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10 GoodAbout J. Schmidt
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http://innovativestudios.net/
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MangaJacobz2u
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JSF 82nd Reaper
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Group tasks in multiplayer
J. Schmidt replied to Eman-227554645821b8d3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try using the following syntax [[], "CvyTasks\CVY1-brief.sqf"] remoteExec ["execVM", "cv", true]; [[], "RtTasks\RT1-brief.sqf"] remoteExec ["execVM", "RT", true];- 2 replies
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- tasks
- multiplayer
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Reinforcement Script Using Scripted Triggers and BIS_FNC_SpawnGroup
J. Schmidt replied to J. Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@pierremgi Thanks for your help this worked like a charm, I would like to push it a little further to include an alarm sound that loops until the reinforcements have been taken out. Here's what I have: if (isServer) then { trg = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg setTriggerArea [300, 300, 0, false]; trg setTriggerActivation ["WEST", "PRESENT", false]; trg setTriggerStatements ["this && !isnil 'alert'", "wp1 = grp4 addWaypoint [getMarkerPos 'marker_0', 0];", ""]; grp0 = [getMarkerPos "marker_0", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfAssault")] call bis_fnc_spawngroup; [grp0, position leader grp0, 300] call bis_fnc_taskpatrol; grp1 = [getMarkerPos "marker_1", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call bis_fnc_spawngroup; [grp1, position leader grp1, 300] call bis_fnc_taskpatrol; grp2 = [getMarkerPos "marker_2", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad_Weapons")] call bis_fnc_spawngroup; [grp2, position leader grp2, 300] call bis_fnc_taskpatrol; grp3 = [getMarkerPos "marker_3", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call bis_fnc_spawngroup; [grp3, position leader grp3] call bis_fnc_taskdefend; grp4 = [getMarkerPos "marker_4", EAST, (configfile >> "CfgGroups" >> "EAST" >> "OPF_F" >> "Mechanized" >> "OIA_MechInf_Support")] call bis_fnc_spawngroup; [grp4, position leader grp4] call bis_fnc_taskdefend; alert = false; // Creation of the name variable "Alert" as "False" that will be used to activate the trigger when it becomes "True" // Command that recognizes the firing of a weapon from some AI on the side "East", then removes the handler, and turns the variable named "Alert" to true, which will trigger the trigger in the editor. { _x addEventHandler ["firedMan", { deleteWaypoint [grp4, 1]; [grp4, getMarkerPos "marker_0"] call BIS_fnc_taskAttack; _x removeEventHandler ["firedMan", _thisEventHander]; alert = true; }]; } forEach (units grp0 + units grp1 + units grp2 + units grp3 select {side _x isEqualTo EAST}); // This EH Should be Run after the East Units Creation. You can use allUnits or limit it to units grp0, for example, or (units grp0 + units grp1...) }; I came across this and I'm not sure how to implement it: while {true} do { object say3D ["alarm", 300]; sleep 2; }; -
Reinforcement Script Using Scripted Triggers and BIS_FNC_SpawnGroup
J. Schmidt replied to J. Schmidt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've got the script working after some more research, but now I need to narrow it down to only call reinforcements if one of the 4 groups started shooting. I'm uncertain of how to do this. if (isServer) then { trg = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg setTriggerArea [300, 300, 0, false]; trg setTriggerActivation ["WEST", "PRESENT", false]; grp = [getMarkerPos "marker_0", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfAssault")] call bis_fnc_spawngroup; [grp, position leader grp, 300] call bis_fnc_taskpatrol; grp1 = [getMarkerPos "marker_1", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call bis_fnc_spawngroup; [grp1, position leader grp1, 300] call bis_fnc_taskpatrol; grp2 = [getMarkerPos "marker_2", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad_Weapons")] call bis_fnc_spawngroup; [grp2, position leader grp2, 300] call bis_fnc_taskpatrol; grp3 = [getMarkerPos "marker_3", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call bis_fnc_spawngroup; [grp3, position leader grp3] call bis_fnc_taskdefend; grp4 = [getMarkerPos "marker_4", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Mechanized" >> "OIA_MechInf_Support")] call bis_fnc_spawngroup; [grp4, position leader grp4] call bis_fnc_taskdefend; alert = false; // Creation of the name variable "Alert" as "False" that will be used to activate the trigger when it becomes "True" // Command that recognizes the firing of a weapon from some AI on the side "East", then removes the handler, and turns the variable named "Alert" to true, which will trigger the trigger in the editor. { if ((side _x isEqualTo east)) then { _x addEventHandler ["firedMan", { deleteWaypoint [grp4, 1]; [grp4, getMarkerPos "marker_0"] call BIS_fnc_taskAttack; hintSilent "Reinforcements Inbound!"; { if ((side _x isEqualTo east)) then { _x removeEventHandler ["firedMan", 0]; }; } forEach allUnits; /*alert = true; publicVariable "alert"; alert remoteExec ["true"];*/ // If Un-Commented Out, mission will fail and then end as soon as the enemy fires. }]; }; } forEach allUnits; }; -
scripting Hard Scripting Problem, need help
J. Schmidt replied to IzKhalifa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This game mode sounds really interesting, what was your workaround? -
Reinforcement Script Using Scripted Triggers and BIS_FNC_SpawnGroup
