Nemanjic
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Everything posted by Nemanjic
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Thanks for the lesson answer mate! So my understanding of this is that the script is not terminating the whole .sqf but "statement" inside it and that statement is defined by: scriptHandle = [] spawn { while {true} do { [crewarm1, getPos centarZP, 1000, 4, "MOVE", "SAFE", "RED", "NORMAL"] call cba_fnc_taskPatrol; systemChat "Patrol routes changed. Next shift in few mins"; sleep 5; }; }; like ZaellixA said in the upper post and after that, terminate command: terminate scriptHandle; will do the job and will stop part inside "while" in .sqf itself. I tried this and it is working but point me out please again if I misunderstand your answer or check OK if I understand well - if that is what you are meaning. Anyway thanks a lotttt for your time and help
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["X" in thisList]; not working
Nemanjic replied to Lineman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes but sometimes I need more than one unit to activate the trigger so I use the "bolded" way because I did not know a better one for this case. Probably unit1 && unit2 && unit3 inArea thisTrigger @Harzach Yes and it works great, the trigger activates when the officer leaves its area. Thanks, guys! -
["X" in thisList]; not working
Nemanjic replied to Lineman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks bro! Working great -
["X" in thisList]; not working
Nemanjic replied to Lineman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now I have the problem opposite to this one explained in the upper posts. I need a trigger to react if a specific unit (variable name e.g ) is out of the trigger area. So { _x in thislist} count [officer_01] == 1 works fine, but I need the opposite of this? Tried many things but the only works for me is to set the trigger independent - not present due to officer_01 will be the only alive force in area of bluefor so it means officer_01 has to be independent side but this way is so 😡 and variable name does not play a role like this... -
How to stop a script that contains "sleep" : garnison/repatrol.sqf [crewarm1, getPos centarZP, 1000, 4, "MOVE", "SAFE", "RED", "NORMAL"] call cba_fnc_taskPatrol; systemChat "Patrol routes changed. Next shift in few mins"; nul=[]execVM "garnison.repatrol.sqf"; sleep 120; This is my try that don't work: _stop = [] execVM "garnison\repatrol.sqf"; sleep .5; terminate _stop;
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Not at hoem right now will answer soon. It is not on mission start it is run with setting random position of object using between trigger areas and every of that trigger have cond: specific object-present that's how I start loop - [when object is presented in trigger area] after that trigger do the rest. I think I understand both of you just can't try it right now..
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I think I missed the point here. Though he was looking to add differently named muniton to tent inventory but not via classname. Just forget 😉 🕳️
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It is something about _mag not clear classname. Also think @pierremgi have resolve this and I remeber it is using classname for mag not exact object. Experiment with it to get working name. So not log>classname but log>object info etc.. until he see this thread he will know.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nemanjic replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Both. But MCC using only a few functions during making missions [teleport, watching movements, etc] -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Nemanjic replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@avibird 1 I completely understand your point, but please, considering that I am using GAIA as same as a breathing system, can you point out some examples? What can I expect to be broken exactly? GAIA templates work for me on the stable branch as they should for years now. I give to GAIA almost every aspect of enemy actings on the field. Defense and offense operations, transportation, and use of artillery, zoning, and other operational things. Simply - giving GAIA everything I get back everything. Detailed and randomized of course. So if things start to be broken I am in big trouble. The only thing GAIA is not good for is garrisoning but here are very good ways to do that.. tog garrison scrpt, etc -
Need some suggestions for alternative script or mod that is similar to vanilla support modules.
Nemanjic replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try also GAIA template script. The artillery system is unbelievably smart. -
FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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) -
FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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];
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- cursorobject
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FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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) -
FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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... -
FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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) -
FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found this but can't understand what is a workable filter for artillery. -
FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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...
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FIRING RANGE CLEAN UP SCRIPT
Nemanjic replied to Maddog9933's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 ) -
Release - Infantry Occupy House Script
Nemanjic replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Idiots only if you mean real Arma enthusiasts...
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Deleting vehicle (solved)
Nemanjic replied to Heidelberg's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Of course bro. Never done this before hope now is ok.