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sarogahtyp

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Everything posted by sarogahtyp

  1. sarogahtyp

    Changing 1st to 3rd person

    welcome to the Arma Forums @Coltpeacemaker! It should be the Enter key on your Numpad.
  2. There is a wiki channel on arma discord. If u ask there then they will register you.
  3. sarogahtyp

    Xbox Rented Servers

    I assume at some point it is just an option in servers config file to switch between xbox and pc service. But if that happens within your 12 months, who knows? but chances are good. We should get 3 big updates within 12 months after release.
  4. sarogahtyp

    Destroying stacked towers

    This is not what it does! I doubt that this is the reason for the upper tower being invincible.
  5. you should describe what your "proper script" should do.
  6. What I began on my current AR project is to create a tool class with methods that make me some things easier. In this case I show how to create an easy to use CreateVehicle and a DeleteVehicle method with overloaded argument lists. Which just means that you can have different parameter syntaxes as known from various Arma 3 commands. I created a new script file in the newly created folder MyProject/scripts/GameCode/Tools according to the AR directory structure as I understand it^^. I named the file SaRo_Tools.c - this file will contain the class with my tools methods. What do I have to do when spawning a vehicle without that tools class? Something like this: Now instead of doing this we create our tools class which does most of this automatically: Now you have 2 easy methods to spawn a vehicle: IEntity vehicle1, vehicle2; //1st method using resource name and spawn position vehicle1 = SaRo_Tools.CreateVehicle("{DD774A8FD0989A78}Prefabs/Vehicles/Wheeled/M998/M1025_armed_M2HB_MERDC.et", Vector(1288.93, 0, 766.7)); //2nd method using resource name, an existing entity and a position vector relative to that entity vehicle2 = SaRo_Tools.CreateVehicle("{DD774A8FD0989A78}Prefabs/Vehicles/Wheeled/M998/M1025_armed_M2HB_MERDC.et", someEntity, Vector (0, 0, -15)); //spawns 15m behind someEntity Maybe I did some mistakes in this post because I did write it out of my mind partially. But I ll validate, expand and edit it if Im at home... Deletion methods will be done then as well EDIT: to get this done, I also added 2 entity deletion methods to the tools class. I just post those 2 methods and not the CreateVehicle methods from above again although they are in that class: Now you have 2 easy methods to delete an entity: //1st method delete using the entity ID SaRo_Tools.DeleteVehicle ( SaRo_BMHQ01MenuBaseClass.camoNetID ); //2nd method delete using the entity itself SaRo_Tools.DeleteVehicle ( someEntity ); Now YOU know how to build an own tools library class and you also know how to overload class methods. Its your turn to create more methods that way to get things a bit easier for you...
  7. You can report your first post by clicking on the "Report Post" link in the upper right corner. If you write there that you want this thread to be moved, a moderator will take over this task.
  8. ResourceName is a class just inherited from string. It has just one additional method which is GetPath() and with that you are able to get the Path of the entity ("Prefabs/Structures/Military/CamoNets/US/CamoNet_Large_US.et") as string when providing the Prefab ID ( "{CD8641F8E583489F}" ). Like this: ResourceName resourceName = "{CD8641F8E583489F}"; Print(resourceName); // SCRIPT : ResourceName resourceName = '{CD8641F8E583489F}' Print(resourceName.GetPath()); // SCRIPT : Prefabs/Structures/Military/CamoNets/US/CamoNet_Large_US.et
  9. sarogahtyp

    Help with old TCL AI script

    idk this is a new case of riddling around... I GUESS _enemy is the object which gets chased by the script. if that is the case then just do not call the script if those enemy is an air vehicle. isKindof should help you there something like if !(_enemyObject isKindOf "Air") then { // execute the script }; put somewhere should help. Also this is very funny: if (surfaceIsWater _position) then { _distance = _distance; } ... It has just no sense at all.
  10. The problem is that the linux and MacOS ports of the Arma 3 client have as latest version 1.82 while the windows clients, the windows servers and the linux servers as well run on 2.08 currently. Therefore sadly there is no suitable solution for your problem.
  11. Hey @Supernova187! In general, it is a very good idea to share code snippets of the solutions you have found, precisely because the Biki currently offers very little in this regard. I will try to do this in the future as well. However, it would be better to share the snippets here: https://forums.bohemia.net/forums/forum/415-arma-reforger-configs-scripting/
  12. there is a typo in the first line of your solutions code. should be "side" instead of "size". Also this will not return the number of unknown units: _eastUnits = _eastUnits findIf {(player knowAbout _x) < 1.5}; // Reuse the same variable for number of east units not known to player because findIf doesn't count but returns the index of the first found element. In this case the index of the first found unknown unit of side east in the trigger area/list. It can be done like you wanted to with the count command but if one do not need the number of unknown units then the findIf would be faster. But when using findIf then you can't output the number of unknown units but only if there are unknown units or not. Maybe I misunderstand something but currently I guess not^^
  13. sarogahtyp

