jakkob4682
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Everything posted by jakkob4682
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Two questions. Cargo capacity.... And check if group is loaded/unloaded.
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So trigger condition for a group. {vehicle _x == _x}forEach units _grp? And vice versa? -
General question about variable locality within script
jakkob4682 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do I need to have them declared before I start a loop in order to use them after? I.e. _array = [];for from loop; _array = what was defined in loop? -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so by declaring it private at the start it becomes available throughtout the whole function with out having to define a million variables? i.e. i have 10 different variable in the function, and don't want to use objnull, array = [], and etc a million times, i just need to declare a variable private at the start? Also when to use _x and when to use _forEachIndex? -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
? -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_forEachIndex is something I've recently learned of thanks to MGI, i've just been using indexing in my other functions. -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
should all the variables used in the function be declared private? -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so if i'm understanding right... after updating those two arrays, _return also needs to be updated instead of using _return = [_var1,_var2] or [_townArray,_miscArray] in my case? -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
restructured it and still not getting anything for the return value -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
never mind.... found it. never mind... still not working -
General question about variable locality within script
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
f_markLocations = { _array = ( allMissionObjects "Logic" select{ !( _x isKindOf "Module_F" ) } ) - [ BIS_functions_mainscope ]; _numLogics = count _array; { _return = []; private["_idx","_pos","_count","_location"]; _obj = _array select _forEachIndex; _pos = getPosASL _obj; { _locations = nearestLocations[_pos,["nameVillage","nameCity","nameCityCapital","CityCenter","Hill","Strongpoint"],3000]; _townArray = []; _miscArray = []; _idx = 0; for "_i" from 0 to (count _locations) do { _location = _locations select _i; _pos = locationPosition _location; _str = format ["location%1%2",_idx,_type]; _mrk = createMarker [_str,_pos]; _mrk setmarkerColor "ColorRed"; _mrk setMarkerSize [1,1]; _idx = _idx + 1; { if(type _x != "Hill" and type _x != "Strongpoint") then { _miscArray pushBack _x; _mrk setMarkerType "O_Recon"; } else { _townArray pushBack _x; _mrk setMarkerShape "Ellipse"; _mrk setMarkerSize [50,50]; }; }forEach _locations; }; //hintSilent format ["%1:%2",_count,_numLogics]; }forEach _locations; _return = [_townArray,_miscArray]; }forEach _array; _return }; is not returning anything for a count in either of the indexes for _return is why I'm asking -
Looking to add more functionality to this
jakkob4682 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
_f_getTownPos = { _array = [] call F_getSpawnAreas; _towns = _array select 0; { _idx = 1; _town = _towns select _forEachIndex; _tPos = locationPosition _town; _size = size _town; _rad = (_size select 0) * 1.5; _str = format ["mrk%1%2",_tpos,_idx]; _mrk = createMarker [_str,_tpos]; _mrk setMarkerShape "Ellipse"; _mrk setMarkerColor "ColorRed"; _mrk setMarkerSize [_rad,_rad]; }forEach _towns; _towns }; _fnc_getGroupTypes = { /* Returns configName groups of given side-faction-type of given size. Ex: _infgroups = [_side,_faction,"Infantry",_minmaxsize] call _fnc_getGroupTypes; Select one from the array to spawn with BIS_Fnc_spawnGroup. Ex: _group = [[0,0,0], west, (configFile >> "CfgGroups" >> (str west) >> "BLU_F" >> "Infantry" >> (_infgroups select 0))] call BIS_Fnc_spawnGroup; */ params ["_side", "_faction", "_class", "_minmaxsize", "_sidestrg"]; private _minsize = _minmaxsize param [0, 2]; private _maxsize = _minmaxsize param [1, 8]; _sidestrg = if (_side isEqualTo resistance) then{"indep"}else{(str _side)}; private _array = []; { private _unitscount = count ("true" configClasses _x); if (_unitscount >= _minsize && _unitscount <= _maxsize) then{ _array pushback (configName _x); }; }forEach ("true" configClasses (configFile >> "CfgGroups" >> _sidestrg >> _faction >> _class)); _array }; _infGroups = [east,"LOP_AM_OPF","Infantry",[2,8]] call _fnc_getGroupTypes; _towns = [] call _f_getTownPos; _idx = 0; for "_i" from _idx to (count _towns -1) do { _town = _towns select _idx; _townLoc = locationPosition _town; _size = size _town; _rad = (_size select 0) * 1.5; _idx = _idx + 1; _grp = grpNull; for "_a" from 1 to (round(random 3)) do { _grp = [_townLoc,east,(ConfigFile>>"CfgGroups">>str east>>"LOP_AM_OPF">>"Infantry">>selectRandom _infGroups)] call BIS_Fnc_spawnGroup; }; [_grp,_townLoc,_rad,(_rad/25),"MOVE","AWARE","YELLOW","LIMITED","STAG COLUMN","",[3,5,9]] call CBA_fnc_taskPatrol; }; _f_InitStrongpoints = { _array = [] call F_getSpawnAreas; _strongpoints = _array select 0; _idx = 0; _sp = _strongpoints select _idx; _sPos = locationPosition _sp; _idx = _idx + 1; _camp = [_sPos,sideEmpty,(configfile >> "CfgGroups" >> "Empty" >> "Military" >> "FieldHQSmall" >> "FieldReconPost_OPF_F")] call BIS_Fnc_spawnGroup; _grp = grpNull; for "_i" from 1 to (round(random 2)) do { _grp = [_sPos,east,(ConfigFile>>"CfgGroups">>str east>>"LOP_AM_OPF">>"Infantry">>selectRandom _infGroups)] call BIS_Fnc_spawnGroup; }; [_grp,getPos(leader _grp),100,.3,.1] call CBA_fnc_taskDefend; }; [] call _f_InitStrongpoints; Trying to figure out a way to make this more dynamic and add cqb functionality. Thanks to RCA, Davidoss, MGI, Larrow for helping put this together and for helping me understand some scripting commands better -
Looking to add more functionality to this
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah just at a glance that's going to add a lot of depth to what I'm working on. -
Looking to add more functionality to this
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is kind of the base of the framework I'm trying to establish. Parse all towns and strategic areas on the map(including mountain peaks)>>parse each towns building density/count>>parse the amount of roads in each location>>divide each town into quadrants. Using the returned values from those functions create dynamic patrols that move from section to section randomly garrisoning a random number of buildings before moving to the next quadrant rinse and repeat. I have LAMBS but haven't really dug into the function library. -
Looking to add more functionality to this
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think I'm going to have restructure and rewrite a good chunk of this to get a decent structure that I want. -
Looking to add more functionality to this
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Trying to figure out the math for creating sectors or districts in towns without having to place a marker or trigger in the editor so you get roving patrols that move from sector to sector that garrison for a random period of time. -
Want to share a unique and interesting waypoint setup for occupying buildings.
jakkob4682 replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm in the process of making a framework that is based off of location sizes, nearRoads, and count of buildings in a defined radius. So i.e. you get a patrol that patrol the roads in the town, a group that moves from one random building to another, and a group that moves from random building to random building searching. It's kinda a pain in the .... because i'm trying to divide the city into quadrants and trying to find the math for it. -
Want to share a unique and interesting waypoint setup for occupying buildings.
jakkob4682 replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi Does CBA have a dynamic building Garrison function that I'm not aware of? It is semi-dynamic... it parses buildings in a certain radius that have a buildingPosition based on the waypoint position i believe. Which is why I asked if the placement radius affected the behaviour of ai assigned to that waypoint. So it's a core function, meaning it provides the ability to make a dynamic garrison function -
Want to share a unique and interesting waypoint setup for occupying buildings.
jakkob4682 replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does the placement radius have any effect? I.e. if you enlarge it do they just pick a random building within the radius that has a buildingPos? -
9:35:06 Class Table destroyed with lock count 3 9:35:06 Class T0 destroyed with lock count 3 9:35:06 Class T1 destroyed with lock count 3 9:35:06 Class T2 destroyed with lock count 3 9:35:06 Class T3 destroyed with lock count 3 9:35:06 Class T4 destroyed with lock count 3 9:35:06 Class T5 destroyed with lock count 3 9:35:06 Class T6 destroyed with lock count 3 9:35:06 Class T7 destroyed with lock count 3 9:35:06 Class T8 destroyed with lock count 3 9:35:06 Class T9 destroyed with lock count 3 9:35:06 Class T10 destroyed with lock count 3 9:35:06 Class T11 destroyed with lock count 3 9:35:06 Class T12 destroyed with lock count 3 9:35:06 Class T13 destroyed with lock count 3 9:35:06 Class T14 destroyed with lock count 3 9:35:06 Class T15 destroyed with lock count 3 9:35:06 Class T16 destroyed with lock count 3 9:35:06 Class T17 destroyed with lock count 3 9:35:06 Class T18 destroyed with lock count 3 9:35:06 Class T19 destroyed with lock count 3 9:35:06 Class T20 destroyed with lock count 3 9:35:06 Class T21 destroyed with lock count 3 9:35:06 Class T22 destroyed with lock count 3 9:35:06 Class WeaponCloudsGun destroyed with lock count 6 9:35:06 Class Table destroyed with lock count 6 9:35:06 Class T0 destroyed with lock count 6 9:35:06 Class WeaponCloudsMGun destroyed with lock count 3 9:35:06 Class Table destroyed with lock count 3 9:35:06 Class T0 destroyed with lock count 3 9:35:06 Class All destroyed with lock count 3 9:35:06 Class EventHandlers destroyed with lock count 3 9:35:06 Class CBA_Extended_EventHandlers destroyed with lock count 3 9:35:06 Class MarkerLights destroyed with lock count 3 9:35:06 