Jump to content

magicpanda

Member
  • Content Count

    160
  • Joined

  • Last visited

  • Medals

Everything posted by magicpanda

  1. having a few problems spawning these realistically if anyone can help. I've got fairly decent spawning locations with SHKpos and the main building I spawn I make sure the vector is up e.g. ["Land_d_Stone_HouseSmall_V1_F",[-2.48828,13.3594,2.09808e-005],0,1,0,[],"","this setVectorUp [0,0,1];",true,false], But its things like sandbags that all go a bit tits up. Any way to refine it? Cheers.
  2. This is one of the closet and most recent threads I can relating to my problem. Apologies if this is rude! Is there a way to add a 'buffer' when looking for objects. e.g I don't want the _pos2 to get anything within 1k of the player but everthing else up to 17k away _pos2 = nearestLocations [getPos player,["nameCity","nameVillage"],17000];
  3. Stick this in the init of your player. player addaction ["eyeon", "eye.sqf"]; player addaction ["eyeoff", "EYE_run = false;"]; Save a file in your mission folder called eye.sqf then put this lot in it. /* EYE 1.0 Author: Zapat Shows all units on map in a relatively system friendly way. Dot: infantry Rectangle: ground vehicles Triangle: air vehicles Blue: west Red: east Green: Independent Black: civilian OR damaged in movement thus left vehicle Orange: player Yellow: player's team */ //you can turn on and off the EYE by the following Global Variable EYE_run = true; player sideChat "EYE is running"; EYE_targets_obj = []; EYE_markers_str = []; //data handler [] spawn { while {EYE_run} do { sleep 2; EYE_targets_obj = position player nearEntities [["LandVehicle","Air","CAManBase"], 20000]; EYE_targets_str = []; { EYE_targets_str set [count EYE_targets_str, format["%1",_x]]; }foreach EYE_targets_obj; _deleted = EYE_markers_str - EYE_targets_str; { deleteMarker _x; EYE_markers_str = EYE_markers_str - [_x]; }foreach _deleted; }; player sideChat "EYE thread 1 finished" ; }; //visualiser [] spawn { while {EYE_run} do { sleep 0.1; { if (!isNull _x) then { _marker = format["%1",_x]; //create marker if (getMarkerType _marker == "") then { _m = createMarker[_marker,position _x]; _m setMarkerShape "ICON"; if (_x isKindof "CAManBase") then {_m setMarkerType "hd_dot";}; if (_x isKindof "LandVehicle") then {_m setMarkerType "mil_box";}; if (_x isKindof "Air") then {_m setMarkerType "mil_triangle";}; if (side _x == east) then {_m setMarkerColor "ColorOPFOR";}; if (side _x == west) then {_m setMarkerColor "ColorBLUFOR";}; if (side _x == Independent) then {_m setMarkerColor "ColorIndependent";}; //if (side _x == Civilian) then {_m setMarkerColor "ColorCivilian";}; if (_x in units group player) then {_m setMarkerColor "ColorYellow";}; if (_x == player) then {_m setMarkerColor "ColorOrange";}; EYE_markers_str set [count EYE_markers_str, _marker]; } //update marker else { _marker setMarkerPos position _x; if (getMarkerColor _marker != "ColorBlack" && (!alive _x || !canMove _x) ) then {_marker setMarkerColor "ColorBlack"}; }; }; }foreach EYE_targets_obj; }; { deleteMarker _x; }foreach EYE_markers_str; player sideChat "EYE thread 2 finished" ; };
