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Everything posted by kylania
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Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The action functions were hiding in the normal functions library, see post #2. -
I'm seeing the opposite. As an Engineer or Repair Specialist (with a Toolkit in my backpack) I do not get the Repair option on damaged vehicles however driving them near a repair HEMTT or Repair Offroad for example automatically repairs the vehicles. Well, I did get the Repair option when a wheel was shot out, and only that wheel was repaired. The Repair vehicles fully repaired the damaged vehicle.
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Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
["Speaker Name", "Subtitles to display."] call BIS_fnc_showSubtitle; There is also the 'play at a certain time' version which includes the time at which to display: [ ["Speaker", "Spoken 10 seconds after function spawn.", 10], ["Speaker Two", "Spoken 4 seconds later.", 14] ] spawn BIS_fnc_EXP_camp_playSubtitles; There's also the IFF function, the blue symbols for friendly units: [[tom, dick, harry]] call BIS_fnc_EXP_camp_IFF; -
It's already removed (hidden) in Apex. It's Ctrl-O for Old from the Eden map select dialog.
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Strategic map using an addAction
kylania replied to direone's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's kind of a large question. Start with your mission ideas, then you can see how to implement them. What kind of missions did you want to create? What's the objective? What kind of terrain? What kind of challenges? What kind of units would be in opposition? Write out some ideas first, then see where to go from there. Once you have a few ideas and have made little missions that achieve those goals you'll work out how to generate it all via script, then you can plug that into your strategic map menu system.- 10 replies
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Strategic map using an addAction
kylania replied to direone's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're gonna want to post that again with some line breaks please. :huh:- 10 replies
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None of the missions felt like you needed to save during them. In previous campaigns there would be a ton of travel or a big fight and still a lot to do coming up and saving made sense. With AP it's all small scale and linear enough that things move quickly. There's maybe two parts where I can see wanting to save as a smaller group, but in 4 man co-op you can spread out the objectives well enough to not need to.
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Strategic map using an addAction
kylania replied to direone's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://forums.bistudio.com/topic/147693-strategic-map/#entry2356182 Not seeing a lot of luck with addAction, but follow that thread and you'll find some good examples and discussion.- 10 replies
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Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
While the PBOs are encrypted the functions are available in Eden's Functions Viewer. That's how I found the BIS_fnc_EXP_camp_SITREP function. The new "super addAction" style interaction isn't viewable there however. -
How to set player character's face and voice?
kylania replied to dragon01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The face name needs to be a string, so you'd type this in the unit's init field: this setFace "WhiteHead_19" -
Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Demo mission BIS_fnc_holdActionAdd and BIS_fnc_holdActionRemove BIS_fnc_holdActionAdd: /* Author: Jiri Wainar Description: Add a hold action. If the hold actions are not initialized yet, initialize the system first. Parameters: 0: OBJECT - object action is attached to 1: STRING - action title text shown in action menu 2: STRING - idle icon shown on screen 3: STRING - progress icon shown on screen 4: STRING - condition for the action to be shown; special variables passed to the script code are _target (unit to which action is attached to) and _this (caller/executing unit) 5: STRING - condition for action to progress; if false is returned action progress is halted; arguments passed into it are: _target, _caller, _id, _arguments 6: CODE - code executed on start; arguments passed into it are [target, caller, ID, arguments] 0: OBJECT - target (_this select 0) - the object which the action is assigned to 1: OBJECT - caller (_this select 1) - the unit that activated the action 3: NUMBER - ID (_this select 2) - ID of the activated action (same as ID returned by addAction) 4: ARRAY - arguments (_this select 3) - arguments given to the script if you are using the extended syntax 7: CODE - code executed on every progress tick; arguments [target, caller, ID, arguments, currentProgress]; max progress is always 24 8: CODE - code executed on completion; arguments [target, caller, ID, arguments] 9: CODE - code executed on interrupted; arguments [target, caller, ID, arguments] 10: ARRAY - arguments passed to the scripts 11: NUMBER - action duration; how much time it takes to complete the action 12: NUMBER - priority; actions are arranged in descending order according to this value 13: BOOL - remove on completion (default: true) 14: BOOL - show in unconscious state (default: false) Example: [_target,_title,_condShow,_condProgress,_codeStart,_codeProgress,_codeCompleted,_codeInterrupted,_arguments,_duration,_priority,_removeCompleted] call bis_fnc_holdActionAdd; Returns: Action ID, can be used for removal or referencing from other functions. */ BIS_fnc_holdActionRemove: /* Author: Jiri Wainar Description: Removes a hold action. If the removed hold actions was the last one, disable the scripted framework. Parameters: X: OBJECT - object action is attached to X: NUMBER - action ID Example: [_target,_actionID] call bis_fnc_holdActionRemove; Returns: Nothing. */ Super thanks to zozo for pointing out where these were hiding, functions_f. :) Here's a silly "practical" example, totally not using much of the features of this: /* init field of a phone: null = this execVM "tickleMe.sqf"; */ params ["_object"]; [ /* 0 object */ _object, /* 1 action title */ "Tickle Satphone", /* 2 idle icon */ "\a3\ui_f_exp_a\Data\RscTitles\RscEGProgress\downloadicon_ca.paa", /* 3 progress icon */ "\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\upload_ca.paa", /* 4 condition to show */ "true", /* 5 condition for action */ "true", /* 6 code executed on start */ {["Satphone", "That tickles!!"] call BIS_fnc_showSubtitle}, /* 7 code executed per tick */ {hint "Don't stop!"}, /* 8 code executed on completion */ {hint format["%1 tickled a phone!\n\n%3", name (_this select 1), _this select 3 select 0]; player setDamage 0.5;}, /* 9 code executed on interruption */ {["Satphone", "You lazy bum!"] call BIS_fnc_showSubtitle}, /* 10 arguments */ ["Winnar is you!"], /* 11 action duration */ 3, /* 12 priority */ 0, /* 13 remove on completion */ true, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; -
How to set player character's face and voice?
