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mikey74

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Everything posted by mikey74

  1. mikey74

    Blackfish/AC-130 Script??

    I know this is an older thread. This works fairly good. without to much work arounds. 🙂
  2. Different people different strokes. If there is a lot of mods I must download to play. I wont. BUT that's just me. Anytime I've modded in the past. I use as less mods required as possible if not none at all. The good news is. I am probably a minority on this. 😉
  3. I tested this and was getting slaughtered so I edited you script a bit. Still get nailed on 1st shot most times. Much simpler way than my code above. lol You follow my so called rules much better than me. Which is KISS: Keep it simple stupid. lol Thanks Pierremgi. 🙂
  4. Im not sure what you're looking for but here is What I think you might be: This is tested and works. I set a unit on map named target1 and placed 2 mg's named mg1 and mg2 that had LOS to target1, and put this script in the init.sqf. useractions here is another slightly edited version of this script: Simulate AA fire same type script:
  5. mikey74

    [Release] AI Medic Auto Heal

    Hi, Gunter and thread, I hope its ok but I edited yours' and Rydigers script. I used an Eventhandle rather than a while loop, and I made the script for all units instead of just players group. I also added self healing if firstaid is available and other units with firstaid will also be considered to heal wounded should no medics be found. I put a delay in for how quick medics, self healing, and other units with firstaid to respond to wounded unit. If this is not ok please delete this post. Here is what I did.
  6. Love the CDLC!!! MY biggest nick picky request. Which doesnt matter I made a script to fix it, but The new US army rifles. ALL of them come with a suppressor standard. Was thinking maybe an oversite? maybe not. Anyways great work Guys awesome CDLC. Hope you guys have more to add. 🙂
  7. _isShooting is a local variable. This is why I went with the SetVariable. So when your EH fires that variable stays with the event. So anywhere else you're looking for that variable it just sees that its false because you set it this way. Think of EH as a separate script. You want to go global, or imo use setVariable.
  8. Nice Job!!!! I thought this may be something you may be interested in: I added a dirt patch and grass cutter they will also delete when trench is deleted. Hope you like. 🙂
  9. ok sense the new US military rifle coming in replacing the m4 is all suppressed. I wrote a script to make sure everyone of them is suppressed. This script version requires the new Expeditionary Forces: If you are creating a mission simple paste in your init.sqf. You can replace the _supressor "ef_snds_mxar" and the other classnames with what ever you like. Enjoy! 🙂
  10. mikey74

    XM7 rifle

    Works real well. Just like MP. Except how and where they spawn. I'd have to re open dropbox and send ya a sample mission to explain most of it. lol
  11. maybe try something like this Use this to check for shots. It will be false after 5 to 15 seconds. OR Are you trying to find out if it can shoot at all? If so see Canfire
  12. mikey74

    XM7 rifle

    The missions I use respawns are mostly not multiplayer. I play more single player type missions. I wrote respawning scripts for aI and player because in single player you just cant. Thanks though. Doubt that would work on what I have wrote. hmmm or would it!?!? May have to test this. Thanks 🙂 Just tested. Nope not on a single-player mission it doesn't work. Thanks for the idea thought! 🙂
  13. mikey74

    XM7 rifle

    Yeh I've started pulling up my old scripts and updating them. I'm still not great at coding in arma but much better than I was 10 years ago even with me being a bit rusty. lol Speeking of. I need to update this script. Assuming anyone is really interested in it. I'll keep it updated. Maybe even create a pbo for it if I can remember how. lol Oh the EntityCreated Event Handler is because I use a lot of re-spawning in my self made played missions. I figure I may not be the only one doing this.
  14. Not sure if you want to use this, but I use this to find any arty on the map for my arty scripts: params ["_veh"]; if (isNil "_ALL_ARTS") then {_ALL_ARTS = []}; // Check if the vehicle has artillery capabilities (supports artillery, etc.) _array = getArray (configFile >> "CfgVehicles" >> (typeOf _veh) >> "availableForSupportTypes"); _value = getNumber (configFile >> "CfgVehicles" >> (typeOf _veh) >> "artilleryScanner"); //hint str [_array,_value]; if ((count _array >= 1) || (_value >= 1)) then {_ALL_ARTS pushBack (typeOf _veh)}; //works on all even most mods thus far as far as finding artillery units in the games. You can push in Vehicle or its class depending on where you are going with your script. Rather than doing the old _thisclassnamesuxbit = ["classA","classB".........
  15. mikey74