J. Schmidt posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to create a scripted reinforcement trigger, all the AI groups spawn in and start patrolling using the BIS_FNC_SpawnGroup, BIS_FNC_TaskPatrol, and BIS_FNC_TaskDefend. But when I engage the enemy, the reinforcements that spawned in don't move to the area in which is being patrolled. Here is what I have for my code: if (isServer) then { trg = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg setTriggerArea [300, 300, 0, false]; trg setTriggerActivation ["WEST", "PRESENT", false]; trg1 = createTrigger ["EmptyDetector", getMarkerPos "marker_0"]; trg1 setTriggerArea [0, 0, 0, false]; trg1 setTriggerActivation ["ANY", "WEST D", false]; grp = [getMarkerPos "marker_0", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfAssault")] call bis_fnc_spawngroup; [grp, position leader grp, 300] call bis_fnc_taskpatrol; grp1 = [getMarkerPos "marker_1", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call bis_fnc_spawngroup; [grp1, position leader grp1, 300] call bis_fnc_taskpatrol; grp2 = [getMarkerPos "marker_2", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad_Weapons")] call bis_fnc_spawngroup; [grp2, position leader grp2, 300] call bis_fnc_taskpatrol; grp3 = [getMarkerPos "marker_3", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call bis_fnc_spawngroup; [grp3, position leader grp3] call bis_fnc_taskdefend; grp4 = [getMarkerPos "marker_4", east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Mechanized" >> "OIA_MechInf_Support")] call bis_fnc_spawngroup; wp = grp4 addWaypoint [getMarkerPos "marker_4", 0]; wp setWaypointType "HOLD"; wp setWaypointBehaviour "SAFE"; if (triggerActivated trg1) then { wp1 = grp4 addWaypoint [getMarkerPos "marker_0", 0]; wp1 setWaypointType "MOVE"; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointBehaviour "AWARE"; }; } -
J. Schmidt started following NeoArmageddon
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J. Schmidt started following [WIP] Los Santos map
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@ninja970y this map is looking great, I'll be more than happy to contribute my work to your map.
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J. Schmidt started following VolumeInfinite
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J. Schmidt started following John Spartan
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J. Schmidt started following [Release] Fleeing Civilians
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[Release] Fleeing Civilians
J. Schmidt replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@phronk great job with this, I've been able to incorporate it with the "TPW" addon. I'll have to play around with the code a little more to get it working perfectly with "TPW", the civilians don't play one of the three animations before taking off, they just take off and run. -
[MP] RPFramework - Modular roleplaying framework for Arma 3
J. Schmidt replied to kerkkoh's topic in ARMA 3 - USER MISSIONS
Yes it is, just slow development right now, I've been in contact with the Lead Developer and he's working on a delivery module amongst other things. Here is a link to his Trello board, he's more active on that then on the forums here. https://trello.com/b/eqwxQ4hr -
SRU - Persistent Database and Resupply
J. Schmidt replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Tebbbs, Understood, I was just clarify what I'm working on, but I really do like where you and your team/community are taking this. I think I'm going to go test your mod now, just have to find a mission that I can add this to. Can't wait, it sounds like you guys are working on the new PersistentDB like the one firefly2442, Jman, Tupolov created in ArmA 2 CO and MSO. If you like I can help you guys with embedding and/or creating the static page for the front-end resupply request, but you guys probably have started work on this already, lol. -
SRU - Persistent Database and Resupply
J. Schmidt replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Spackenbremse, Yes it is intended to track and log player's statistics, just like battlelog and ArmA Aftermath, using a mission framework. I stumbled across Kevinp058's recreation of AltisWebmin by Jarrrk, and really liked the modern look and feel that Kevinp058 was/is aiming for, so I thought it would be cool if I went a bit further. By this I mean creating a whole website from scratch while learning website design along the way. I have a few books I'm going through to learn website design, and SQL/MySQL databases, while working on this. So in essence I'm creating something similar to battlelog, while incorporating a modern looking/feeling website with an admin panel that not only allows an admin to manage the website, but also manage players that have signed up to track their stats from ArmA 3 if they or their community uses the mission framework. -
SRU - Persistent Database and Resupply
J. Schmidt replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks very interesting, I'm kind of working on something similar, but it's still very far from finished, just working on the website portion of it now. http://innovationstudios101.net/armalog/ -
Is this project dead, and if not what's going on with the website, I can't access it for some reason. The only things that are coming to my mind is that either the website is blocked in the US, or you guys might have ended up in some trouble with EA/DICE using their sounds and etc. But these are just wild things that are going on in my head, lol, it'll be great to get some info on the status of the project.
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WARSIM - Persistent Military Careers [ALPHA]
J. Schmidt replied to Kingsley1997's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been playing around with some coding for a mp mission(s) but haven't sat down for a while to work on it some more, but I'll be happy to share a GitHub repository of it for you. Feel free to take a look at some of the coding I've been working on. HTTPS: https://github.com/InnovationStudios101/LSO.git -
Just added the exterior windows and doors, now I need to create the interior doors and walls as well as the bottom floor, then I can start texturing. http://i.imgur.com/EaAaBNg.jpg?1​ http://i.imgur.com/HVtCMUY.jpg?1
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Here's an update on what the first building looks like now: http://i.imgur.com/TZcSS1O.jpg?1 http://i.imgur.com/Qzhm1lR.jpg?1 http://i.imgur.com/rkmSRek.jpg?1 http://i.imgur.com/hRfieMK.jpg?1