kylania replied to dragon01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What exactly isn't working for you? On Dev Branch I'm able to get those commands to work. Do note they have Local effect, so you'll need to execute them on all clients for everyone to see the same thing. -
Teamspeak?
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How to detect if player has reached upstairs of a building?
kylania replied to jonilahtinen's topic in ARMA 3 - EDEN EDITOR
It absolutely works in both Stable and Dev: -
How to set player character's face and voice?
kylania replied to dragon01's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Declare CfgIdentities in description.ext and use setIdentity -
Where artySupport is the name of you Support Requester module.
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Are you using the 3D Eden Editor or are you still using the 2D editor (which is going away in 5 days, mostly)?
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Need help with a XP system...
kylania replied to theocrowley24's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At first I was tempted to complain that a 10MB demo mission is a bit extreme.. then I listed to actionTheme and realized how wrong I was. That's not extreme.. it's eXtreme!! (lots of good stuff in that mission, thanks for sharing!) -
No, just each mission. Once you finish a mission you can come back to it again. Basically finishing a mission unlocks it for later play.
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Played the Witcher 3 recently and there was some fantastic writing in that. (Possible spoilers here) One case was where I was given a fairly obvious choice of helping or not helping a probably bad guy do something. Seems like you wouldn't want to help a bad buy, but he was going to do something for me I really needed done. He promised to leave the area ending the trouble he was causing if I helped him. Win win, right? I helped him, he did what he promised and he left. Case closed. Much later I finish up another quest in the area and I'm feeling great about myself when suddenly a likable NPC dies unexpectedly. Turns out others didn't enjoy losing the chance to deal with that bad guy I'd let go and took out their frustrations on this other NPC. By making what seemed like the right choice and helping the most people ended up killing someone innocent. That was a pretty heart wrenching moment for me in the game. Something like that in an Arma campaign would be pretty cool. What's that? Miller needs a distraction to get past a checkpoint and your mission is nearby. It'll just take a five minutes to blow up an empty depot then you can get back to your task? Sure! However in doing so you miss the lone vehicle that drives past your OP and that ends up being a VBIED that enters into the CTRG camp and kills Group 16 or something.
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Was helping a friend with this the other night and came up with a stupid idea... which worked! "Spawn a second Blackfish on the ground, disableSimulation and attach it to the first Blackfish" :D
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Editor - Performance Test not working?
kylania replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does it need to be more than just a single operation? Do you get the same results if you put in a function or code block? -
I had this too, as group leader. My team was like "Umm.. shouldn't we be heading the other way? The task marker is back there..." and I said "No way! We're supposed to follow these guys, they are blue highlighted and they made a big deal about turning on markers so we could track each other. Clearly we're supposed to follow them!". So we did, till they despawned and I said, "Right, back to the objective marker! Who's silly idea was this detour anyway?" Leadership through denial!
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I've been all over the place in the Editor and still the campaign felt fresh and new to me. Some places I'd never even been and others were familiar but with the great atmospheric feel of the campaign were new this time around. The weather in some of the campaign missions is really great and adds a lot to the feel. You expect to play through a whole mission and only kill like 6 guys? I don't get it, what would be a reasonable kill count for you?
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Need help with a XP system...
kylania replied to theocrowley24's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First Bookmark this: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 Heck, make it your home page. Second, ignore MP for now and learn things in the editor first. Third, look into getVariable and setVariable and addEventHandler commands. Get those working with AI in the editor first, then delve into the bubbling acid pit that is multiplayer scripting.