Jump to content


  • Content count

  • Joined

  • Last visited

  • Medals

Community Reputation

70 Excellent

About dlegion

  • Rank
    Gunnery Sergeant
  1. Thanks Pierre ! Very good idea , thanks !
  2. Im not sure of what you mean...there are only around 1100 "houseBase" objects in arma3, to doublecheck i repeat that im not trying to use map buildings, i just need to filtrate every possible building avaible in arma3, unrelated to the map run (im testing in virtual reality for example) The GOM solution is the only one for now, being buildingPos linked to model and not in config !
  3. the idea is to get all buildings from config, so it automatically works with any new DLC or MOD. the problem is that i didnt found the buildingPos setting in config, so the only solution is the one suggested by GOM, spawn all building, check each one, and populate an array with the "good ones".
  4. Ahh ! Very Good idea ! Thanks man !!
  5. to make the script more efficient, i wish to know if is possible discriminate the buildings that have more than 4 "buildingPos" before actually create them and count... here is my full script: you may notice that i have to actually spawn an house, then count the buildingPos, and then decide if keep it or repeat process with a random new one. quite inefficient right now :( thanks !
  6. thanks GOM ! you nailed it perfectly! it works like a charm , really thanks man !
  7. i've menaged to get the result, but its horribly optimized, i need to filter in the initial array only the house buildings (right now it use EVERY thing in game!) //if (isServer) then { KILLhouse = TRUE; //KILLhouse = FALSE; _allHouses = "true" configClasses (configFile >> "CfgVehicles"); // WORKS _allINDEP = "(getNumber (_x >> 'scope') == 2) and {(getNumber (_x >> 'side') == 2)} and {configName _x isKindOf 'CAManBase'}" configClasses (configFile >> "CfgVehicles"); _countH = count _allHOUSES;str (_countH) + " HOUSES IN ARRAY" remoteExecCall ["hint"]; // DEBUG uiSleep 2; while {uiSleep 0.5;TRUE} do { if (KILLhouse) then { _HtypeN = selectRandom _allHOUSES; _Htype = configName _HtypeN; _HtypeA = [_Htype]; _house = _Htype createVehicle (getpos housePOS); _Bpos = _TEMPhouse buildingPos -1; _Bpp = count _Bpos; if (_Bpp > 4) then { KILLHOUSE = FALSE; { _DtypeN = selectRandom _allINDEP;_Dtype = configName _DtypeN;_DtypeA = [_Dtype]; if (_Dtype isKindOf "CAManBase") then { _Mactive = selectRandom _Bpos; _Tgrp = [getposATL _Mactive, EAST,_DtypeA,[],[],[],[],[],(random 360)] call BIS_fnc_spawnGroup; {_x setVariable ["NOT_remove",true,false];(vehicle _x) setVariable ["NOT_remove",true,false];} forEach (units _Tgrp); _Tgrp deleteGroupWhenEmpty true; {_x disableAI "PATH";_x setUnitPos "MIDDLE";if ((random 5) < 3) then {_x setUnitPos "UP"};} foreach (units _Tgrp); }; // if - then CLOSE } count _Bpos; } else {uiSleep 0.5;deleteVehicle _TEMPhouse}; // if _Bpp > 4 then CLOSE }; // if KILLhouse CLOSE }; // while CLOSE //}; // if ISserver CLOSE
  8. heyy GOM ! well i'm trying to define an array with all buildings avaible in game, filter them so they are enterable (have buildingpos > 0 i suppose), then spawn a randomly choosen building , and populate it! thanks for your interest!
  9. ...well its a bit extreme, but this works : _allHouses = "true" configClasses (configFile >> "CfgVehicles"); _allHouses = "true" configClasses (configFile >> "CfgVehicles"); while i still search suggestion for a more efficient way, like filtering only "houseBase" , the next problem is how get the object from this array of configs, to use it to scan for "buildingpos ". thanks for any help!
  10. hello guys...i'm trying to make an array with all buildings avaible in arma3...how can this be done ? for example i'm actually making an array with all units of a side like this: _allINDEPENDENT = "(getNumber (_x >> 'scope') == 2) and {(getNumber (_x >> 'side') == 2)}" configClasses (configFile >> "CfgVehicles"); ...but i dont know how make it for buildings! thanks for any idea!
  11. Thanks guys ! I re-writed the whole script, and now it works, so was probably my mistake of some kind somewhere down in the script...that strangely did not return any error, was working good before updates, and without giving any error was not using the vehicles after updates !! I must have done a really weird error ! Haha ! Thanks for the help guys !!
  12. hello guys, i've run into a problem... i was using this code to filter units and vehicles by side: ALLindependent = "(getNumber (_x >> 'scope') == 2) and {(getNumber (_x >> 'side') == 2)}" configClasses (configFile >> "CfgVehicles"); ...and was working good , last working check some weeks ago. now i discovered that it put in the list only units (CAManBase) and not a single vehicle! whats wrong with it ? ...especially considering the same code for civilian put in list every unit and vehicles! thanks for any help !
  13. Ravage Mod

    Ah ok...seeing no direct answers i supposed noone readed it ! It can be easily reproduced by placing a big helicopter, like the chinhook, and hordes around...noone will dare to come near the helo or dismounted people in close proximityof the helo ! Thanks for answering !
  14. Ravage Mod

    Guys...still no fix to an essential feature like zombies NOT attacking helicopters or people nearby ?