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thecoolsideofthepillow

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Everything posted by thecoolsideofthepillow

  1. thecoolsideofthepillow

    What's the maximum height of Altis?

    Just curious because I looked up how high a typical HALO jump was, and it's 30,000 feet. I am wondering if the game would allow me to spawn a player that high up for a parachute jump. That would be 9144 meters (the units the game uses); but I don't know where the "ceiling" is. EDIT: NVM... I don't know why I didn't just try it. BTW: I've been falling for the past 5 minutes and I still can't see the ground.
  2. thecoolsideofthepillow

    Unknown Error when Respawning with Menu

    Ever since I came back for EDEN, I have had some error pop up when I am able to respawn on MP missions using the respawn position menu. I don't know what the error is because all I can see through the menu itself is the OK button. But until I hit ESC to close the error popup, the spawn menu does not allow me to respawn, saying "Respawn Unavailable." It's only a minor annoyance, since I can get around the error. But it's also something new that wasn't happening before this update.
  3. I am trying to write a script that will force open the map and set a variable so when the player clicks on the map, they are teleported to the clicked location. I am having some trouble getting it to know when I have clicked, though. I started off with just simply making the map open and telling it to waitUntil the user clicks the mouse then just close the map; but it doesn't seem to register the clicks inside the map so it never closes. If I can get THAT to work, I just need to know how./where I would set up the variable condition indicating the map is opened from the actionMenu and not just the player pressing M, so that when they click the map they are teleported to the map location based on onMapSingleClick. At first I tried having it all as a condition in a trigger, but that would just cause the map to close instantly seemingly bypassing the onMapSingleClick action. This is the current script that runs from the addAction item on a whiteboard: private _MapOpened = missionNamespace getVariable "Teleport_Map"; if (isNil "_MapOpened") then { missionNamespace setVariable ["Teleport_Map",0]; _MapOpened = 0; }; openMap [true,true]; player setVariable ["Teleport_Map", 1]; [] spawn { waitUntil {inputaction "actionFreeLook" > 0}; openMap [false,false]; }; Note: I have tried the waitUntil without a spawn and the inputAction as "fire" also which produced the same results. It's not because I am forcing the map opened, but not forcing it closed am I? I just don't want to have the player accidentally close the map while it waits for them to click on it and I assume forcing it closed won't allow them to open it manually again.
  4. thecoolsideofthepillow

    onMapSingleClick, openMap & inputAction conditions.

    I will say yours is a bit cleaner though. I appreciate both your help :)
  5. thecoolsideofthepillow

    How to check if unit is part of specific group?

    IIRC you can sync a group to a spawn position module changing how it works from the settings of the module itself so that only that group sees it. But that won't work if you're spawning the group from a script. But if you're spawning a group from a script, you could use a switch/if to check if the person is part of that group by naming the group when you make it.
  6. I am working on a mission and doing stuff with the openMap command, and if I mess up the script while I am trying to make it work, the map won't close and I have to alt+F4 to get back to the editor since I can't simply open the escape menu with the map open to quit back.
  7. thecoolsideofthepillow

    Relative Path to Scripts?

    I have never been able to get using sub-folders in my mission folder to store scripts. I don't know what I am doing wrong. Let's say I put my scripts into a folder called "SCRIPTS." I want to call "insertion.sqf." So I say something like nul = [] execVM "scripts/insertion.sqf"; and it can't find the script. I've also tried a backslash instead of a forward slash. What am I missing?
  8. thecoolsideofthepillow

    Concept for teleport is it possible ?

