thecoolsideofthepillow
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Everything posted by thecoolsideofthepillow
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Limit respawn to only certain players/groups ?
thecoolsideofthepillow replied to Duke101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use the respawn templates to designate respasn rules for each side, but for individual groups on the same team, you'd need to script it. -
Clientside Scripts on Vanilla Servers?
thecoolsideofthepillow posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I am really curious about running clientside scripts while in MP servers that are unmodified. Not to maliciously inject things like god mode or kill everyone, but to fully understand and utilize the game as I know is possible. A good example of what I mean is every now and then, I find a game where one or two people are able to run a radio on their vehicle. They are not using the VOIP channels to play music, they are actually playing music from their vehicle somehow, and it's affected by the vehicle's state. Turn the vehicle off, the radio turns off. If you leave the engine and radio on and exit the vehicle, the sound continues to play, but more muted and becomes softer the further you get away from the vehicle. I also saw a user on Reddit mentioning how VTS Weapon Resting works even on vanilla servers; this is a little more concerning to me as that particular mod can give the player using it an aim advantage, so if the server itself isn't running it, but individual clients can, the clients not using it will be disadvantaged against those who are. So where can I learn more about clientside scripting as it concerns multiplayer servers? What is and isn't possible with them, how to write and use them, how to prevent them running on your server if you do not want them, etc? -
AI Patrol inside inserted Building
thecoolsideofthepillow replied to Madmunchkin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My simple solution to solving this for myself was to just use MCC to place my units inside the building with Zeus, then go back into the 2D editor to find their height and place waypoints appropriately. It works, but I have to really micro-manage where the waypoints are so they don't end up trying to leave the building and go around the outside, entering another area to reach it because it was slightly too close to a wall. -
Game on SSD - Mods on HDD
thecoolsideofthepillow replied to Nicholas's topic in ARMA 3 - QUESTIONS & ANSWERS
For gaming I've always been told it's actually better to have the games on the SSD and the OS on the HDD. This would include the mods being on the SSD so it can load them faster. Sure, having the OS on the SSD makes it boot faster, but if you're doing anything that requires loading from the disk, and what you're loading is on the HDD instead of the SSD, it will see next to no improvement. -
The New Sounds are Pretty Good.
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - GENERAL
I thought it was just to guns! Time to get in mah little bird :D -
Magic rates in Steam Workshop?
thecoolsideofthepillow replied to Orange Sherbet's topic in ARMA 3 - GENERAL
I was just talking about the votes. He manipulated the votes to make it to the front page to get all those subs; not that he was making dupes that subbed to it. -
Altis Forces Rearmed - Releases
thecoolsideofthepillow replied to toadball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sweet! The AAF is my fav vanilla faction. Now I can give them some love :D- 105 replies
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- Altis Forces Rearmed
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Magic rates in Steam Workshop?
thecoolsideofthepillow replied to Orange Sherbet's topic in ARMA 3 - GENERAL
These all popped up like a month or so ago, too, and they are not at all good missions. I'm pretty sure he's using dupe accounts to cheat his ratings and make his crap more visible. I've reported it on Steam, but am unsure what will be done, if anything. -
It's funny to me how simple it is to script this functionality in but it isn't a vanilla mechanic. Dedicated, context sensitive interaction buttons > context sensitive action menus.
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Make a trigger activate a new respawn point?
thecoolsideofthepillow replied to druminator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
An even simpler way: Use a "respawn position" module and just sync it to a trigger with your condition. No fuss, no muss. -
Setting Vehicle Speeds Via Custom Controls
thecoolsideofthepillow replied to Trajan's topic in ARMA 3 - QUESTIONS & ANSWERS
I was wanting to do this, also, but for a cruise control script. My logic was that you bind a key that when it is held, increases the target's velocity by X every frame that the key is held. X being whatever factor you want to accelerate at. IE: The only way to do what you want is through scripting. -
Simple Mine System - A Fix for A3 Mines & Explosives
thecoolsideofthepillow replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As someone who loves playing Demolition/EOD, this looks like an awesome addition. I always hate trying to see if I can disarm a mine that has spawned under the foundation of a house. -
"No Curator Synced to Defend Mission Module" When Making Seize Mission
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I made a mission that uses a sector module hooked up to a Seize game mode module, and it's synced up how it shows it needs to be in the info box, but when I start the mission, I get the error "No Curator Synced to Defend Mission Module." I shouldn't need a Defense module, and even if I use one, I get the same error. It doesn't appear to be affecting anything, but the error is kind of annoying. Is there a way I can get rid of it? -
Fastest Way to Populate an Array with all CfgWeapon/Vehicle entries?
