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Nemanjic

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Everything posted by Nemanjic

  1. Nemanjic

    Adding sound to spawned helicopters

    Investigate this, https://community.bistudio.com/wiki/addAction example: player AddAction ["<t color=""#4DB0E2"">" +"pinkfloyd", "music.sqf"]; - in the init.sqf "code you already using in vehicle init (I suppose), but instead of "this", put unit name, let's say "heli_1" - music.sqf
  2. Successfully used this code for years when I want specific units to activate the trigger and similar stuff but: How to do this for a specific unit only and not for the whole side so messanger1 (civilian) activates the trigger when detecting any opfor presented anywhere on the map? Tried: Have read everything but there are only examples for "side present" activation type. I need "detected by specific unit" Have also tried to set trigger owner to messanger but nothing happens. Detailed: There is a village full of civilians and only if one of them (messanger1) see any opfor - then fire trigger
  3. Nemanjic

    A few questions

    Understand your frustration but Arma isn't stupid but complex and only if every piece is at the correct place, become magic but yes you need to pay with nerves somethimes 🙂 Listen, try this. Go to controls in tabs: vehicle movement, common, plane movement, weapons, helicopter movement, and infantry movement and add the middle mouse button as a bind for anything in these tabs. The red one will be point in the right direction what is the middle mouse used for, it is obvious that is used for something (ejecting). It will look like this: https://i.imgur.com/qlbFyR8.png I done this on purpose just to see if any other command is using this as duplicate.
  4. Can't thank you enough brother! Not just for time but for the way you explain that everyone who reads - learns! This is a highly important scenario for my unit as it stands for the last and most difficult training process for new recruits. Now, instead we spend a holiday in 10-days scripting and fixing we can finally enjoy playing v2 of this training scenario thanks to your help in the last few days with important things. You, pieremgi, and others love you, and greetings from all my Arma soldiers! Edit: Yes, wptow2 setWaypointStatements ["true", "nul = execVM 'skripte\helrefuel.sqf'"]; works of course 😉
  5. I want the script to be executed only when wp is reached, but this script activates sqf one after another no waiting for the helicopter's arrival at the waypoint. Even worse, it repeats the process after the last script is executed. So the question is: how to execute the script only if the helicopter reaches a specific point (waypoint)? //radio centers PATROL - ch47 wptow0 = group pil1 addWaypoint [position rc_01, 0]; wptow0 setWaypointBehaviour "SAFE"; wptow0 setWaypointCombatMode "YELLOW"; wptow0 setWaypointSpeed "FULL"; wptow0 setWaypointType "SCRIPTED"; wptow0 setWaypointScript "skripte\wp0.sqf"; sleep 0.2; wptow1 = group pil1 addWaypoint [position rc_02, 1]; wptow1 setWaypointBehaviour "SAFE"; wptow1 setWaypointCombatMode "YELLOW"; wptow1 setWaypointSpeed "FULL"; wptow1 setWaypointType "SCRIPTED"; wptow1 setWaypointScript "skripte\wp1.sqf"; sleep 0.2; wptow2 = group pil1 addWaypoint [position rc_03, 2]; wptow2 setWaypointBehaviour "SAFE"; wptow2 setWaypointCombatMode "YELLOW"; wptow2 setWaypointSpeed "FULL"; wptow2 setWaypointType "SCRIPTED"; wptow2 setWaypointScript "skripte\wp2.sqf"; sleep 0.2; wptow3 = group pil1 addWaypoint [position rc_01, 3]; wptow3 setWaypointBehaviour "SAFE"; wptow3 setWaypointCombatMode "YELLOW"; wptow3 setWaypointSpeed "FULL"; wptow3 setWaypointType "SCRIPTED"; wptow3 setWaypointScript "skripte\wp3.sqf"; wptow3 setWaypointType "CYCLE"; SQF example (only one line and only difference is tower numbers..): systemChat "Helicopter loiter Tower 1";
  6. Yes but there was an exact example from the wiki I just replace hint with systemChat but can't understand how to call an external file. Don't see nothing familiar to me like execVM or call or something.. Will try something like wptow2 setWaypointStatements ["true", "skripte\helrefuel.sqf"]; and report back
  7. Yea but, Example 1: _waypoint setWaypointStatements ["true", "hint 'hello'; hint 'goodbye'"]; Example 2: _waypoint setWaypointStatements ["true", "diag_log ['GroupLeader: ', this]; diag_log ['Units: ', thislist]"]; I can't understand how to implement the call for .sqf from these examples. This is from wiki. I though it is with setWaypointType "SCRIPTED"; but I have to replace it one step before. Ok I will try wptow2 setWaypointStatements ["true", "skripte\helrefuel.sqf"]; to see what's going on.
  8. Replacing wptow2 setWaypointType "SCRIPTED"; wptow2 setWaypointScript "skripte\wp2.sqf"; with wptow2 setWaypointStatements ["true", "systemChat 'Helicopter loiter Tower 3'"]; and so on with other WPs... works as it should! Also, I figured out about helicopter location and reporting position on which tower is loitering on exact wp! Thank you for exactly knowing what to tell me in terms of help! But next thing: Yes, I managed to set the correct route and make the heli report the correct position via systemChat but I also need to run a script at one of these waypoints and that will be for refueling the heli. So the next goal is to learn how to run sqf when a waypoint is complete? The script will be a simple helicopter setFuel 1; The flight should be very long, about 28 game days which is about 4.5 days in real-time (time multiplier is 6) so I need this refuel to be a loop and make heli full on a regular basis. Thanks in advance
  9. Nemanjic

