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Nemanjic

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About Nemanjic

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  1. Try also GAIA template script. The artillery system is unbelievably smart.
  2. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    Yes. They first need to be created and defined as units like any other so they can be defined as a group or part of a group after that.
  3. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    Understand. Yes of course your code works for mod units also that's what I mean, but not for orbat-created for some reason, at least not for this type I use in mission. And they are: mlrs, bm21, himars and seara. I can tell you exact config classes (original samples used for those vehicles in orbat creator) tommorow I am not at pc right now,but I am pretty sure that seara is vanilla NATO faction, and 70% sure bm21 is cdf ground forces west sided. Hope that what you want to know? All of them are rewrited class names using orbat and goes like eart03, eart04....to eart09 but original ones are different of course. For basic units I use B_Soldier_F as original source, but for specops, pilots, crew, naval crew and divers I using different sources can't think of classes. I think that happens orbat IS changing classes, or types or anything of that (you know what I mean) and that's why trigger recognize same vehicles with same conditions differently. (my opinion)
  4. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    I use this: ("eart03" countType thisList == 0) && ("eart04" countType thisList == 0) && ("eart05" countType thisList == 0) && ("eart06" countType thisList == 0) for trigger condition I don't know how but it works fantastic and now triggers only recognize the exact vehicles of the class name. I can send you files for the check. It works so well that I spread code to all other triggers that need to refer to specific types of units. Absolutely sure because I make them using orbat creator with that classes so no mod - it is a custom faction. But vanilla and other mod vehicles also can be manipulated this way I tried it today during hard times making it work. Your way is working just fine of course, but for vanilla vehicles. For some reason, the same vehicle vanilla and orbat-created don't belong to the same kind.
  5. Hello everyone. Is there a way to run a script on the cursor object? Situation: The enemy soldier is captive but he is under the cache of the GAIA script (group this) setVariable ["mcc_gaia_cache",true, true]; and still refers to the GAIA command even he is captured so artillery and other enemy forces knows about every opposite unit around captured one, sending forces to conflict area and fire artillery also. My question is if I can set gaia cache to false with some kind of addAction or using debug console in that case on cursor targets so captured unit stop being cached anymore once he is captured? For now, I use subsystem with Zeus to open unit "soul" and there I put code (group this) setVariable ["mcc_gaia_cache",false, false]; but that is much plastic way and a lot of unrealistic surgery. Something like cursorObject setVariable bla bla but how? Thanks in advance solved. if someone ever looks for: (group cursorTarget) setVariable ["mcc_gaia_cache",false, false];
  6. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    This is self-crafted code somehow after a whole day of trying: { _x in thislist} count (_x isKindOf "eart03") == 0 eart03 is the class name of artillery vehicle so I tried this to put in trigger cond without success. Leastwise, it will make clear what I am trying to do... Finally, I make a progress: "eart03" countType thisList == 0 in Cond do the job only thing I need to do now is to make an array of class names consisting of four because there are four different possibly spawned vehicles and them are: eart03, eart04, eart05 and eart06 so I tried: ["eart03", "eart04", "eart05", "eart06"] countType thislist == 0 {"eart03", "eart04", "eart05", "eart06"} countType thislist == 0 "eart03" countType thisList == 0 && "eart04" countType thisList == 0 && "eart05" countType thisList == 0 && "eart06" countType thisList == 0 but every time I got an error. Condition only works if there is one class name like in the first case. I feel this is not the hard part but my knowledge is depleted and is hit the limit about making arrays... Please any help? finally ("eart03" countType thisList == 0) && ("eart04" countType thisList == 0) && ("eart05" countType thisList == 0) && ("eart06" countType thisList == 0)
  7. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    This gives me hope! I will screenshot step by step now, please just check where I mistaking. omG, you were right! The problem with the filter was that my artillery is alive ORBAT-created pieces, not vanilla ones. I placed Sholef vanilla artillery vehicle and the trigger stays quiet until the vehicle was inside, only activating after the vehicle was destroyed as it should! If you have some idea of how to count custom vehicles instead of EdSubcat_Artillery (I suppose this is the key), please point me out. Thank you for your time friend! I have class names for these vehicles so if they can be filtered by class name it will be great...
  8. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    Vehicles are spawned but cached on mission start but that is not a problem because a moment before the check, the trigger is disabled with tg1 enableSimulation false; and only enabled when a player is inside of the center area and all units are wake up and running (not cached) so that's not a problem. But anyway, I tried this way you told me, placed artillery vehicles in editor, create a trigger with that condition params, and it is fired on mission start no matter what kind of vehicles are inside of area. Look preplaced and trigger Trigger fires if artillery MLRS or any other is inside the trigger also. {deleteVehicle _x} count ((isKindOf "artillery") select {_x inArea tg1 && side _x == WEST}); I was using this just to test if artillery is filtered or not but in fact I need cond for trigger not code to delete arti (hope I am clear now)
  9. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    I found this but can't understand what is a workable filter for artillery.
  10. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    For some reason code does not work "error missing ;" . Yea I need a trigger condition so if there are no artillery pieces in the area trigger will fire because there are a lot of other vehicles guarding that artillery convoy so the condition is only if artillery pieces are destroyed. Also it will be good if the condition includes side because it is possible that I enter an area with my artillery (opfor) so the trigger needs to know clearly which artillery pieces to count. Do you need a code for deleting the artilleries or do you need a condition for a trigger firing when there is no more alive BLUFOR artillery? It's not clear. I need a condition for a trigger, not a code to delete pieces. Sorry for the confusing writing. {deleteVehicle _x} count ((isKindOf "artillery") select {_x inArea tg1 && side _x == WEST}); this was just an example of what I am trying to do in general but instead of {deleteVehicle _x} could be anything else because count was important so trigger can select only artillery kind vehicles.
  11. Nemanjic

