnames to use: Here's the full list of classnames for that mod: -
Calling an inbuilt function by stored name
kylania replied to slothstronaut's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can absolutely just do: player addGoggles "G_Aviator"; The function is so that you can give any unit any goggle without having to type out addGoggles a zillion times. -
Calling an inbuilt function by stored name
kylania replied to slothstronaut's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You've basically got it right. // Function declared in init.sqf or via the whole CfgFunctions thing*. fn_kitAddGoggles = { params ["_unit", "_object"]; _unit addGoggles _object; }; // Call in a script somewhere to give player a pair of G_Aviator goggles. [player, "G_Aviator"] call fn_kitAddGoggles; CfgFunctions information. -
It's a compass. You don't want to know where you're going?
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How to prevent players from picking up an item
kylania replied to kerozen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Which model of G3 is it exactly? -
Check body with AddAction to complete a task in MP
kylania replied to Aglos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's a new version of that code (I'm Pirin btw :P). You'd create and name your task using a module or a script, lets say you call it tskSearchBody: // this addAction ["Search Body", "searchBody.sqf", ["tskSearchBody"]]; // ["tskSearchBody", true] to optionally delete object. // Grab input. params ["_object", "_caller", "_id", "_args"]; // Grab arguments, task name String and optional Boolean to delete object. _taskID = _args param [0]; _deleteObject = _args param[1, false]; // Remove addAction from object. [_object, _id] remoteExec ["removeAction", 0, true]; // Have Base call out who found the intel. [[side _caller, "base"], format["%1 gathered the data!", name _caller]] remoteExec ["sideChat", 0, true]; // Succeed the task. [_taskID, "Succeeded", true] remoteExec ["BIS_fnc_taskSetState", 0, true]; // If optional delete flag set, remove the object where it's local. if (_deleteObject) then { _object remoteExec ["deleteVehicle", _object]; }; -
SQF and command not working on Scenario
kylania replied to Majestyk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Embrace Eden: -
Problem Exporting Mission To Multiplayer
kylania replied to charger451's topic in ARMA 3 - EDEN EDITOR
Did you have a unit marked as Player? Did you Save As... a new name for the mission then export? That will create a new mission folder with the new name and just the SQM, not any of your scripts. -
Considering a search for "E" Everyone rated games which include Violence, Blood/Gore, Sexuality, Nudity, Language and Substances maxed out the search results, I'd say sure, add on Drug References! ESRB is clearly meaningless. :)
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Locked doors on enterable buildings
kylania replied to dukeofthebattlefield's topic in ARMA 3 - DEVELOPMENT BRANCH
You can do this already. Put down a GameLogic near the door you want to lock and put this in it's init: ((nearestObjects [this, ["House_F"], 5]) select 0) setVariable ['bis_disabled_Door_1',1,true]; to unlock use setVariable ['bis_disabled_Door_1',0,true] Lacking a proper breaching charge however, you kinda just have to blow up the building to get in though. :) -
Scripting Competition [JUNE 10-30]
kylania replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tested nearObjects while standing next to a bunch of chairs I'd put down in the editor and none were detected. In fact I had to increase the radius to 500 before I detected anything and then it was just power lines. This was on Tanoa. -
[review] script alternative to check tasks via trigger
kylania replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/BIS_fnc_taskState No idea if that FHQ task system has a getTaskState or simply taskState function, but that's the function to check the state of a task using the Task Overhaul from BIS. -
Scripting Competition [JUNE 10-30]
kylania replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You call that optimized!? :lol: // [getPos player, 50] call fn_nO; fn_nO = { params["_p", "_r"]; _p nearObjects _r; }; (Doesn't grab mission objects, but is waay shorter than that first script heh.) -
AI sitting with ACE3 function
kylania replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's even easier. In the chair's init: (where p4 is the name of your AI) null = [this, p4] execVM "sit.sqf"; and sit.sqf: params ["_chair", "_unit"]; _chair setVectorUp [0,0,1]; _unit switchMove "Crew"; _unit setPosWorld (getPosWorld _chair); _unit setDir ((getDir _chair) - 180); _unit switchMove "Crew"; Works with all the chairs but Rattan it seems... -
AI sitting with ACE3 function
kylania replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Save all that code to sit.sqf in your mission folder. The brown comments there say how to use it. In your player's init put: this setVariable ["QS_seated", false]; In your init of your chair put: this addaction ["Sit Down", "sit.sqf", ["sit"], 10, true, true, "", "!(_target getVariable 'QS_seated')"]; Then walk up to a chair and action menu 'Sit Down'. -
AI sitting with ACE3 function
kylania replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haven't used ACE for a while, but here's a script I helped someone with the other day: // Code based on code from MacRae and Quicksilver // https://forums.bistudio.com/topic/152556-simple-sitting-script-download-included/page-2#entry2811933 params ["_chair", "_unit", "_action", "_args"]; _mode = _args select 0; // player setVariable ["QS_seated", false]; //this addaction ["Sit Down", "sit.sqf", ["sit"], 10, true, true, "", "!(player getVariable 'QS_seated')"]; switch (_mode) do { case ("sit"): { _chair setVectorUp [0,0,1]; _unit switchMove "Crew"; _unit setVariable ['QS_seated',true]; _unit setPos (getPos _chair); _unit setDir ((getDir _chair) - 180); _unit switchMove "Crew"; standup = _unit addaction [ "Stand Up", "sit.sqf", ["stand"], 10, true, true, "", "(_target getVariable 'QS_seated')" ]; _unit setPos [getPos _unit select 0, getPos _unit select 1,((getPos _unit select 2) +1)]; }; case ("stand"): { _unit setVariable ['QS_seated',false]; _unit switchMove ""; _unit removeAction standup; }; }; -
Drivers seem to try to take shortcuts even when it makes no sense. Like it'll take a slight mud road that shortcuts around a curve, driving through a village instead of around it on the road they were already on. In this case it ended up stopping the vehicle when the driver of an SUV tried to drive northeast up a hill to take a foot path to La Rochelle instead of staying on the major road and driving NW around the lumberyard:
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Absolutely! attachTo to the rescue:
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How to spawn in a custom composition with a script?
kylania replied to anaximandross's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://forums.bistudio.com/topic/190743-release-jboy-move-collection-of-objects-script/ -
Replace player with AI, and spectate self?
kylania replied to sturmfalkerda's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At that point why not just implement teleport? There's already tons of "transport helo" scripts available where you can call a helicopter to come pick you up and drop you off wherever you want and today's Dev Branch added in a whole new driving system for AI, so taxi's will probably work better, but as for just moving yourself without fatigue or interaction might as well just embrace the sweatpants and teleport or Fast Travel instead of letting the AI play the game for you. :) OnMapSingleClick "player setPos _pos"; -
1. Total opposite for me. Flicking my eyes downward is much more comfortable than looking up at the top of the screen. Then again I've been using STHud for years, so am used to it there. 2. How come? (Still at work, haven't had a chance to try it yet) 3. STHud does this. I get lost since I forget to use my real compass! 4. Sure, more options are always nice. I'm pretty sure posture and glasses contributes to my wanting more things at the bottom of the screen. :)
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That does need to be lower. Why not just integrate STHud as it is instead of trying to make a replica, it works amazing. Why reinvent it? :)