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Keine

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  1. Keine

    [ALPHA] Sabotage Script

    Do you mean, Adding the action to sabotage on all vehicles in a trigger's zone, allowing the player to activate the sabotage action themselves? or Calling the sabotage script on all vehicles in a trigger's zone, starting the countdown and blowing up the vehicles automatically?
  2. Keine

    [ALPHA] Sabotage Script

    Just a suggestion to make your code more portable, addAction sends several parameters to the script, one of which is a reference to the object called by the script (the object you have added the action to). http://community.bistudio.com/wiki/addAction You can use _this select 0; to get the object the script is assigned to. Try _object = _this select 0; // Rest of your code here "M_Mo_82mm_AT" createvehicle getpos _object; {_x setdamage 1} foreach crew _object + [_object]; Untested, not sure if you've tried this already, but it should help make your code much more portable- you can call this script on any ship, not just an editor named one. You may also want to remove the action from the object when you run the script, otherwise you may have unexpected behavior if someone uses the action more than once. http://community.bistudio.com/wiki/removeAction You can get the ID for the action that calls your script with _this select 2;
  3. A lot of people have been throwing around complaints about the setting Arma 3 has taken, set in the near future, in a battleground we’re not familiar with. Bohemia’s choice to take this route with their new game has caused a large split in those in the community who want realism to be the focus in the Arma series. However, this attitude is extremely premature to stand behind from just a few screenshots of the game, and some of the demands and complaints that stand out are a bit selfish, and some completely illogical. The first and foremost complaint with the screenshots is that Arma 3 appears “unrealisticâ€. The screenshots present it with a mixture of weapons and vehicles not standard to any army. This leads some people to think that the game as a whole will throw realism out the window, and it’ll use the future as an excuse to do this. This is a hasty, reactionary response that doesn’t consider Bohemia’s past in making the OFP and Arma series. First, look at the weapons and vehicles showcased in the screenshots. You can see an F2000, an M14, and maybe a TAR-21. The vehicles shown are a Merkava tank, a Comanche, and the Havoc/Hokum hybrid. With the exception of the nameless Kami-2580, all these are real, existing technology. They are not made up for the sake of being futuristic. They are REAL. While the premise of these machines existing together at one point in time is a creative liberty taken by Bohemia, people forget that this is something they have done MANY TIMES over the course of their games’ history. OFP pitted US forces against a renegade Soviet force, on fictional islands in a scenario that never existed. There were no cries about realism in the plot there. Arma had a similarly fictional setup, with a communist, Caribbean island state that also had access to Ka-50s, a helicopter used only by Russia, and even then sparingly. No complaints of unrealistic circumstances and technology then. Arma 2 was set in the near future, when the USMC had the F-35 standard, fighting Russians in a fictional, Eastern European country. Operation Arrowhead advanced the timeline slightly further in the future, in a time where the US Army uses the SCAR as its main service weapon. Do you see the pattern? Bohemia has always favored making its own storyline and setting over reusing cliché, familiar battlegrounds. Yet despite this, their games still maintain that effort to preserve the simulation aspect of the game, and its success in doing so is the same reason so much of its consumer base is this insistent on maintaining realism. Let’s be blunt, here. Bohemia has been doing this same, successful formula for years, and they do it well. If this wasn’t true, few of us would be here arguing over the next title in the series. It is ridiculous to pass judgment on the game when the only evidence available has been a few screenshots. Just because the setting is not a desert does not mean this will change; it means that Bohemia is doing what they want with the title, and will put their best effort into making something they enjoy. And that’s more than can be said for a lot of games being pumped out these days. Wait and see how it is, and support Bohemia's choice to experiment. Remember, there's always mods if you aren't completely satisfied.
  4. Bump with updated question.
  5. I have a semi-complex issue that triggers seem to be having an issue with, medium length: A team of players needs to avoid being seen as they move to a waypoint. If any OPFOR unit sees them and maintains this knowsAbout for longer than 30 seconds, an OPFOR helicopter is spawned in off screen and flies in. In this time, the players can hide and avoid being detected by the helicopter. If it finds no players after fulfilling a seek and destroy WP, the helicopter flies away off screen and is recycled until another alert comes up. If the players destroy the helicopter instead, it doesn't respond to alerts for 20 minutes until it "respawns". I'm stuck on making the helicopter spawn each time an OPFOR unit sees a member of the player squad. Is there a way to make a knowsAbout with ANY member of the OPFOR side able to trigger the heli attack? Detected by OPFOR activation isn't returning repeatedly, but does trigger once, despite being set to trigger repeatedly. Any ideas for a solution? Actually, I just need to find out how to make it so that many groups will start off not spawned, but spawn on a trigger. Also, how to delete everything within a specified trigger area, sort of as a "clean up" after the area is done being moved through. Commands that could help with this?
  6. Thank you. I'll improvise and add a field hospital that can be used in place of a medic.
  7. Two simple, probably too simple, questions... 1. Is there a way to set a certain unit to behave like a medic (able to heal at) that is not a medic class (Spetsnaz operator performing as medic)? If so, what command(s) would that include? 2. How do I detect when a named unit is dead? Many thanks for helping with my stupid questions.
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