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Planetar

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About Planetar

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  1. If you want to give them special name or ID to appear in sidechat, radio conversations, etc, just put this to the units init field: this setGroupId ["myNewID"];
  2. Hello all, Is there a way to script the AI EOD team to disarm the mines they spot. I know it can be scripted to just to delete the mines when they are close, but I would like them to go prone and actually do the disarm animation too. I have tried the 'support' waypoint, but it does not seem to work. I have seen this done in few custom missions so I think it is possible. Any ideas?
  3. Try hasWeapon https://community.bistudio.com/wiki/hasWeapon player hasWeapon "launch_RPG32_F"; Check this for classnames https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons ---------- Post added at 10:51 PM ---------- Previous post was at 10:50 PM ---------- Ninja'd by cobra
  4. That's great, thanks for the fix and heads up about the allowFunctionsRecompile. I'll wait before publishing the mission.
  5. http://feedback.arma3.com/view.php?id=18359 ... might have also a simple workaround. Posted by d3nn16 on the feedback tracker. Cannot test this atm. Can anyone confirm if this works in dedi? 1) add this in description.ext allowFunctionsRecompile = 1; 2) add this to the init field of any unit/object you have in the mission BIS_fnc_initRespawn = {true}
  6. Yeah, changing IDs are a pain. cobras suggestion looks good, but you can also try this. It is a bit of ghetto solution but has worked, most of the time, in my missions. Make a trigger to cover the area of your building. Name the trigger trig1. In fact I am not sure if it has to even cover the building or not, but never mind that. Check the tooltip hint for the building you want to demolish. In this example "Military Cargo tower, Green" Then go to config viewer in editor. Looks like a gear symbol. Inside it find CfgVehicles. Truckload of stuff in there, but try to find the object that somewhat matches the tooltip description. In this case it was Land_Cargo_Tower_V2_F. Then check the "parents" fields at the viewer. It should show list of object classes the building inherits. Like "House", "House_F", "Cargo_Tower_base_F". Pick the last in the list and put it to trigger. As I was not sure which cargo tower it is precisely, I just used the "base" version which should cover them all. Example: damage (nearestObject [getposATL trig1,"Cargo_Tower_base_F"]) >= 1 That works most of time. If you use too generic class, like "House", your trigger might fire if you demolish wrong building, so experiment and see what works.
  7. Hey all, Situation: In a helicopter mission, I need to check if CSAT vehicles are out of action in a somewhat large area. Some vehicles are preset placed with the editor and some are added later with BIS_fnc_spawnGroup function. Vehicle types are mixed, some are trucks, some are tanks, and what I want is to check if they are knocked out of action. I am not concerned of infantry, all I want that the vehicles are out. If I use trigger with not present condition, it also checks for the foot soldiers which is not desirable. Here is excerpt from the current script running serverside. tgtArea is a invisible helipad in the center of the zone in question. _array = vehicles; // returns array of all vehicles waitUntil { sleep 10; _num = { canMove _x && side _x == east && (tgtArea distance _x < 800) && _x isKindOf "LandVehicle"} count _array; _num == 0; }; _null = ["Task4", "SUCCEEDED"] spawn BIS_fnc_taskSetState; ["scripts\tsk4Sidechat.sqf","BIS_fnc_execVM",true,false] spawn BIS_fnc_MP; // Sidechat script to clients to report of succesful mission Is there a better or more elegant solution to this? Thanks guys
  8. https://community.bistudio.com/wiki/Arma_3_Respawn ..should point you to right way. Basically just use the menuPosition parameter in respawn template. Put at least one initial respawn location to map. Modules (F7) > Multiplayer > Respawn position. Mission now begins from this location (or some other respawn location if you have many) (see below). To your description.ext: respawnTemplates[] = {"MenuPosition"}; Add a marker, say, "newRespawnMarker" to the area where you wish to add future respawn. Or if you wish to use some object, like APC, then name your APC, say, respawnAPC. When your objective is cleared, use the BIS_fnc_addRespawnPosition function. It is advised to run that on a server only. https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition myNewResp = [west, "newRespawnMarker"] call BIS_fnc_addRespawnPosition; If you use object, same thing, just dont use the "". myNewResp = [west, respawnAPC] call BIS_fnc_addRespawnPosition; Now you should have new respawn location in the respawn menu. If you wish to remove it, use myNewResp call BIS_fnc_removeRespawnPosition; Problem with this is that since the last Zeus patch, the menuPosition parameter now forces the respawn on start of the mission, which is often less desirable. More about that here: http://forums.bistudio.com/showthread.php?175977-Respawn-ticket-change-since-Zeus-update
  9. I agree & voted. I wonder if there is a way to add the respawnTemplate Menuposition after the mission init via script? I tried: respawnTemplates[] = {"Tickets","EndMission","Counter"}; // In the description.ext And later to add respawnTemplates = respawnTemplates + ["Menuposition"]; from a script but no luck.
  10. Hey all, My problem is that since the Zeus patch, my MP missions begins from the respawn screen (which is obviously less desirable and causes some issues). The respawn screen says always "NE (or some other direction) of Fournos". My mission is not even near such a place, and it happens in all of my missions with the same template. Before the patch the thing worked just fine and I have used this in many missions. Patch notes mentioned changes to the respawn system and new updates to lobby params: https://community.bistudio.com/wiki/Arma_3_Mission_Parameters I checked the page above and I cannot figure out why does this no longer work. Any insight? Below are related parts from description.ext. class Params { class DayTime { //paramsArray[0] title = "Time Of Day"; values[] = {0,9,4,19}; texts[] = {"Night","Morning","Dawn","Sundown"}; default = 4; }; class Respawns { //paramsArray[1] title = "Difficulty: # of respawns"; values[] = {99,15,10,6,1}; texts[] = {"Training mode (99)","Rookie (15)","Grunt (10)","Sergeant (6)","SFOD-D operator (1)"}; default = 10; }; class Difficulty { //paramsArray[2] title = "Difficulty: additional enemies"; values[] = {0,1,2}; texts[] = {"None","Few","Some"}; default = 0; }; }; // ** RESPAWN templates ** respawnTemplates [] = {"MenuPosition","EndMission", "Tickets","Counter"}; And my init.sqf // Lobby params _dayt = paramsArray select 0; if (isServer) then { setDate [2035,6, 10, _dayt, 15]; }; _resp = paramsArray select 1; if (isServer) then { [west, _resp] call BIS_fnc_respawnTickets; }; _diff = paramsArray select 2; if (isServer) then { _start = [_diff] call FNC_Stag_start; }; // Additional difficulty. ---------- Post added at 07:11 PM ---------- Previous post was at 06:31 PM ---------- Update: Looks like it isn't tickets, it is the 'Menuposition' parameter. From patch notes: Added: MenuPosition and MenuInventory respawn templates will now automatically respawn the player when he / she joins the game, letting him / her select a position and loadout. Missed that from the first reading :/
  11. Coolfact, are you running a dedicated server? Player is null in dedi. Maybe try.. if (isDedicated) exitWith {}; waitUntil {!isNull player} ..and see if it works?
  12. Planetar