    Even easier with how you have it set up. You can have the addAction to teleport simply teleport you to the position of the respawnPosition module/marker; just name the module and use that variable name to pull the position from with getPos. The only way to use the menuPosition menu to spawn I am aware of is to kill your player so he has to respawn, which is something I do see with a few missions if they don't use a custom GUI.
  9. In the mean time, you can open the VR map, make your compositions and run the following command to paste a script function to call the composition: 1. In the init line of your player, a radio command or simply through the debug console: [getPos player, 50] call BIS_fnc_objectsGrabber; 2. Paste the resulting output into an SQF file. It should look a little like: /* Grab data: Mission: objectgrabber World: VR Anchor position: [3999.99, 4000.05] Area size: 50 Using orientation of objects: no */ [ ["Land_Campfire_F",[-0.0144043,1.97266,0.0299988],0,1,0,[],"camp_center","",true,false], ["Land_TentA_F",[-5.05933,1.90356,0.000107765],270.996,1,0,[],"","",true,false], ["Land_TentA_F",[5.04736,1.91968,-9.91821e-005],91.4683,1,0,[],"","",true,false], ["Land_TentA_F",[3.33716,5.19702,2.19345e-005],45.8279,1,0,[],"","",true,false], ["Land_TentA_F",[-3.31738,5.27612,6.38962e-005],315.231,1,0,[],"","",true,false], ["Land_TentA_F",[0.0170898,7.03955,5.72205e-006],0,1,0,[],"","",true,false] ] 3. Spawn the composition with the following: 0 = [positionWhereYouWantToSpawnYourComposition, azimutOfYourComposition, call (compile (preprocessFileLineNumbers "yourComposition.sqf"))] call BIS_fnc_ObjectsMapper; Keep in mind this method doesn't grab people, only empty objects. You will have to manually make your groups or use the pre-defined group spawns with bis_fnc_spawnGroup to make people show up in your compositions.
  10. thecoolsideofthepillow

    Concept for teleport is it possible ?

    Will this be like a cheat teleport or a fast-travel system with pre-defined destinations? Because I could come up with a few easier methods based on either way you'd like. If a cheat, it can be as simple as having the map forcibly open then register an onMapClick from the player to teleport them to the map position they clicked on. If it's a fast travel system, you can do the same but use triggers to define specific points compared to the onMapClick position; so like they click on Kavala and they go to the pre-defined Kavala spawn.
  11. Is there any possible way to detonate an explosive charge (not a satchel) placed by one of my men who died (without the debug console)? Guy managed to plant the charges and died on his way out and I can't seem to make them go boom with grenades or shooting them.
  12. thecoolsideofthepillow

    NVG's and vehicle lights for AI

    AI will wear NVGs if they are in their inventory when they need to use them (IE when it is dark/night). If you want an AI to turn on headlights, set his combat behaviour to "SAFE" (select unit(s)>>7>>4).
  13. thecoolsideofthepillow

    Are shotguns a possibility?

    Maybe Apex will have a shotgun. They'd be nice in the CQC of the jungle.
  14. I was just wondering if there was a simple way I could take all the markers I already set down in the editor and hide them for the teams that should not see them, without having to delete and replace them via scripts. I tried making them all hidden at start and then re-show them to the appropriate teams, but while they hide just fine, they won't un-hide when I want them to. I forgot that placing the markers in the editor makes them visible to everyone by default and I don't want to have to redo the whole marker system if there's a way around it.
  15. thecoolsideofthepillow

    Hide Editor Placed Markers for Side?

    Well it's not that the command isn't working to make them visible again. It has to do with the timing, I think. If I make the code only work for one team, it works flawlessly; as soon as I put in two or more teams in a switch or if/else statement, it messes up when turning the markers that should be visible back on. Really weird... I mean, how do you put a break into a switch or if/else statement? O.o EDIT: I just noticed that I got a scripting error when launching from the editor that was not appearing in the compiled version: When it gets to the last line, it's saying that _mrkrs is an undefined variable, so the switch isn't working. EDIT 2: It was because the team sides should not be quotations for switch cases and the way it's declaring variables is unecessary: _mrkrs = switch (_sideplr) do { case WEST: {_westMrkrs}; case EAST: { _eastMrkrs}; case INDEPENDENT: { _indMrkrs}; case CIVILIAN: { _civMrkrs}; }; Actually works as intended. :) Now I can release this mission! :D
  16. thecoolsideofthepillow

    ARMA 3 Addon Request Thread

    I was watching Tomorrowland and had the idea of a jetpack in ARMA. I only found one for ARMA 2, though. I was wondering if someone out there could do something with this request because I can't model for crap. I could probably figure out the internal config stuff though and am totally willing to help make jetpacks available to explore Altis with. Both the old school, standing type where you can back in, strap in, and take off as well as the modern jet-powered wing utilizing both the helicopter and plane as the base vehicle, respectively.
  17. thecoolsideofthepillow

    Respawn warp

    I've noticed this too with EDEN. It's worse if you have multiple spawn points, because then it just places you at a random one, even with respawnOnStart turned off. I've just been working around it by turning respawnOnStart to 1 so at least they end up only at the spawn positions for their team and not any of the spawn points on the map.
  18. thecoolsideofthepillow

    Hide Editor Placed Markers for Side?