  4. Hmm. Wonder what I'm missing. I tried your example above off a radio trigger and can't get it working with the default attack for love nor money. [west, ["getinpoloCar"],["Monter dans le Tout-terrain", "Monter dans le Tout-terrain", "Monter dans le Tout-terrain"], [poloCar, true], "ASSIGNED", 1, true, "Attack", true] call BIS_fnc_taskCreate; Description.ext author = magicpanda; onLoadName = SPAWN COMPOSITIONS TEST; class Header { gameType = SP; minPlayers = 1; maxPlayers = 1; }; class CfgTaskEnhancements { enable = 1; //0: disable new task features (default), 1: enable new task features & add new task markers and task widgets into the map 3d = 1; //0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers 3dDrawDist = 10000; //3d marker draw distance (default: 2000) share = 1; //0: do not count assigned players (default), 1: count how many players have the task assigned propagate = 1; //0: do not propagate (default), 1: propagate shared tasks to subordinates }; class CfgTaskTypes { class Attack { icon = \A3\UI_F_MP_Mark\Data\Tasks\Types\Attack_ca.paa; icon3D = \A3\UI_F_MP_Mark\Data\Tasks\Types3D\Attack_ca.paa; }; class Defend { icon = \A3\UI_F_MP_Mark\Data\Tasks\Types\Defend_ca.paa; icon3D = \A3\UI_F_MP_Mark\Data\Tasks\Types3D\Defend_ca.paa; }; };
  5. Is this currently working on live or only on dev branch?
  6. Can anyone help? Im trying to get a array of markers or objects into the mapping line and create task lines but im banging my head against my monitor for the last hour or so. Edit, cracked it. _pos = ["rb1", "rb2", "rb3"]; _startPos = _pos call BIS_fnc_selectRandom; [west, "task2", ["Destroy the ammo caches", "Destroy Cache", "Destroy Cache"], (getMarkerPos _startPos), true] spawn BIS_fnc_taskCreate; _myComp = [ ["Land_WoodenBox_F",[5.31836,8.34668,7.62939e-006],251.002,1,0,[],"","",true,false], ["Land_d_House_Small_02_V1_F",[-8.42969,7.22559,-0.002882],8.9999,1,0,[],"","",true,false], ["Land_WoodenCart_F",[13.1436,2.69531,-0.00475502],0.00676493,1,0,[],"","",true,false], ["Land_Sacks_heap_F",[12.877,4.68848,3.05176e-005],64.0005,1,0,[],"","",true,false] ] ; 0 = [(getMarkerPos _startPos), 190, _myComp] call BIS_fnc_ObjectsMapper;
  7. Which script are you using?
  8. Cheers Grumpy and all, worked perfectly. Liking event handlers!
  9. I'm trying to set up a kind of Evac APC for basic squad manangement in a sandbox type environment. Basically the player tells the Unit in thier group to get into the back of a crewed APC and after a few secs they are deleted from the player group and from the mission altogether. The key is keeping the APC intact and only deleting units from my group. There is a reinforcement script at work so I dont think I can just name all my units. I've got a shonky version kind of working via a trigger placed over a crewed APC with activation "any group member present". on Act evac = createGroup west; [thislist select 0] join evac; sleep 1; { deleteVehicle _x; } forEach units evac; or something like this thislist select 0 setVehicleVarName evac; deleteVehicle evac However it goes tits up when you order more than one squad member near or into the APC or doesn't work at all. I'm pretty sure there is a better way to do this but googling all sorts of things has brought up nothing. Also, is there a way to run scripts on AI units in my team selected with the Function Keys or on AI units in a team? e.g. Team Yellow.
  10. magicpanda