Class NVGMarkers destroyed with lock count 3 9:35:06 Class NVGMarker destroyed with lock count 3 9:35:06 Class Turrets destroyed with lock count 3 9:35:06 Class HeadLimits destroyed with lock count 3 9:35:06 Class ViewPilot destroyed with lock count 3 9:35:06 Class ViewCargo destroyed with lock count 3 9:35:06 Class ViewOptics destroyed with lock count 3 9:35:06 Class PilotSpec destroyed with lock count 3 9:35:06 Class CargoSpec destroyed with lock count 3 9:35:06 Class Cargo1 destroyed with lock count 3 9:35:06 Class TransportWeapons destroyed with lock count 3 9:35:06 Class TransportMagazines destroyed with lock count 3 9:35:06 Class SoundEnvironExt destroyed with lock count 3 9:35:06 Class SoundEquipment destroyed with lock count 3 9:35:06 Class SoundGear destroyed with lock count 3 9:35:06 Class SoundBreath destroyed with lock count 3 9:35:06 Class SoundBreathSwimming destroyed with lock count 3 9:35:06 Class SoundBreathInjured destroyed with lock count 3 9:35:06 Class SoundHitScream destroyed with lock count 3 9:35:06 Class SoundInjured destroyed with lock count 3 9:35:06 Class SoundBreathAutomatic destroyed with lock count 3 9:35:06 Class SoundDrown destroyed with lock count 3 9:35:06 Class SoundChoke destroyed with lock count 3 9:35:06 Class SoundRecovered destroyed with lock count 3 9:35:06 Class SoundBurning destroyed with lock count 3 9:35:06 Class PulsationSound destroyed with lock count 3 9:35:06 Class SoundDrowning destroyed with lock count 3 9:35:06 Class Reflectors destroyed with lock count 3 9:35:06 Class FxExplo destroyed with lock count 3 9:35:06 Class AnimationSources destroyed with lock count 3 9:35:06 Class GunFire destroyed with lock count 3 9:35:06 Class GunClouds destroyed with lock count 3 9:35:06 Class MGunClouds destroyed with lock count 3 9:35:06 Class Damage destroyed with lock count 3 9:35:06 Class DestructionEffects destroyed with lock count 3 9:35:06 Class Light1 destroyed with lock count 3 9:35:06 Class Smoke1 destroyed with lock count 3 9:35:06 Class Fire1 destroyed with lock count 3 9:35:06 Class Sparks1 destroyed with lock count 3 9:35:06 Class Sound destroyed with lock count 3 9:35:06 Class Light2 destroyed with lock count 3 9:35:06 Class Fire2 destroyed with lock count 3 9:35:06 Class Smoke1_2 destroyed with lock count 3 9:35:06 Class camShakeGForce destroyed with lock count 3 9:35:06 Class camShakeDamage destroyed with lock count 3 9:35:06 Class SpeechVariants destroyed with lock count 3 9:35:06 Class Default destroyed with lock count 3 9:35:06 Class SimpleObject destroyed with lock count 3 9:35:06 Class Static destroyed with lock count 2 9:35:06 Class DestructionEffects destroyed with lock count 2 9:35:06 Class EventHandlers destroyed with lock count 2 9:35:06 Class CBA_Extended_EventHandlers destroyed with lock count 2 9:35:06 Class CBA_NamespaceDummy destroyed with lock count 1 9:35:06 Class CBA_Extended_EventHandlers_base destroyed with lock count 3 9:35:07 Extensions: any idea what is happening here? Steam says all mods are upto date so : /
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having a problem using more than 1 than forEach loop.
jakkob4682 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
_locations = [] call F_getTowns;// the function works as intended and set to debug returns an array of locations parsed from F_getLocations _idx = 0; { _loc = _locations select _idx; _pos = locationPosition _loc; _str = name _loc; _strongpoints = nearestLocations[_pos,["StrongpointArea"],750]; _strongpoint = _strongpoints select _idx; _sPos = locationPosition _strongpoint; // do I need another forEach loop for _strongpoints inserted in this function? //here is where the function/scripts fails. As it is only creating one marker but there are 4 strongpoints being parsed _mrk = createMarker[_str,_sPos]; _mrk setMarkerColor "ColorRed"; _mrk setMarkerShape "Ellipse"; _mrk setMarkerSize [50,50]; _idx = _idx + 1; }forEach _locations; -
having a problem using more than 1 than forEach loop.
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are registered strongpoints on the CUP Takistan map. -
trying to make a script that parses all Logics placed in the editor
jakkob4682 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
not what to use as the forEach command as there are also modules places in the editor. Also how do I filter out the modules? _array = []; { _count = 0; if(_x isKindOf "Logic")then { _array pushBack _x; _idx = _array select _idx; _pos = getPosASL _idx; _count = _count + 1; }; }forEach _whatDoIputHere? -
trying to make a script that parses all Logics placed in the editor
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thank god..... was pounding my head on this. I knew I was overlooking something simple. -
How would I use this to generate a random group from a specific side? I've used it to generate a random faction from a certain side, what I'm trying to do is use this command to generate a random infantry group from a random faction.
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configProperties Question
jakkob4682 replied to jakkob4682's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah I see. Ddnt read all the through.