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a simple way to add every item/unit/vehicle/object to an array so that it will include any and all modded items the user may have installed? I want to try my hand at making a resupply system but would like it to be flexible so any additional content a player has may be used. Edit: nvm; I see the configClasses function now. -
Can I Make the Player Able to Heal, Repair and Disarm?
thecoolsideofthepillow posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I know I could make a script that simply does these things, but I was wondering if instead I could make the player's class a demolitiom expert, engineer and medic all in one, so as long as the player has the appropriate tools, he can perform the actions as if he were the proper class. Or would it just be easier to do the action menu script thing? -
Explain the "Spawn AI" Module to Me
thecoolsideofthepillow posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I understand how to use in it's simplest term; plop it down, set the settings. Done. What I am confused about, however, is how I can have the expression line in the thing add all the units to a specific group and/or change the equipment of any units it has spawned (or synced). I have gotten it so that the first unit from any group it generates is added to a group (IE the player group) but it won't add more than the leader. I have not, yet, gotten it to change their gear at all, even though using the same line I have in the expression field of the spawner to do so works from the debug console; but again, only for 1 unit. I can't seem to make even that line change every unit from a group spawned by the spawner. If I already know a group's name, assigning equipment is no problem, so all I really need to know is how to set or find the group names of the groups the spawner is spawning. I can not for the life of me figure out how to do this, though. The mouse over tip for the expression line says the passed arguments are <group>, <module>, and <groupData>. Are these supposed to be variables? Because if they are, how would I use the "<group>" variable if "group" is an actual command function? Using something like _mygroup = group group doesn't work. -
When to use Random and when to use BIS_fnc_SelectRandom?
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am going to need to make some random selections for my mission, and I have not really tried to do it before. I am thinking it should be rather straight forward, but there are two commands I can use to make a random selection: Random, which seems to only be a random number chosen between the two given numbers when calling the commands, and BIS_fnc_SelectRandom, which selects an item from an array. Since I would need to declare an array or set of variables to use either, does it really matter which one I use? Is one faster than another? I could essentially do the same thing in two fashions, though I am not sure if they are good methods in either case. First, using "Random" I write 4 if statements that do something based on what variable is chosen by the random command: One = if (condition) then {code}; Two = if (condition) then {code}; Three = if (condition) then {code}; Four = if (condition) then {code}; Second, I could just have my variables be script file names in an array and use the BIS_fnc_SelectRandom to pull one at random: _array = [script1, Script2, Script3, Script4] call BIS_fnc_SelectRandom Obviously, the second way takes only a single line, but still requires 4 scripts. The first method only really requires a single script and 4 lines. At the very least: Am I even using them correctly? I don't want to start writing a bunch of code only to have it turn out to be malformed or used incorrectly. -
Ghilie Suits Cancel Each other Out? O.o
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This was the issue. I didn't realize there were two of them. -
Ghilie Suits Cancel Each other Out? O.o
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I'm finally getting finished with this mission, and while watching my spawners spawn and redress my AI to make sure they are 100% tip-top, I noticed that sometimes, not always, but sometimes when I give a CSAT unit a ghilie suit using BIS_fnc_loadinventory they just end up in their underwear. I've watched my script spawn and re-equip quite a few guys now; it's never once missed anything like this for any other units. It only seems to be effecting the CSAT guys, and only about 50% of the time it spawns my CSAT snipers. Upon further inspection, every instance of these underwear-clad crusaders are base classes that use ghilie suits by default. Which means when I use my command to give them a new loadout, it's just removing the suit instead of not adding it or removing it and adding it again. I am not sure what to do about this. -
Quick Question on Triggers
thecoolsideofthepillow posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so here's my situation: I have a few sectors set up all over Altis in groups of 3-4 within a minimum of 1.0km, and another trigger surrounding them all. I want to link the surrounding trigger so that the sectors are only active when within that 1.0km zone; this means deactivating them again if the player exits the zone (this way they don't always have the sector HUD showing them stuff). My question is: Should I make this trigger Once or Repeatedly fire? -
When to use Random and when to use BIS_fnc_SelectRandom?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ooooh Nice. I didn't know I could use all the classes on a single line like that. The documentation for these newer functions isn't all there yet. I'm amazed how some of you guys even know this stuff. -
When to use Random and when to use BIS_fnc_SelectRandom?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, basically, putting this line in the expression field should make my script function: _Array = [_this]; nul = [_Array] execVM "script.sqf"; ? -
When to use Random and when to use BIS_fnc_SelectRandom?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am having an odd problem. If I put this block of code into an .SQF file and call it from my Spawn AI's expression line with execVM, nothing happens. _WSpawner = _this select 0; { _rndLoadout = floor(random(4)); switch (_rndLoadout) do { case 0: {[_x, missionconfigfile >> "CfgRespawnInventory" >> "WSupport"] call BIS_fnc_loadInventory;}; case 1: {[_x, missionconfigfile >> "CfgRespawnInventory" >> "WEngineer"] call BIS_fnc_loadInventory;}; case 2: {[_x, missionconfigfile >> "CfgRespawnInventory" >> "WAssault"] call BIS_fnc_loadInventory;}; case 3: {[_x, missionconfigfile >> "CfgRespawnInventory" >> "WRecon"] call BIS_fnc_loadInventory;}; default {systemChat "I AM ERROR"}; }; } forEach units _WSpawner; However, if I put that same block directly into the expression field for the Spawn AI Module, it works. I think it might have something to do with the use of _this, but I am not sure. _this should be an array given by the module itself, but the execVM command also uses _this for something else. I only think this because if I put a hint or something at the end of the script, it does get executed so the script itself is working, it just isn't getting the right variable to produce the desired effects. -
When to use Random and when to use BIS_fnc_SelectRandom?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, I can do switches. Neat :D Is the "Default" part of the switch necessary or is just the last value in the switch considered the default? -
Can I Make the Player Able to Heal, Repair and Disarm?
thecoolsideofthepillow replied to thecoolsideofthepillow's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks, will do. :)