    corpse limit

    I think it effects only player occupied vehicles. At least it does not clean any AI wrecks.
  13. Planetar

    corpse limit

    I think the corpse limit in description.ext affects only player corpses (it does not affect AI at all). It is useful for cleaning the mess after multiple respawns. I experimented with it a bit, and it does work, but indeed only for player corpses. I usually use: corpseLimit = 0; corpseRemovalMinTime = 120; That gives player 120 secs to find the old corpse after respawn. If you wish to delete the AI corpses, then the deletevehicle with allDead is one option, or use the Aeroson's clean up script. http://forums.bistudio.com/showthread.php?162798-Repetitive-Cleanup&highlight=Aeroson+clean Celery also had a script for Arma 2 which might work for Arma 3 too.
  14. Sorry, shouldn't post in haste when tired, had a typo too : ) What I meant is that the condition: ((!canMove MBT1 && !canMove MBT2 && !canMove MBT3) || ({alive _x} count (units T1Grp) == 0)) triggers when either the tank crews are dead too OR (||) just the tanks are just incapable of moving and thus ineffective as combat vehicles. canMove checks just if vehicle can move. That condition is a bit redundant in in this example but the difference, as I understand it, is that ({alive _x} count (units T1Grp) == 0)) requires that crew members are dead, where ever they are. I.e if the tank is burning but the driver is running 1 km away, it won't trigger as the driver is still alive. !canMove MBT1 && !canMove MBT2 && !canMove MBT3 just checks if the vehicles alone are capable of moving, but the crew itself might still be alive and fighting as poor infantry : ) Both conditions can be useful, depending on the scenario you are creating and what is your "no longer threat" requirement. For example in my helo missions I just use the !canMove or !alive as plinking the crews, as satisfying it is, is tiresome. Usually simple no frills condition !alive will just do for many missions. How are triggering that counter attack? Are they editor placed tanks and just further away, or do you spawn them from scripts with BIS_fnc_spawnGroup or BIS_fnc_spawnVehicle functions? Are you sure no typos, etc with the unitnames?
  15. The alive condition alone checks only if the crew members are alive. The condition canMove checks if the vehicle can move, and canFire checks if the vehicle is capable of firing. You mentioned that you wish to check if the tank group is a "threat". If you wish to only check if the tank group is "combat effective", just name your tanks like you have and use the trigger condition: !canMove MBT1 && !canMove MBT2 && !canMove MBT3 When the vehicle is not capable of moving, the AI crew automatically disembarks the vehicle, and the AI crew may of course use the carbines, but the tanks as vehicles are out of action : ) If you need to ensure that the crew members are also dead, use the condition similar to cobra4v's post. Group your 3 tanks together, and then click the lead tank. In the init field of that tank, write: T1Grp = group this; That is now the group name of your 3 tanks. Also name the lead tank MBT1. Name other individual tanks of the group MBT2 and MBT3. then try: ((!canMove MBT1 && !canMove MBT2 && !canMove MBT3) && ({alive _x} count (units T1Grp) == 0)) and see if it helps? Can't test this right now, but should work.
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