    [Release] AI Medic Auto Heal

    The only constructive criticism I can give one this. Maybe prioritize killing threats before having AI medic moving to heal. If it does and i missed it ignore that criticism, I'm an idiot. lol Usually if they don't take out the threat in combat they get killed. Kind of like putting your breather on in a plane before you put it on your child. Meaning if you incapacitated you are no use to others. Other than that. AWESOME SCRIPT as usual. 🙂
  16. mikey74

    ArmA 3 Scripting help

    Hi Trulley, Try https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/ and explain what it is you are trying to accomplish. 🙂 Id put in the next comment to ask the moderator to move this over to that forum . 🙂 Happy scripting.
  17. Ambient battle sounds Module WIP Hi this is a new module for Arma 3. I've been using the triggers to give me some ambient combat sounds for missions. SO I create a module so I didn't have to through up several triggers to get a good back ground noise. lol Basically is a module found in the effects category of the module section. What it does is a loop of ambient battle sounds that's already built into arma 3. Its all random. You can set the size of the battle and intensity. Give it a try and let me know if you have suggestions. Ignorant and mean suggestions will be ignored! :p Thanks to Jigsor for a good script to start with. It started on this thread.:) 7/3/15 The new and improved AMBS. changes: Edited distant explosions added Categories for: Volume Pitch and Battle radius 7/14/15 This is a good video of the differences between different selections for AMBS. It still has old sounds, but GREAT presentation. :)
  18. RPT is more than a crash file? Nothing was crashing. Just popping off rounds without me pulling trigger. That said. I was unable to replicate today with or without mods. With the exception of It did shoot my bazoooka before I was aimed. idk its wierd. Only CBA and prairie fire was loaded, and of course I wasn't recording by this point. When I get more time. I'm going to try a few other things like making the same mission using just priarie fire or just standard arma 3. Hopefully in the next few days if it is SPE I'll post my findings here. Thanks for your response. As usual KJU. You do awesome work. IMO worth my hard earned money 😂. 😉
  19. Anyone else having an issue where your player character will unload a clip when spotting enemies without even hitting your trigger? I thought maybe it was the SPE_AI module, but removed it and its still happening. Looks like it may be an AI suppression script that forgot to leave out the players. Mods I am using is CBA, Death hit animations, and ACSTG AI cannot see through grass. I am running a respawn script that does control anything firing a weapon. Thanks in advance.
  20. mikey74

    Land transportation

    Many greater than most have tried and As far as I know the best of the best have failed with coding AI driving to not even be close to perfect and have failed. Not trying to discourage you, but If you figure it out you will be a hero to all Arma fans. no joke. 😉
  21. I ended up placing empty arty on ground, and activating computer. It has min max. Still havnt found the script thats telling the computer what the min max is, but it does have min max in computer screen.
  22. _helo setBehaviour "CARELESS"; _helo setCombatMode "STEALTH"; _helo disableAI "TARGET"; _helo disableAI "AUTOTARGET"; _helo disableAI "WEAPONAIM"; _helo disableAI "AUTOCOMBAT"; Helps a lot!
  23. I use this in a re spawning script for single player. It does a few things. 1) Sense I fighting huge battles. I assign a group for the dead then delete that group along with holder group for newly spawned so I can simulate thousands of troops fighting. 2) it waits till the player is a certain distance and a few random seconds to hide the body. You can modify this to suit your needs. I use a killed EH for this script. pierremgi script is pretty great. so here is another option if you want. Always good to learn different ways. Because that one script you disregard I find a lot of time I end up using it else where for different reasons, or parts of a function I am not using. _deadgroup = createGroup [civilian,true]; if !(isNil "_unit") then { [_unit] joinSilent _deadgroup; [_unit] spawn { params ["_unit"]; while {!isNil "_unit"} do { waitUntil {sleep 1; (isNil "_unit") || (_unit distance player > 100)}; if !(isNil "_unit") then { if (_unit distance player <= 300) then {sleep (1+ (random 30 + random 29))} else {sleep (1+ (random 15 + random 14))}; hideBody _unit; if (_unit distance player <= 300) then {sleep 7} else {sleep 0.5}; deleteVehicle _unit; _unit = Nil; }; }; }; };
  24. This works as good as KK's scripts. bob addForce [bob vectorModelToWorld [0,0,0.7], [(random 1),(random 1),-2]];
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