

thecoolsideofthepillow
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Everything posted by thecoolsideofthepillow
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Fire Can't Hurt Player?
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would it be possible to make an event handler or something that says if the player takes damage from a fire (campfire, vehicle fire, barrel fire, etc) it doesn't hurt them? -
Fire Can't Hurt Player?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is perfect. Can just make a Hit EH with that. :) -
What this game needs..stacked commands
thecoolsideofthepillow replied to beerhunter125's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have this, but it's not quite done the way you think. It's mostly in the TARGET, FIRE and ENGAGE commands you can issue them. Targeting something they just look at it. Firing, they still just try to keep eye contact and shoot when they can from their position. Engaging allows them to move around and chase an enemy. If used correctly, it will effectively have your guys take an order and do nothing until either something sets them off or you command them to open fire and/or engage. With scripting, you could do this via waypoints and custom radio commands or custom menus. Just make a thing where you set up the waypoints and orders, but does not issue them until whatever condition you wish. However, from the sounds of OP's post, it sounds like he really just wants waypoints. Just execute code from a waypoint and it will be like stacking commands. -
Just to be clear since I still consider myself a newbie to scripting: Where would I call this? From init, or putting in one of the existing scripts? And the loottypes are the ones defined in the actual loot table (like civilian, construction, military, etc) correct?
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I have noticed that on other maps, buildings that return the same thing are spawning loot. Like buildings on Panthera that are also used in SMD Sahrani; typeOf returns "" but they have luggage and bags spawning in them. Not sure what's going on there.
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I'd love to know if there is a way I could make this work with SMD's Sahrani. The normal map in AiA/CUP has very few enterable buildings, but SMD's port has almost all the small buildings as enterable. Buuuut... They don't seem to have any classnames. I know they must, though, because ALIVE works with them and will place things in them; but Ravage will not. However when I use typeOf cursorTarget on the buildings in question, I just get ("") returned so I don't even know what I could edit in to make them work.
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Find a random position on radial
thecoolsideofthepillow replied to celludriel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Whoa. I didn't even think that was possible. It doesn't even let me clip through the ground when in the editor. I suppose I'd have to add a condition that says if the position is underground, to move it to 0 Z. -
Concept for teleport is it possible ?
thecoolsideofthepillow replied to celludriel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Celludriel: It could help me understand the dialog system in general if you could explain how you get the base resource lines. class MhqRscFrame { type = 0; idc = -1; style = 64; shadow = 2; colorBackground[] = {0,0,0,0}; colorText[] ={1,1,1,1}; font = "RobotoCondensed"; sizeEx = 0.02; text = ""; x = 0; y = 0; w = 0.3; h = 0.3; }; That part. This isn't the same code generated by the GUI editor; That outputs this code: class MhqDeployFrame: MhqRscFrame { idc = 1800; x = 10.5 * GUI_GRID_W + GUI_GRID_X; y = 1.5 * GUI_GRID_H + GUI_GRID_Y; w = 20 * GUI_GRID_W; h = 20 * GUI_GRID_H; }; and I can't find a guide that explains where I get the first block of code to put in my definitions so that the GUI output actually works with the elements I've used and not just the ones the guide or examples used (for example I want to use a listbox and a checkbox element, but all the guides only use the frame, button, text and picture elements). -
Find a random position on radial
thecoolsideofthepillow replied to celludriel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can use this, actually. Make it for player spawn position modules. If they are in the air, you spawn with a parachute. So this can make the spawnpoint randomly on the ground or in the air. :) -
AI - suppress command
thecoolsideofthepillow replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
Sweet. I was actually trying to get them to do this in some ALIVE the other day and they wouldn't do squat. Now I can make them shoot dudes through walls and shrubs! :D -
Player in Vehicle, that is outside of trigger?
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to re-create a zone restriction area, but because the Zone Restriction module is currently broken I have to do it manually. I can't seem to get it to work with a player inside a vehicle though. As soon as the player enters the vehicle, the trigger fires thinking the player is not in the trigger area any longer, even though they are still inside the safe area. I have a trigger set to activation anybody present, with the condition being !(player in thislist) && (alive player) and the trigger is synced to all my player units. !((vehicle player) in thislist) doesn't seem to work. I don't know if I can "not" that line or how I would use it to make the condition that the player in the vehicle is just not in the trigger zone. EDIT: Nevermind. I was just overthinking it. I don't need to have three conditions. I can use just !((vehicle player) in thislist) && (alive player). -
EDEN and Respawn Loadouts
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was curious about a couple of things regarding EDEN and editing the description.ext file for respawn loadouts. First: Is there maybe a quick and easy way built in that I can use to create and save a loadout in the arsenal to use as a custom loadout by simply pasting some output somewhere or clicking a toggle switch? Second: If not, is the old method *exactly* the same? Parts of the description.ext are now taken care of in the mission.sqm (from the Attributes dropdown options) so I don't know how much I still need to put into the description.ext file (such as the "respawnTemplates[] = {"MenuInventory","MenuPosition"};" type lines). Can I simply put the CfgRespawnInventory classes in there and be fine? Third: I am just gonna use default loadouts for right now, so I can just use the "vehicle = 'UNIT_CLASS'" command; but the wiki doesn't show it having a semi-colon at the end of that particular line and I am not sure if that was intentional or not. -
edit a mission setting
thecoolsideofthepillow replied to Roughneck's topic in ARMA 3 - MISSION EDITING & SCRIPTING
class Params { class ClassofOption { title = "Title of Option"; values[] = {list,of,INTEGERS}; texts[] = {"list","of","strings"}; default = 0; }; } In description.ext. Find parameter setting with "BIS_fnc_getParamValue." -
Help finding an alternative to using a #define in #include
thecoolsideofthepillow replied to Lala14's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sounds like you should just write a function to handle that. That way params are just set when you call the function. -
I can't seem to disable stamina with just "player enableFatigue false;" anymore. I am curious if something about the system has changed so that command no longer works?
