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Everything posted by kylania
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How to use Revive after update
kylania replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've asked them several times in several places for updated documentation about this and those requests have been drowned out by complaints about whatever seemingly. Hopefully someone with knowledge of how it all works will update the biki. -
How to use Revive after update
kylania replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's backwards compatible, so umm... magic? :) -
Drag/carry would be part of the battlefield clearance system. While we think of drag and revive as being one system, BIS views them as two. They hope to get it working, but so far it's just hopes. AI support was stated from the beginning to come after release. The different timers based on injuries certainly would be useful.
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That was a much better way of stating what you meant instead of "co-op = playing with unknowns" :)
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What response did you get after you properly reported your crashes via the feedback system while you were testing Eden on the Dev Branch?
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does the new server.arma3profile work?
kylania replied to dr death jm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You'll want to add this to your server.cfg as well: difficulty = "Custom"; In the same file: class Missions { class COOP_Enemy_Assault_Tanoa_Nato { template = "enemy_assault_co36_v3n.Tanoa"; // omit the .pbo suffix difficulty = "Custom"; // difficulty: recruit, regular, veteran or mercenary (see CfgDifficulties in the main game config) }; }; -
Need help with hiding tasks.
kylania replied to foxtin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doh, totally forgot you could do that. Great tip! -
What happened when you tried?
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adding the new vanilla load attribute to items?
kylania replied to silentghoust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe it can only be added via a mod. Here's the documentation we have. -
Need help with hiding tasks.
kylania replied to foxtin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You'd place your initial task module on the map. But not the others. The others you'd create on the fly via scripts, specifically the one I linked. What tasks are you creating? -
Need help with hiding tasks.
kylania replied to foxtin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't make them until you want them or set them to not always visible. You can use https://community.bistudio.com/wiki/BIS_fnc_taskCreate to create a task on the fly. -
Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll check it out once I get home, which should have been 30 minutes ago. :) -
How to maintain identical mission on different islands using SVN?
kylania replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did that once in Linux. Didn't realize the folder I was moving ALL my stuff to was a link so I copied it all over, make sure I could see everything in both places.. and deleted the originals. Ouch. -
Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Change this: fnc_addHoldAction = { to this: fnc_addHoldAction = { params ["_object"]; -
Any chance for updated documentation of the new Revive system? How to change the settings via scripts and all that jazz pretty please? The current wiki page is still for the 1.42 version.
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Mission does not appear in the list
kylania replied to sarge (sgs)'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it on a map you don't have loaded perhaps? I know the editor won't show missions that are on islands that aren't loaded. -
Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My code in this post is designed as a function. So save that as function. (Wrap it all in fnc_addStuff = { }; and add it above below your private command in your code. Then just: [_objectLaptop] call fnc_addStuff; along with your allowDamage lines. -
> How can you utilize full screen for zooming in on 2d map to precisely place markers? When you enter Marker Mode you should get the 2D view. I'm not sure if that doesn't zoom in as much as it did before though. You could always script markers into specific places if you needed to with setMarkerPos. > How do you copy to clipboard classname of the object you placed in editor? Take one down, pass it around, right click on it and choose Log -> Log classes to clipboard.
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New Revive's bleed out time - Should it be increased or decreased?
kylania replied to digitalgeo's topic in ARMA 3 - GENERAL
In today's dev branch the default timer was adjusted from 20 seconds to 2 minutes. -
Savegame crash with createSimpleObject
kylania replied to lexx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From today's dev branch changelong: -
Vehicle Smoke Screen classname?
kylania replied to vastiny's topic in ARMA 3 - MISSION EDITING & SCRIPTING
for "_x" from 0 to 1440 step 30 do{ This is a simple for loop. _x will be the current value during the following do code block. It's saying "Starting at 0, count by 30 till you reach 1440 and let _x be the current value each time". Basically do this 48 times and add 30 to the value of _x each time. If you wanted to run a loop 10 times you could do: for "_i" from 1 to 10 do { They added in the step 30 in order to get larger numbers for the distance adjust they are about to do. _distance = (_x/100)*2; This takes the current value of _x (so, 0 first loop, 30 second loop, 60 third loop and so on), divides it by 100 then doubles it. Giving you a distance from the player for the flares of: First loop (_x = 0): 0 Second loop (_x = 30): 0.6 Third loop (_x = 60): 1.2 So basically adding 0.6 meters each time to the distance. If they just did for 1 to 48 those values would be much smaller: Second: 0.02 Third: 0.04 So all that math is basically just saying "Pop 48 flares and each one should be 0.6m farther away than the last." _targetPos = [(getPos player), _distance, _x] call BIS_fnc_relPos; This line selects a point that is _distance away from the player in the direction of _x. So first loop it's right on the player, second loop it's 0.6m away at 30 degrees, third loop it's 1.2m away at 60 degrees and so on. _targetPos set [2,0]; This might be a little confusing, but it's setting the 3rd value of the _targetPos array to 0. Basically "change the height to be on the ground" -
How to use Revive after update
kylania replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The mission we play switches up the faction you fight each mission, so we weren't getting revives at all when fighting Viper squads, but switching to fighting AAF with 5.56 rounds we were almost always getting the revive option. -
syncronizing scripted trigger with waypoints
kylania replied to Prpa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whatever for? Everything in that trigger is hardcoded, just put it on the map and be done with it. If you want to learn something waypoint/trigger related try preplacing the waypoints on the map, deleting that unit after preparing to copy it's waypoints, then have the trigger spawn the units you really wanted and apply the waypoints to the newly spawned units. group, deleteVehicle and copyWaypoints are commands to look into. -
More details on your Reddit cross post, but here's a little demo mission of a quick and dirty way of doing this.
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Rescue the hostage, run towards the approaching helicopter, fade to black. Mission success! Synchronizing all of that is not simple, just ending after the meat of the mission is much less stress. :)