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Everything posted by sarogahtyp
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https://support.bohemia.net/arma-3/ban/17 Edit: Seems to be chanceless. From Battleeyes page:
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Remove Weapon from Vehicle
sarogahtyp replied to dwringer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@WarhammerActual I worked some hours to get this solved but sadly after all it seems to not be possible. There is no AnimationSources entry for hiding the turrets using animateSource. Other vehicles like the UGV have such an entry. Therefore it will not work with animations. I also tried the way with setObjectTexture but there are only 2 hiddenSelectionsTextures wich can be reset and they are not covering the miniguns. Also tried to remove magazines (removeMagazinesTurret) and weapons (removeWeaponTurret) but it removes the ability to shoot only and not the model of the miniguns. I crawled the config viewer for the most of the time but there seems to be nothing helpful in there for the ghost hawk... I would say it is impossible but Im not knowing all bout scripting. -
script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
sarogahtyp replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
search for the keword "allowed" in the .rpt. If this brings a result then show from some lines above to some lines below of it... -
this is the important information... You are using a suspension method (sleep in this case) in an unscheduled environment. This is not allowed as you can read in the biki entry of Scheduler. Therefore you have to ensure that your code runs scheduled. You can achieve that with a simple spawn: private _dummy = [] spawn { shooter switchMove "Acts_Executioner_Kill"; shooty switchMove "Acts_ExecutionVictim_Kill"; sleep 1.733; shooty switchMove "Acts_ExecutionVictim_Kill_End"; sleep 2.7; shooty switchMove "Acts_ExecutionVictim_KillTerminal"; };
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script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
sarogahtyp replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
there is a chance that this is not a bug. Could you show a .rpt file of the server of a session where this happend? @jgaz-uk -
Dont use hideObjectGlobal. U create giant network traffic with it and maybe massive server lags when new players connect. you could also consider to use my mod linked above. It runs fine afaik... Edit: Here the link to the mod again https://steamcommunity.com/sharedfiles/filedetails/?id=2523320712
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Fire support kill score problem
sarogahtyp replied to Tory Xiao's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As @NunesSergio stated try setShotParents on your _shell object right after creating it. -
Fire support kill score problem
sarogahtyp replied to Tory Xiao's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess you cant add kills to a player by script but you could add score: https://community.bistudio.com/wiki/addRating You would need to apply a killed EH on all units which could get killed by your fire supporters: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed If the supporters killed the specific unit then you could add points to the caller player. -
Making a trigger activate when i disarm a IED
sarogahtyp replied to musclebust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess this happens because you did use createVehicle instead of createMine as @pierremgi mentioned. https://community.bistudio.com/wiki/createMine -
bIdentify - a community-driven open file-index utility for usergenerated content for BI Games.
sarogahtyp replied to jerryhopper's topic in ARMA 3 - GENERAL
what are you talking about? -
Functions (Inline versus CfgFunctions)
sarogahtyp replied to NunesSergio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use the function library regardless of that tiny amount of RAM which is used by compiling never used scripts! The advantages of the library are much more important as those wasted RAM usage. There is no way to tell the client to not compile a function. If it is very very important for you to not have a function compiled on clients but compiled on server then you have to create a server side mod which adds functions to servers CfgFunctions only. But in nearly all cases this is not needed.- 2 replies
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Playing Sounds by specific key input possible?
sarogahtyp replied to donpachiyarou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is tested and working: initPlayerLocal.sqf private [ "_dummy", "_mission_display" ]; //wait for mission display (46) waitUntil { _mission_display = findDisplay 46; not isNull _mission_display }; //code which is executed if a key gets pressed private _code = { params [ "", "_key" ]; if (_key in actionKeys "User1") then { playSound3D [ getMissionPath "sfx\give_me_ammo.ogg", player ]; }; false }; //event handler for detecting a key down _mission_display displayAddEventHandler ["KeyDown", _code]; between the "if" statement and the "false" just insert a line like this to get another sound played on another key press: if (_key in actionKeys "User2") then { playSound3D [ getMissionPath "sfx\revive_me.ogg", player ]; }; The 20 custom Action Keys have a string representation from "User1" to "User20". -
Making a trigger activate when i disarm a IED
sarogahtyp replied to musclebust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
enableSimulation should not change the state of mineActive because its not thought for disabeling/enabeling mines but to disable the simulation for an object. If simulation is disabled for a mine then it will not explode because no simulation calculations will be done for this object. It can not trigger nor explode but its not defused it is just a not working mine as long as simulation is disabled. -
Making a trigger activate when i disarm a IED
sarogahtyp replied to musclebust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You did not test. I wrote IF you deactivate it BY disabeling the simulation THEN you can activate it BY enabeling simulation. This means not that it is defused or rearmed by that command. It is just a workaround because there is no command for it. -
Need help with "type STRING, expected ARRAY, ..."
sarogahtyp replied to The Qster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
first parameter of BIS_fnc_findSafePos has to be a position but you delivered a String. I guess Respawn_Zone is a marker name. If this is the case then this should work: _pos = [ (getMarkerPos "Respawn_Zone"), 50, 500, 5, 0, 45, 0, ["NO_1", "NO_2", "NO_3", "NO_4"]] call BIS_fnc_findSafePos; -
Making a trigger activate when i disarm a IED
sarogahtyp replied to musclebust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is no command for activating and deactivating mines by script or let's say almost no command 😉 If you deactivate the mine by disabeling its simulation then you can simple reactivate it by enabeling simulation. TBH not my idea but KK's: -
Auto Restart AI Only Mission
sarogahtyp replied to rucker.mark's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. At least I did something similar some years ago. The bad thing is that you need a server.cfg file to get it work: -
0xC0000005 - STATUS_ACCESS_VIOLATION
sarogahtyp replied to steam-76561198236900032's topic in ARMA 3 - TROUBLESHOOTING
You could look this thread and also follow the link which @Gunter Severloh posted there: You said you did repair the ms c++ versions but on the link gunter posted it is mentioned to completely uninstall, reboot and reinstall it. Just take a look at it. -
Show the complete error message copy/pasted from .rpt file! Edit: https://community.bistudio.com/wiki/Crash_Files#Location But I guess there could be an invisible character on the position of the hashtag (or maybe the < sign) in the error message.
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Auto Restart AI Only Mission
sarogahtyp replied to rucker.mark's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/serverCommand Use #restart -
There is a discord link in the other thread. Maybe you get your answer there...
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@Totem974 Afaik this mod is part of the vcom ai mod which is available here:
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Jebus - Just Editor Based Unit Spawning
sarogahtyp replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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lockInventory issue.
sarogahtyp replied to Robustcolor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
looks good for me. Should work. No need to detect if there is something in the queue. -
[HELP] SCRIPT AI VISIBLE WITH THERMAL NVG ONLY
sarogahtyp replied to ricoarma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Young Un there is no reason for it to not work anymore. Just follow the instructions of @Grumpy Old Man. He told where to put what code.