    createDiarySubject picture

    Is this what you mean? Place an empty object > intel > secret file In the init put if (isServer) then { this setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; [this,"RscAttributeDiaryRecord",["Top Secret Docs","These Docs outline the enemies defenses",""]] call bis_fnc_setServerVariable; this setVariable ["recipients", west, true]; [this,"init"] spawn bis_fnc_initIntelObject; }; Now go pick it up.
  11. Cheers! Problem is you lose the APC crew as well which are used for area defence.
  12. Cheers chaps, I know my way around the editor well but my scripting knowledge is limited hence trying odd things :) This is all a bit lost on me. Will have a proper look later. APCNAME addEventHandler ["GetIn",{ _delete = _this spawn { params ["","","_unit"]; sleep 5; deletevehicle _unit; }; }];
  13. I dug this old script out from Arma 2 and updated a little to work with Arma 3 (show independents as green). I've come to a bit of a road block. I'm trying to work out how to turn it on and off in via radio trigger command. for example in a 30 second burst. Any help greatly appreciated. Bonus points for adding civilian markers instead of just black for everything dead or civ, my failed attempt is commented out :) My On Act: doesn't work nul = execVM "eye.sqf"; sleep 30; EYE_run = false; Here is the script. /* EYE 1.0 Author: Zapat Shows all units on map in a relatively system friendly way. Dot: infantry Rectangle: ground vehicles Triangle: air vehicles Blue: west Red: east Green: Independent Black: civilian OR damaged in movement thus left vehicle Orange: player Yellow: player's team */ //you can turn on and off the EYE by the following Global Variable EYE_run = true; player sideChat "EYE is running"; EYE_targets_obj = []; EYE_markers_str = []; //data handler [] spawn { while {EYE_run} do { sleep 2; EYE_targets_obj = position player nearEntities [["LandVehicle","Air","CAManBase"], 20000]; EYE_targets_str = []; { EYE_targets_str set [count EYE_targets_str, format["%1",_x]]; }foreach EYE_targets_obj; _deleted = EYE_markers_str - EYE_targets_str; { deleteMarker _x; EYE_markers_str = EYE_markers_str - [_x]; }foreach _deleted; }; player sideChat "EYE thread 1 finished" ; }; //visualiser [] spawn { while {EYE_run} do { sleep 0.1; { if (!isNull _x) then { _marker = format["%1",_x]; //create marker if (getMarkerType _marker == "") then { _m = createMarker[_marker,position _x]; _m setMarkerShape "ICON"; if (_x isKindof "CAManBase") then {_m setMarkerType "hd_dot";}; if (_x isKindof "LandVehicle") then {_m setMarkerType "mil_box";}; if (_x isKindof "Air") then {_m setMarkerType "mil_triangle";}; if (side _x == east) then {_m setMarkerColor "ColorOPFOR";}; if (side _x == west) then {_m setMarkerColor "ColorBLUFOR";}; if (side _x == Independent) then {_m setMarkerColor "ColorIndependent";}; //if (side _x == Civilian) then {_m setMarkerColor "ColorCivilian";}; if (_x in units group player) then {_m setMarkerColor "ColorYellow";}; if (_x == player) then {_m setMarkerColor "ColorOrange";}; EYE_markers_str set [count EYE_markers_str, _marker]; } //update marker else { _marker setMarkerPos position _x; if (getMarkerColor _marker != "ColorBlack" && (!alive _x || !canMove _x) ) then {_marker setMarkerColor "ColorBlack"}; }; }; }foreach EYE_targets_obj; }; { deleteMarker _x; }foreach EYE_markers_str; player sideChat "EYE thread 2 finished" ; };
  14. magicpanda