    A few questions

    https://i.imgur.com/reS5ukc.jpg On same place where you change profile
  10. Thanks for the quick reply! Yes, I read about this from wiki and found it is a little bit confusing for me so I decided to try it this way and post it here after that. Testing right now and will report back shortly...
  11. crew1 init this allowDamage false crew2 init this allowDamage false Set up a trigger cond: !alive tank1 onAct: crew1 allowDamageTrue; crew2 allowDamage true;
  12. Do you mean they die of an impact? If you want them to live no matter what then, https://community.bistudio.com/wiki/allowDamage
  13. If you are using Eden enhanced mode, check the option "Forbid disembarking" in-vehicle spacial states list. Not tested, but it should do exactly what you are asking
  14. Nemanjic

    A few questions

    I did not delete or remove or define anything, it is the default for the middle mouse button which is used to confirm commands from the action menu only. For an eject command, I use "double V" all my life which is the default too I believe. This is a very weird bug. My suggestions are: -check carefully if there is an action menu on the left with the command eject prepared (first from the top) and if so, that's the reason for ejecting when you press mmb. -also, there is a command menu especially if you are inside of the vehicle that has shortcut commands too. Disembark is one of them. Check if that is the problem. -start from scratch. New profile. See whats going on -change eject control to anything else (in controls/vehicle movement) and see if it is responsive to the new keybind. -If not, I will start from scratch with no mods loaded, save that profile, and send you the file again.
  15. Nemanjic

    A few questions

    I did a little research, those two files are used variables from missions and Eden settings so it will be useless to you, even more, it can probably harm your settings due to these files being full of tons of mods I use and you probably don't. So if I understand well, you fixed the "controls" problem? Glad if that's the case!
  16. Nemanjic

    A few questions

    From main ingame screen, upper right corner. Choose profile. https://i.imgur.com/reS5ukc.jpg Controls are saved in "userName.Arma3Profile", that's for sure but if this doesn't work, I will give you the other two files from this location. Don't know exactly what they are but maybe "Merkuriev.Arma3Profile" doesn't show up if those two missing.
  17. Nemanjic

    A few questions

    \Documents\Arma 3 - Other Profiles - file Get this file and put it in this location. Try loading the game with my profile and see what is going on with commands. link
  18. Nemanjic

    A few questions

    What do you mean by this exactly? You probably have doubled controls assigned in the "configure addons" tab and if it is the case, your vanilla controls would not be red or orange if doubled with some of the addon controls. So check what mods you loaded, answer questions about that and it will be much easier to help you.
  19. Could someone tell me what is wrong here? I lost 3 hours on this STUPID simple thing that becomes a problem and was used to working a week ago. Whatever I do, AI units keep running on foot patrols. _spawnpos = getPos rc1; grppat_1 = createGroup west; pat_1 = grppat_1 createUnit ["CUP_B_BAF_Soldier_AmmoBearer_MTP", _spawnpos, [], 1, "NONE"]; [pat_1,getPos rc1,600] call cba_fnc_taskPatrol; sleep 0.3; pat_1 setBehaviour "SAFE"; Only forceWalk works but it is not a solution for many reasons and I don't want to get around and improvise on this but to set it like normal safe behaviour as it always was (walking in a safe mode until the threat is present). Can't stress enough about this. Please help I losing my mind!
  20. So instead of: [grppat_1 ,rc1 ,600] call cba_fnc_taskPatrol; grppat_1 setBehaviour "SAFE"; grppat_1 setSpeedMode "LIMITED"; , I should use: [grppat_1, getPos rc1, 600, 3, "MOVE", "SAFE", "GREEN", "LIMITED"] call cba_fnc_taskPatrol; Testing right away and change in all scripts. Thank you sir! edit: works like Rolex 😎 I begin to understand a little bit these predefined things in coding because of guys like you who is always willing to help. So huge thanks to you bro!
  21. I thought that the behaviour state is defining the speed of moving as well and is linked with all aspects of soldier behaving depending on that state (walking or jogging, aiming weapons, using lights or not, etc..) This setSpeedMode resolved my problem yes, but only if I set it to the unit itself, not the group. So, grppat_1setSpeedMode "LIMITED"; not working but pat_1 setSpeedMode "LIMITED"; do the job. The unit is walking normally with a "limited" mode and gets aware when he sees a threat. Thank you, my friend, once again! 🍻
  22. Guys, please? Anybody? I have no idea anymore even micro ones. Tried everything I found already nothing works. Someone with some idea?
  23. Nemanjic

    Ravage

    From Eden, put module "Survival system". Parameters are there.
  24. Guys, the title tells enough but I will provide details of what I need: Newly spawned object_2 to face the center of existing faraway object_1 so I can visually scan for approximate azimuth to find object_1 using a compass. Tried so far: object_2 setDir (getDir object_1 ); - object_2 only copy the direction of object_1 so it is useless. object_2 lookAt object_1; - also useless coz this is obviously a command for live units to watch a specific object Appreciate any help, thanks in advance EDIT: 2 hours I was looking for a solution and just after writing post I found it 🤦‍♂️
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