    Cursortarget !player

    Hello everyone. Is there a way to run a script on the cursor target? Situation: The enemy soldier is captive with the ace system but he is under the cache of the GAIA script (group this) setVariable ["mcc_gaia_cache",true, true]; and still refers to the enemy command when is captured so artillery and other enemy forces knows about every opposite units around captured one, sending forces to conflict area and fire artillery also. My question is if I can set gaia cache to false with some kind of addAction or using debug console in that cases on cursor targets so captured unit stop being cached anymore once he is captured? For now, I use sub system with zeus to get to units "soul" and there I put code (group this) setVariable ["mcc_gaia_cache",false, false]; but that is much plastic way and lot of unrealistic surgery. My hopes are with cursor target set the cache to false bla bla but I can't be smart enough for this. Thanks in advance I hope I am explained well what I need...
  12. Nemanjic

    FIRING RANGE CLEAN UP SCRIPT

    This codes from the first to the last post help a lot to understand the statements given to trigger and prepare the execution. Already modified them and use the same principles and it works in many cases. Now I have a problem that I can't resolve so please if someone has a solution to this: There are multiple forces placed in a zone and they are all cached with MCC template script so I can't give it variables because it is lost after the unit is cached - no problem. There are tanks, mechanized vehicles, live forces, and artillery pieces all from one side - blufor. I am trying to fire the trigger only if artillery pieces are destroyed (while the zone is active of course - not while cached) so I try if kindOf "artillery" and every variant of the code with this statement I can think of without result. Is there a way to do this? Thanks in advance guys EDIT: {deleteVehicle _x} count ((isKindOf "artillery") select {_x inArea tg1 && side _x == WEST}); this was my best guess but can't understand why error is showed - error missing )
  13. Can't believe I do not use this script before. Tested on million ways, million and one works. Arma stable 2.10 2022 AD. Incredible. Also, million thanks
  14. Nemanjic

    S.O.G. Prairie

    Idiots only if you mean real Arma enthusiasts...
  15. Nemanjic

    Deleting vehicle (solved)

    Of course bro. Never done this before hope now is ok.
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