    custom pilot radio effects

    Edit: Nvm, not what you were after.
  15. magicpanda

    AI Spawn Script Pack

    Really nice pack :) Is there anything similar to cursorTarget I can use for a drop spot for Paras or the Reinforce chopper? cursorTarget works great but only allows for targeting objects like buildings. If I point my cursor at a nice open field cursorTarget doesn't kick in
  16. Thanks Larrow. I put together a NATO VA if it's useful to anyone. Needs a bit of work but if it saves someone some time then it's all good. _contents = [["B_UAV_01_backpack_F", "B_AssaultPack_khk", "B_FieldPack_oli", "B_AssaultPack_dgtl", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "B_AssaultPack_blk", "B_AssaultPack_cbr", "B_AssaultPack_mcamo", "B_Kitbag_mcamo", "B_Kitbag_sgg", "B_Kitbag_cbr", "B_Carryall_oli", "B_FieldPack_khk", "B_FieldPack_blk", "B_FieldPack_oucamo", "B_FieldPack_cbr", "B_Carryall_oucamo", "B_Carryall_khk", "B_Carryall_cbr", "B_Parachute", "B_Kitbag_rgr", "B_AssaultPack_Kerry", "B_TacticalPack_oli", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_rgr", "B_Carryall_mcamo", "B_Static_Designator_01_weapon_F", "B_Respawn_TentDome_F", "B_Respawn_TentA_F", "B_Respawn_Sleeping_bag_F"],["G_Balaclava_blk", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_tan", "G_Combat", "G_Lowprofile", "G_Aviator", "G_Tactical_Clear", "G_Diving", "G_B_Diving", "G_Tactical_Black", "U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_worn", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest", "U_B_GhillieSuit", "U_B_HeliPilotCoveralls", "U_B_PilotCoveralls", "U_B_Wetsuit", "U_B_CTRG_1", "U_B_CTRG_2", "U_B_CTRG_3", "U_B_FullGhillie_lsh", "U_B_FullGhillie_sard", "U_B_FullGhillie_ard", "V_Rangemaster_belt", "V_BandollierB_khk", "V_BandollierB_rgr", "V_BandollierB_cbr", "V_PlateCarrier1_rgr", "V_PlateCarrier1_blk", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", "V_PlateCarrierSpec_rgr", "V_Chestrig_khk", "V_TacVest_khk", "V_TacVest_brn", "V_TacVest_blk", "V_TacVest_camo", "V_TacVest_oli", "V_TacVest_blk_POLICE", "V_TacVestIR_blk", "V_RebreatherB", "V_BandollierB_blk", "V_Chestrig_rgr", "V_Chestrig_blk", "V_BandollierB_oli", "V_Chestrig_oli", "V_PlateCarrier_Kerry", "V_PlateCarrierL_CTRG", "V_PlateCarrierH_CTRG", "V_I_G_resistanceLeader_F", "V_PlateCarrierGL_blk", "V_PlateCarrierGL_mtp", "V_PlateCarrierSpec_blk", "V_PlateCarrierSpec_mtp", "V_PlateCarrierIAGL_oli", "H_HelmetB", "H_Booniehat_khk", "H_Booniehat_mcamo", "H_Booniehat_tan", "H_HelmetB_light", "H_HelmetCrew_B", "H_HelmetSpecB", "H_HelmetSpecB_paint1", "H_HelmetSpecB_paint2", "H_HelmetSpecB_blk", "H_HelmetIA", "H_Cap_red", "H_Cap_tan", "H_Cap_blk", "H_Cap_blk_CMMG", "H_Cap_khaki_specops_UK", "H_Cap_grn", "H_Cap_grn_BI", "H_Cap_blu", "H_Cap_blk_ION", "H_PilotHelmetFighter_B", "H_PilotHelmetHeli_B", "H_CrewHelmetHeli_B", "H_HelmetSpecB_snakeskin", "H_HelmetSpecB_sand", "H_Bandanna_khk", "H_Bandanna_cbr", "H_Bandanna_sgg", "H_Bandanna_gry", "H_Bandanna_camo", "H_Bandanna_mcamo", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "H_Beret_blk", "H_Watchcap_blk", "H_Watchcap_khk", "H_Watchcap_camo", "H_StrawHat", "H_StrawHat_dark", "H_Hat_blue", "H_Hat_brown", "H_Hat_camo", "H_Hat_grey", "H_Hat_checker", "H_Hat_tan", "H_HelmetB_camo", "H_Cap_oli", "H_Bandanna_khk_hs", "H_Booniehat_khk_hs", "H_Cap_oli_hs", "H_Shemag_olive_hs", "H_Shemag_olive", "H_HelmetB_light_sand", "H_HelmetB_light_black", "H_HelmetB_light_desert", "H_HelmetB_light_snakeskin", "H_HelmetB_light_grass", "H_HelmetB_sand", "H_HelmetB_black", "H_HelmetB_desert", "H_HelmetB_snakeskin", "H_HelmetB_grass", "H_Beret_02", "H_Beret_Colonel", "H_Bandanna_surfer_blk", "H_Bandanna_surfer_grn", "H_Bandanna_blu", "H_Bandanna_sand", "H_Watchcap_cbr", "H_Cap_usblack", "H_Cap_surfer", "H_Cap_police", "muzzle_snds_M", "muzzle_snds_H_SW", "optic_Aco_smg", "optic_ACO_grn_smg", "optic_Holosight_smg", "muzzle_snds_acp", "optic_DMS", "optic_Yorris", "optic_MRD", "optic_LRPS", "muzzle_snds_H", "muzzle_snds_L", "muzzle_snds_B", "muzzle_snds_H_MG", "optic_Arco", "optic_Hamr", "optic_Aco", "optic_ACO_grn", "optic_Holosight", "optic_NVS", "optic_Nightstalker", "optic_SOS", "optic_MRCO", "optic_tws", "optic_tws_mg", "acc_flashlight", "acc_pointer_IR", "