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Everything posted by kylania
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You can script the cleanup of the powerlines as a last resort.
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AI vehicles wheels bugging out
kylania replied to aseliot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's all been a secret plot of awesomeness! -
What is faster? .hpp or sqf
kylania replied to Rocketrolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Access to the data seems like it wouldn't be the same in those examples though. For example to grab the type of alpha group you can access the information via: _alphaType = _alpha select 1; // Group type - Infantry. For the config it would be something like this right? _alphaType = ["ClassSettingsOrSomething","1stPlt_ALPHASqd","Grp_Type"] call BIS_fnc_getCfgData; // Group type - Infantry. While visually reading the config seems easier, accessing the data seems more convoluted unless I'm doing it totally wrong. :) -
[SOLVED] Copy hitpoints from one object to another
kylania replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Kamikaze's note for setDamage: Also note Pierre's comments from damage:- 16 replies
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[SOLVED] Copy hitpoints from one object to another
kylania replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, just save this value as a variable and reapply it with the KK code above when you uncache the units. // Save this with whatever other info you're saving. _previousDamage = getAllHitPointsDamage _oldUnit select 2; // Mystical cachey stuff // Then use the variable later {_newUnit setHitIndex [_forEachIndex, _x]} forEach _previousDamage;- 16 replies
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[SOLVED] Copy hitpoints from one object to another
kylania replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not just cache the damage values as well and apply on respawn?- 16 replies
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AI vehicles wheels bugging out
kylania replied to aseliot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually I think this is a new bug in dev branch, someone was talking about it in the Tanoa thread and now I've seen it happening in game too. Seems to only happen when the player is in the vehicle. You can properly direct an AI wheeled vehicle driver while outside the vehicle. -
Placing down a Hunter HMG or GMG and pressing "w" for Forward works fine. However selecting your group and issuing a Move There command makes the guy twist the steering wheel, locking in a far left turn and not going anywhere. Even if you then use w to order Forward he's still locked turning left. Very odd. Happening with all NATO, CSAT and AAF on all maps. Strider, Ifrit and Hunter tested. Tanks are fine. Seems to only happen when the player is in the vehicle. You can properly direct an AI wheeled vehicle driver while outside the vehicle.
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So, without having to watch a 40 min video, is that a yes or a no? :)
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_array = [1,2,3,4,5,6]; _num = _array select ((count _array) - 1); This works, not sure how speedy it'd be compared to an engine command though.
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CAS Support Plane won't take offwith from Nimitz
kylania replied to VII.Racetrack -ITA-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Fixing a few incorrect variables in that script I ended up with this: // Modified launch by Yanko //_vSpeed = _plane getVariable "TTT_vLaunch"; _vSpeed = 60; params ["_plane"]; _v=1; // default vertical speed, to help jump over the gaps _vertSpeed = 1.3; _class = typeOf _plane; // Special cases, more realistic takeoff if (_class in (_nimspots getVariable ["TTT_catCapablePlanes", []])) then { _vertSpeed = 0.9; }; while {(_v < _vSpeed) and (alive _plane)} do { format ["Accelerating %1", speed _plane] call BIS_fnc_log; // TeTeT: set the vert velocity to _vertSpeed to jump over the gaps _plane setvelocity [_v * sin (getdir _plane), _v * cos (getdir _plane), _vertSpeed]; // _v=_v+6; // Yanko: accelerate proportionally to max 69.44 m/s = 250 km/h _v = _v + 5 * _vSpeed / 69.44; // TeTeT: increase delay to accelerate until end of runway on carrier sleep 0.25; }; It does indeed get the plane off the deck, however it does so immediately (since it's in the init). The main problem I'm having is it's spawning properly right where the catapult is, but when you call it for a mission it turns to face the target and starts to drive there... I didn't realize the module spawned it at the start of the mission and not on the fly. I moved it back a bit to the beginning of the landing strip and all it did was turn it's front wheel towards the target. Alive also stole my ambient helicopter I had next to me and made it fly off somewhere! I couldn't get it to work on land or with a default plane. This Alive CAS Module seems like it's a dud... Apparently the "solution" to this Arma 3 mod not working is to play on ported Arma 2 maps since those work. Or move the module around I guess? I tested with the module in three spots on the Nimitz and on the taxiway, runway, grass and in a hanger on Altis and the planes never really moved. -
AI vehicles wheels bugging out
kylania replied to aseliot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's been my experience with convoys... -
Altis life v4.4 Questions
kylania replied to Dalle96's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That sounds horribly dangerous. Have you tried enableDebugConsole = 1; in your description.ext then just ESC (or maybe ` perhaps?) to open the default Debug Console when logged in as Admin to your server? -
Altis Life Garage not working
kylania replied to dedave98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Glad you got it working, happy garaging! -
Altis Life Garage not working
kylania replied to dedave98's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A quick google search seems to indicate you need to disable STRICT MODE on your MySQL install. http://www.exilemod.com/topic/11130-help-me-plz/ -
"Where's my trash" is just as valid a type of feedback as "the bucket (Item_Bucket_Crap_F) behind the Land_House_Shitter_F structure at [7102.123, 4134.12341, 0.00123] is slightly slanted at an abnormal 43 degree angle". We're not QA, we're paying customers letting the developers know how we feel about the product. While cinderblocks floating might be the most important thing to one person to many others the pristine look of a war torn island which breaks their immersion is much more important to them. If you go 30 pages or so back you'll see that people were reporting floating cranes and what not and a developer came in and said "Yeah, we know, stop telling us, we're patching that tomorrow", so even the developers don't need every single map glitch documented to the exclusion of everything else. Our impressions of the map as an experience are just as important to making Apex a wonderful release as any amateur QA we might do. That said, those who want more trash just spawn it in. Those who want things clean have had to delete stuff all along, now it's your turn to make things messy. :)
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CAS Support Plane won't take offwith from Nimitz
kylania replied to VII.Racetrack -ITA-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was getting too many errors from these mods to get anything working, but that should be how you do it. :) I'll try again tonight when I have more time. The script seems it would be this: \js_jc_fa18\scripts\FX\FA18_FX_Afterburner.sqf At least for v1.9. -
Worked for me in Dev Build at least. Typed in run and got this:
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You'd type in one of the options from this list: https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul#Appendix
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CAS Support Plane won't take offwith from Nimitz
kylania replied to VII.Racetrack -ITA-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's what the Code field is for: -
What's the problem PSquall? :)
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CAS Support Plane won't take offwith from Nimitz
kylania replied to VII.Racetrack -ITA-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
ATL = Above Terrain Level ASL = Above Sea Level If you go stand where you want it to spawn in the Editor and then open the Debug Console (ESC key) and in one of the Watchlist fields there type in: getPosASL player select 2 That will display a value that is the ASL height of where you're standing. Use that number (or maybe 1 higher) for the spawn height and see if that works. -
CAS Support Plane won't take offwith from Nimitz
kylania replied to VII.Racetrack -ITA-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
The FAQ says to make sure you use Spawn Height using ASL, so it's probably getting stuck to the deck. Raise the height up a little bit so it spawns just above the deck. It'll probably settle then take off I bet. -
jshock's example was pretty good for checking if any players are currently connected to uav or uav1 as written.
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CAS Support Plane won't take offwith from Nimitz
kylania replied to VII.Racetrack -ITA-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're calling for CAS you're not on the deck to watch things happen so just spawn your plane already flying in the air nearby the Nimitz rather than on the deck. Just set the Spawn Height of your module to 200 or so.