    Alright, here is what I have used. Again, it hides everything properly, but it won't make the ones I want to see visible again. private ["_mrkrs"]; _westMrkrs = ["mkr_B_Fireteam","mkr_B_Fireteam_1","mkr_B_Dock","mkr_B_Hangar","mkr_B_Helipads","mkr_B_Helipads_1","mkr_B_Depot","mkr_B_Depot_1","mkr_B_ServiceStation","mkr_B_ServiceStation_1","mkr_B_ServiceStation_2"]; _eastMrkrs = ["mkr_O_Barracks","mkr_O_Barracks_1","mkr_O_Hangar","mkr_O_Arsenal","mkr_O_ServiceStation","mkr_O_ServiceStation_1"]; _indMrkrs = ["mkr_I_Barracks","mkr_I_Arsenal","mkr_I_ServiceStation"]; _civMrkrs = ["mkr_Airport","mkr_Airport_1","mkr_Docks_1","mkr_Docks_2"]; {_x setMarkerAlphaLocal 0;} forEach allMapMarkers; _sideplr = side player; switch (_sideplr) do { case "WEST": {_mrkrs = _westMrkrs}; case "EAST": {_mrkrs = _eastMrkrs}; case "INDEPENDENT": {_mrkrs = _indMrkrs}; case "CIVILIAN": {_mrkrs = _civMrkrs}; }; {_x setMarkerAlphaLocal 1;}forEach _mrkrs; This *should* be hiding all the markers (including the area ones which now in EDEN are visible when in the 2D editor they are not), then displaying the team related ones only to players on the team; but the markers never re-appear. All I changed was adding in the other arrays for the 2 other sides, hiding all the map markers and then making the team side visible to each side instead of only hiding the other team's. It's as if setMarkerAlphaLocal only works one way. Is it just going too fast? Should I put a sleep in there between hiding them and unhiding them again?
  19. thecoolsideofthepillow

    Hide Editor Placed Markers for Side?

    Question: 7. case "WEST": {_mrks = _eastMrkrs}; 8. case "EAST": {_mrks = _westMrkrs}; 1. private ["_mrkrs"]; 10. {_x setMarkerAlphaLocal 0;}forEach _mrkrs; Should the "_mrks" in the switch lines actually be "_mrkrs" in this example or are they meant to be two separate variables? Also where do I call this? In like the init.sqf or on each player's init?
  20. thecoolsideofthepillow

    What command can cause this ?

    Whitelisted or blacklisted? Whitelisted means they are allowed.
  21. thecoolsideofthepillow

    How to get civilian to shoot civilian?

    The second easiest way doesn't require any scripting or complete re-dressing at all: Place your civilians. Use the arsenal to equip them with a weapon and some ammo. Place a blufor man and an opfor man. Set their appearance level to 0 percent. Group the civilians to them; one for each side. They will now be a BLUFOR civ and an OPFOR civ.
  22. thecoolsideofthepillow

    Warlords

    I can't seem to get custom independent factions to spawn. It only works with the default faction on that side. Custom factions work for BLU and OPF, but not IND.
  23. thecoolsideofthepillow

    AI and grenade launcher

    Instead of having them target the unit you want to shoot at, you can make them fire at a static GPS position with doWatch and forceWeaponFire. forceWeaponFire has parameters to select which weapon and ammo type they use to fire.
  24. I had a pretty interesting idea while placing spawn points for a civilian player in a mission: Have one of his spawnpoints be a chopper that flies around following battles on the island since the civilian is a news reporter and this is like a new chopper. I know a myriad of ways to create the waypoints needed, but I am wondering if there is a way I could have him sort of prioritize these waypoints based on the size of the battle. Obviously if he's told to go check out a little skirmish half-way across Altis, it will probably be over by the time he gets there and there wouldn't be much to see anyway. I was wondering if anyone had ideas on how I might size up conflicts and have it set a waypoint if only a certain number of units or higher are involved. I'm fairly certain it's possible to do what I want, since I remember a mission for A2 that did something similar with how it automatically switched your unit upon death to find the largest battle going on on the map, unless you manually selected a unit to take control of.
  25. thecoolsideofthepillow

    Make an AI go "where the action is?"

    Sweet. This is perfect. Thanks :D
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