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_338_sand", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "B_UavTerminal", "ItemWatch", "ItemCompass", "ItemGPS", "ItemRadio", "ItemMap", "NVGoggles", "NVGoggles_OPFOR", "NVGoggles_INDEP", "FirstAidKit", "Medikit", "ToolKit"],["Laserbatteries", "NLAW_F", "Titan_AA", "Titan_AT", "Titan_AP", "ATMine_Range_Mag", "APERSMine_Range_Mag", "APERSBoundingMine_Range_Mag", "SLAMDirectionalMine_Wire_Mag", "APERSTripMine_Wire_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "SatchelCharge_Remote_Mag", "HandGrenade", "MiniGrenade", "SmokeShell", "SmokeShellYellow", "SmokeShellGreen", "SmokeShellRed", "SmokeShellPurple", "SmokeShellOrange", "SmokeShellBlue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "Chemlight_blue", "B_IR_Grenade", "IEDUrbanSmall_Remote_Mag", "IEDLandSmall_Remote_Mag", "IEDUrbanBig_Remote_Mag", "IEDLandBig_Remote_Mag"],["arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_MXC_F", "SMG_01_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "launch_Titan_F", "launch_Titan_short_F", "launch_NLAW_F", "launch_B_Titan_F", "launch_B_Titan_short_F", "arifle_SDAR_F", "arifle_MXM_F", "srifle_LRR_F", "srifle_DMR_03_F", "srifle_DMR_02_F", "MMG_02_black_F", "Rangefinder", "MineDetector", "Binocular", "Laserdesignator"]]; nul = ["AmmoboxInit",[_this,false]] spawn BIS_fnc_arsenal; clearBackpackCargoGlobal _this; clearItemCargoGlobal _this; clearWeaponCargoGlobal _this; { _toAdd = _contents select _forEachIndex; _fnc = missionNamespace getVariable format [ "BIS_fnc_addVirtual%1Cargo", _x ]; [_this, _toAdd, true ] call _fnc; }forEach [ "backpack", "item", "magazine", "weapon" ];
  17. Get an odd error doing that. http://i.imgur.com/p5etets.png Tried a NATO basic arms box and aCargobox object. Have to bear with me, not played Arma in a year so I'm rusty and was never that good in the first place :) this execVM "myCrateLoadout.sqf" didnt work so I used null = [this] execVM "ammobox.sqf"; which seemed to run the script but throw up the error.
  18. Amazing! Just one more thing. How do you translate this into an .sqf to use with execVM? I want to make a complete NATO Arsenal which is quite a lot to stick in an init box. Nothing I've tried after an hour has worked
  19. I've got a very basic ejector seat script working while BI sort their stuff out. I so often get killed on Eject. This is safe. Hoping someone with better scripting knowledge than my beginner shite can tidy it up, make it work better for all jets perhaps? :) Make a jet call it jet1. in the init this addAction ["<t color='#FF6600'>EJECT</t>", "ejector.sqf", "", 0, false, false, "", "player IN jet1"]; ejector.sqf - This will fling you upwards at 50 metres per second and with a bit of forward momentum in the direction of travel. player setPos [ getPos vehicle player select 0, getPos vehicle player select 1, (getPos vehicle player select 2) +5]; player setvelocity [80 * (sin (getdir vehicle player)), 80 * (cos (getdir vehicle player)),50];
  20. 'We may take it then that an army without its baggage train is lost; without provisions it is lost; without bases of supply it is lost'. - Sun Tzu. http://i.imgur.com/Bnb2Qha.jpg (186 kB) Welcome to Tactical Bacon Corps Soldier! We supply where you demand! Today is a simple dawn run to an Airfield on Altis. A beautiful drive along the coast. This is a milk run for someone of your caliber. Note: Should take about 50 minutes. My best rating is (bearing in mind I know where everything is) is 40800. Thanks for downloading :) http://steamcommunity.com/sharedfiles/filedetails/?id=173997053
  21. May I suggest a copy class to clipboard button. http://www.steamdev.com/zclip/
  22. magicpanda

    Empty Vehicle with Lights On?

    Not sure if this will work in MP but... Stick down a game logic (under units) Call it Bob. In the init of Bob. Bob Action ["lightOn", carnamehere]
  23. magicpanda

    Cant get multiple tasks to work

    Does the task destination work 100% when you script them?
  24. Edit Beaten to it :) Need an AND in there. triggeractivated trig1 && !(unit1 in car1) or triggeractivated trig1 AND !(unit1 in car1)
  25. magicpanda

    Rally Style

    Yeah! Sign me up, the missions are already in progress :)
×