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Has Stamina Changed?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No it doesn't; that's why I started this thread to begin with. Because "unit enableFatigue false" was not disabling the stamina system. -
Has Stamina Changed?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
But it doesn't work the same way anymore, so anything using "enableFatigue" and not "enableStamina" *is* broken. If it was backwards compatible, "unit enableFatigue false" would still disable the system. -
Has Stamina Changed?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow. I wonder why they didn't keep it backwards compatible and have "enableFatigue" work the same as "enableStamina?" Thanks for the help. :) -
Newbie wants to create MP game Mode.
thecoolsideofthepillow replied to esfumato's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To be fair, it wouldn't hurt to explain how to read the wiki for functions. If they're entirely new to scripting and coding in general, there isn't an actual guide on how to read the information given for functions; sometimes it can be confusing even to someone who understands how to read them! -
GUI Tutorial and Simple Vehicle Selector Release
thecoolsideofthepillow replied to soolie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only question I have is: Where do I get the base classes I need to make the GUI's outputted by the in-game editor actually work? Can I export them from that editor or do I need to do them by hand? Or is there just a generic file I could include? All these tutorials tell you to include the base classes; they never explain how to get them for your own purposes or edit them from their examples.- 19 replies
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[Release] Simple Weapon Shop System
thecoolsideofthepillow replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am doing the same thing; but where do I put this spawned code? Player init? Init.sqf? Before the addAction to call the store? And what about units that spawn dynamically? Would this even work or will I need to give those spawned groups their own event handler? If it matters: None of the enemies will be other players. This is just a two player thing I am making to play with my brother so all the enemies are AI that spawn randomly or based on triggers; none of them are manually placed. I already had them giving cash, but for my own thing I was doing but... Making dialogs is a pain in the ass, I saw this and thought I would incorporate it instead. Just not sure if all I need to do is change the variable name or not. -
Find a random position on radial
thecoolsideofthepillow replied to celludriel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just did a similar spawn method last night using one line for each circle because of the BIS_fnc_findSafePos function. Literally takes a center point, picks a random spot between X and Y distance from the center outputs a map position. for example: _Center = player; _Circle1 = [_Center, 150, 150, 0, 0, 20, 0] call BIS_fnc_findSafePos; _Circle2 = [_Center, 250, 250, 0, 0, 20, 0] call BIS_fnc_findSafePos; _Circle3 = [_Center, 350, 350, 0, 0, 20, 0] call BIS_fnc_findSafePos; Each "_circle" will be a random azimuth exactly 150, 250, and 350 meters away from the center. The first number is the minimum distance from center, the second is the maximum, so you can adjust for "fatter" circles so they don't just pick something in a thin line of a circle. If you don't want *RANDOM* positions, you can still use this command to find a safe spawn point based on a few parameters needed, then just alter the array that it outputs to change X, Y or Z by another variable. You may also want to look at BIS_fnc_relPos. The example shows how to use a bit a math to do circular stuff. -
List of all hidden texture inits
thecoolsideofthepillow replied to somesangheili's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just saw this thread; these are perfectly useable in vanilla right? No need to make addons? The Raven outfit is *exactly* what I need for like spec ops type dudes. The only object in the vanilla game normally is the vest. I want the rest of the uniform too, since the only other black outfit is the wetsuit, and it doesn't make sense to be using the wet suit when you're around Abdera. Actually... Since 3DEN can be modified, I wonder if the guy who made Eden Enhanced can add the texture menu to units for these hidden textures like the vanilla editor has for vehicles which have more than one non-hidden skin. That way you don't have to have a script going just to take care of changing skins.- 195 replies
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Intermittent problem with BIS_fnc_objectsMapper.
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well now I just feel silly. I was looking through the end lines of all those over and over again last night... I guess I was more tired than I realized. I don't suppose it would be possible to ever have the error reporter give the correct line for missing semi-colons? I notice that if it's not using a function or module, it always shows the previous line that the missing thing is in; if it goes through a function/module, it says the error is somewhere in the function/module itself. -
Intermittent problem with BIS_fnc_objectsMapper.
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can't nail down what is wrong here because my script, which is a loop, fails but only every so often and with an error coming from the BIS_fnc_objectsMapper function on line 34 saying that "_objs" is undefined. It doesn't seem to break the compositions spawning, but it does break the loop so that it does not continue. I've looked through all my composition scripts and all the items I didn't just paste from the objectGrabber function (which I would assume has no syntax errors) is identical. If I take out the condition so it just keeps spawning the compositions, every single one of them *can* spawn just fine. But at some point, the objectMapper function just simply fails and I do not know why. Mission Folder (3D Editor): https://www.dropbox.com/s/facawhzmx1lvowa/FSA.Altis.zip?dl=0 Script in question is System\Objectives.sqf. Compositions are in "Comps" folder.