-
Content Count
9181 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by kylania
-
They finally added this page: https://community.bistudio.com/wiki/Revive_remastered but yeah I'm wondering about description.ext options and variables we can use to control it outside of the editor and scope of the editor defaults.
-
Vehicle moveInCargo Position Indexes
kylania posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was wanting to place units in the rear of a Chinook for a mission intro and thought I'd play around with the moveInCargo position numbers to help find the cargo index of the seats. Turns out they are a little funky and one is entirely broken. The Chinooks hold 28 units total. A crew of 4 (Pilot, Crew Chief, Door Gunner and Rear Gunner) and 24 in cargo. Here are the commands to use to place units in any particular spot within the CH-47 assuming the Chinook is named ch: CH-47 Chinook (4 Crew 24 Cargo Seats): Rear Gunner this moveInGunner ch this moveInTurret [ch ,[2]] this moveInCargo [ch, 12] this moveInCargo [ch, 20] this moveInCargo [ch, 11] this moveInCargo [ch, 13] this moveInCargo [ch, 10] this moveInCargo [ch, 14] this moveInCargo [ch, 9] this moveInCargo [ch, 15] this moveInCargo [ch, 8] this moveInCargo [ch, 16] this moveInCargo [ch, 7] this moveInCargo [ch, 17] this moveInCargo [ch, 6] this moveInCargo [ch, 18] this moveInCargo [ch, 5] this moveInCargo [ch, 19] this moveInCargo [ch, 4] this moveInCargo [ch, 21] this moveInCargo [ch, 3] this moveInCargo [ch, 22] this moveInCargo [ch, 2] this moveInCargo [ch, 23] this moveInCargo [ch, 1] Unusable Seat :( Door Gunner Crew Chief this moveInTurret [ch ,[1]] this moveInTurret [ch ,[0]] Pilot Co-Pilot/Cargo this moveInDriver ch this moveInCargo [ch, 0] UH-60M [uS] (3 Crew 13 Cargo Seats): Numbers are used as: this moveInCargo [ch, 1] 3 2 1 0 4 5 6 7 11 10 9 8 Door Gunner Crew Chief this moveInTurret [ch ,[1]] this moveInTurret [ch ,[0]] this moveInGunner ch Pilot Co-Pilot/Cargo this moveInDriver ch this moveInCargo [ch, 12] MH-60S [uSMC] (3 Crew 13 Cargo Seats): Numbers are used as: this moveInCargo [ch, 1] 4 3 2 1 5 6 7 8 12 11 10 9 Door Gunner Crew Chief this moveInTurret [ch ,[1]] this moveInTurret [ch ,[0]] this moveInGunner ch Pilot Co-Pilot/Cargo this moveInDriver ch this moveInCargo [ch, 0] Merlin HC3 (1 Crew 17 Cargo Seats): Pilot | 11 1 9 door 3 7 12 5 4* Empty | door 10 16 0 14 15 8 13 2 6 * - kinda hanging in mid air... Wildcat AH11 (2 Crew 8 Cargo Seats): Pilot | <0 4> <5 <7 3> <2 Gunner | <1 6> Gunner = turret 0, < and > indicate facing. C-130J (1 Crew 25 Cargo Seats): 0 | 16 8 14 22 6 1 | 5 12 20 3 10 18 | 9 15 24 7 23 13 Pilot | 17 21 4 11 19 2 One empty seat. MTVR (1 Crew 12 cargo slots): 0 | 3 5 7 9 11 1 Driver | 2 4 6 8 10 Most are sitting back and occasionally lean forward, but 4 and 7 generally lean forward. 5 has his arm up on the seat like he just don't care. -
Woah Woah Woah BI. Trying to sneak one in?
kylania replied to uncookedzebra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Kill a friendly (or two), even accidentally, and your side will change to ENEMY. -
Another BIS_fnc_MP question...
kylania replied to Lucky44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You don't need remoteExec or BIS_fnc_MP for any of that. Just put it all in initPlayerLocal.sqf -
TheGen's Guide to Mission / Campaign Making
kylania replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is a Demo Campaign to look at. At the end of a mission we'll use getUnitLoadout to capture the current equipment and at the start of the next we'll use setUnitLoadout to rearm them. We'll use the saveVar system to keep track of the actual loadout between missions. -
Help using Custom Icons for Hold Action
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
64x64 seems good. -
https://forums.bistudio.com/topic/179357-slideshow-briefing/#entry3059975
-
AI Lasers without Combat Behavior
kylania replied to weaponsfree's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why would they be wasting batteries strolling around with their lasers on? -
https://forums.bistudio.com/topic/191729-need-help-with-addaction/#entry3046000
-
Dynamically enabling and disabling the revive system
kylania replied to jaynic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There's probably variables you can set to disable it but we're still waiting on documentation for the new system. It's coming, just no ETA. -
attach player to ballon via rope
kylania replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Might want to look at this for some ideas.- 14 replies
-
- 1
-
setObjectTextureGlobal
-
Scripting help needed.
kylania replied to d00kiejones's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What is _template? Can you just post all your current code? -
How to exclude certain player UIDs from activating a trigger
kylania replied to helldesign's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Change ANYBODY to a Side or if (!(_x getVariable["hell_protected", false]) && (_x isKindOf "Man")) then { -
Specific Objects in Trigger Area? (a && b command trouble)
kylania replied to -ORION-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
There's the new inArea command as well. -
Sure, but that's more important to you? Removing the information or having information in the "wrong" spot.
-
undefined variable in expression
kylania replied to TyrDaishi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just skip the nil check and assign _target to someone new? It's either gonna be nil or a dead unit, so you're going to want to assign it again anyway. -
ArmA3 Classnames - no discussions
kylania replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You do. In the editor click Tools then Config Viewer, and there's your list. Or for helmets you can right click on your unit in the editor and Edit Loadout and see all the available helmets. BIS has been busy releasing Apex but are planning on updating the asset lists Soonâ„¢. -
Maybe use tasks for information that will be changing during the mission instead? Can you set them to nil?
-
How to exclude certain player UIDs from activating a trigger
kylania replied to helldesign's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Name the trigger then change the onAct for the triggers locally for those names/UIDs to prevent then from setting it off themselves. You'll need to change your onAct for everyone else to prevent someone else from setting it off while they are in it however. Maybe set a variable on everyone and only apply damage if they have that variable to false or something? For your protectees: player setVariable["hell_protected", true, true]; change your onActivation to: { if (!(_x getVariable["hell_protected", false])) then { _x setDamage 1; }; } forEach thisList; -
Need Help With A New Shop UI
kylania replied to nebulazerz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He's got that and once things are more settled we'll be moving more functions over to that format. :) -
Init fields aren't for animations, but you can run a script from there that can activate animations. BIS_fnc_ambientAnimCombat is a function that can run ambient animations for you and the units will break out of them when combat starts.
-
SetCaptive not working at MP mission start
kylania replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Erm, yeah, what hally said. :) Edited the post. And of course missing setVariable is kinda critical. heh -
Load a Launcher on the Ground with specific Ammo
kylania replied to weaponsfree's topic in ARMA 3 - MISSION EDITING & SCRIPTING
RPG-7 wise this might be broken as today's dev branch change log says: -
Floating AI ( They spawn 100ft in the air ?
kylania replied to mobilemick's topic in ARMA 3 - EDEN EDITOR
Need way more information to be able to help you. What map, what build, in SP or MP, any mods, did you check that your server has the right map, how did you place your player, got reproduction steps, a demo mission, error messages?