    Destroying stacked towers

    can't test currently but this may work if put into init line of bottomTower: this addEventHandler ["Killed", { upperTower setDamage 1; }]; https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed https://community.bistudio.com/wiki/setDamage Edit: Your upper tower should be named upperTower when using above code. Edit2: params not needed, therefore removed.
  14. Never dealt with it and did not test anything but I guess you can: use BIS_fnc_moduleRespawnVehicle on your statics when your capture trigger fires. As this BIS function has the possibility to pass code to the respawned vehicle by using its 4th argument you should be able to change the vehicles side with it. How to change vehicles side? Idk but I guess again: you could use addVehicle with a fresh created group (createGroup) of your desired side. Idk if there is a fency 3d3n solution but maybe.
  15. This is of course the best solution: Nevertheless there are ways to detect rocks which have no classnames. If you do not get a classname (using the typeOf command) which you could examine then you have the option to get nearby terrain objects with nearestTerrainObjects.
  16. sarogahtyp

    AI sees too far!

    U just cant take AI serious currently. BI included some example behavior trees to have them fight somehow and thats it. But I guess modders are now much better able to enhance AI behavioe. Its all about those behavior trees i think...
  17. If i remember correctly then bi said they will not deliver tanks or planes but helicipter(s) instead.
  18. I had another issue which forced me to get the project located manually again. reyhard#5231 in discord helped me solving it. What AR WB means with this: "Arma Reforger project not found. Please locate the project manually" is not the user created project file but the AR game project file which is located here: ...\steamapps\common\Arma Reforger\addons\data\ArmaReforger.gproj Pointing the WB to this file solved my issue now. No other above mentioned solution worked this time.
  19. truck is an object which you created by using createVehicle. Always look at biki pls to get to know what arguments a command needs and what the return value will be. as told above createVehicle returns an object - just the vehicle object. Comparing an object with a string does not have any sense. The answer will always be false because an object can't be a string. But in this line you do exactly that. You are comparing an object with a string: if (truck isEqualTo "O_T_MRAP_02_hmg_ghex_F") then ... what you could do in this case is to get the classname string of the truck object and compare that with your string: if ( typeOf truck isEqualTo "O_T_MRAP_02_hmg_ghex_F" ) then ... As you can see in the biki typeOf is returning the classname string of the object given as argument.
  20. sarogahtyp

    Need vehicle group AI for

    No need to do that floor random and that switch thing here. This will do the same: LightVeh = ["rhsgref_BRDM2_msv","O_G_Offroad_01_armed_F"]; MedVeh = ["rhs_btr60_msv","rhs_btr70_msv","rhs_btr80_msv","rhs_bmp2k_tv"]; HeavyVeh = ["rhs_t72ba_tv","rhs_t80","rhs_t80a"]; private _VehCats = [LightVeh, MedVeh, HeavyVeh]; private _randomVeh = selectRandom (selectRandom _VehCats); private _Veh = createVehicle [_randomVeh, position player, [], 0, "None"]; @Casio91Fin But Idk what that categories are for. One could also put all vehicles in one single array: CasiosVehicles = [ "rhsgref_BRDM2_msv","O_G_Offroad_01_armed_F", "rhs_btr60_msv","rhs_btr70_msv","rhs_btr80_msv","rhs_bmp2k_tv", "rhs_t72ba_tv","rhs_t80","rhs_t80a" ]; private _randomVeh = selectRandom CasiosVehicles; private _Veh = createVehicle [_randomVeh, position player, [], 0, "None"];
  21. sarogahtyp

    BattlEye error

    As with any other forum, posting the same content multiple times is not encouraged. If you have posted in the wrong area of the forum and would like to move it to another area, simply click "Report Post" in the upper right corner of your post and let it be known that you would like to move your topic to another area. A moderator will then take over the task.
  22. Hey, I get a Crash to Desktop because of an Access Violation when I am trying to spawn a Hum-Vee. This is my user action class which PerformAction method is executed when the player uses the proper action of the related action menu: This line is causing the access violation error: // spawn Hum-Vee using already prepared prefab resource and params object IEntity armedHumvee = Game().SpawnEntityPrefab(resourceArmedHumvee, null, paramsArmedHumvee); if I comment it out then the method works fine. Otherwise its crashing the workbench. Idk what could cause the crash here... Any help will be appreciated.
  23. Problem is solved. The crash was caused by using Game().SpawnEntityPrefab(...) instead of GetGame().SpawnEntityPrefab(...). I modified more things meanwhile but using GetGame() solved the crash issue: Thx to Aaron Static#4717 who solved my issue on discord
  24. next time post only the relevant script error messages from .rpt file, please. I guess _vehicleAmount = amountBluforUnarmedCar; that amountBluforUnarmedCar is not defined at the time when you execute this line. If a variable is not known then it is nil in the first place. This means what you do above is: _vehicleAmount = nil; setting a variable to nil just destroys it and therefore it is unknown then...
  25. show script and show the error(s) you are getting in the .rpt-file
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