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3l0ckad3

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Everything posted by 3l0ckad3

  1. I don't know really know how to word this, but, I need some help, I plan on having multiple boats, and I don't want to write an sqf for each boat, and I'm not sure how to go about defining multiple objects within this block. This negotiation has me stumped on a few functions I'm working on. To put it simply, I want to cut the fuel line, jam the the radio, and flip the boat so that the enemy is dead in the water at my mercy, I already have all the blocks of commands I want working, but, like mentioned above, I don't want a million sqf files for each boat.. 1st boat: dab1 setCenterOfMass [getCenterOfMass dab1 select 0, (getCenterOfMass dab1 select 1) + 2.7, getCenterOfMass dab1 select 2]; 2nd boat: dab2 setCenterOfMass [getCenterOfMass dab2 select 0, (getCenterOfMass dab2 select 1) + 2.7, getCenterOfMass dab2 select 2]; The call: this addAction ["<t color='#FF0000'>Disable Boat</t>", "Disable.sqf", [],1,false,true,"","_this distance _target < 4"]; If I can get a hand on this, I'll be able to implement it on the other functions.. Thnx for any help..
  2. I actually decided to go with the first field, as it tips the boat to the side, so I made up a tool called a kinetic charge, so when I set it off it flips the boat sideways, and then the guy falls out into the water lol It's not perfect, but it is a workaround lol Thnx for your help
  3. Question tho, there isn't much documentation on vector add, is that where the center of gravity is ? vectorAdd front, middle, back ??
  4. I was just coming back to say that 😄 You were making my missionn too easy 😄 Thnx again 🙂 ---- Works as intended, just have to add a "_" before this select 0; Now to add a hold action to them and it should be okay..
  5. Damn, thank you! Ill let ya know here in a jiff
  6. I can find an abundance of people asking to blow things into dust, but I can't seem to find any topics on small explosion, and I have been looking for a few hours now 😕 What I would like is AA explosion being created on an object. In short, I have a heli heading RTB after a mission, but the crew in the heli gets flaked or hit with a lucky rpg round, and the heli crashes into the ground leaving the players uncon, but the heli crew dead, but every single round I have tried with the createVehicle command looks unrealistic to a huge degree. I would rather it spawned/created so I don't have to time my triggers to a dynamic situation with ai that could be off sync, and it would be nice to get a bit of panic and shock out of the passengers... Cheers!
  7. I was just coming back to say I Finally found one that work in the CfgMagazines, it is anti-tank, but I'll take it till I can find something more suitable than the "R_PG7_F". I will certainly check that out, thnx 🙂 And the helio is taking damage to certain parts when the event happens, then the damage to the heli, and the damage to the occupants is set to false till the player touches the ground, so, I have no issue there, and then I'm running some emitters till the players are out of range for immersion.. Oh, just simple blocks of code ran through a trigger, nothing to witty This is not what what is in the triggers, just what was in my notepad before I edited it. CRASH1 setHitPointDamage ["HitFuel", .99]; CRASH1 setHitPointDamage ["HitVRotor", 1]; CRASH1 setHitPointDamage ["HitHRotor", .3]; CRASH1 setHitPointDamage ["HitEngine", .6]; CRASH1 setHitPointDamage ["HitHull", .3]; CRASH1 setHit ["Glass1", .25]; CRASH1 setHit ["Glass2", .25]; CRASH1 setHit ["Glass3", .25]; CRASH1 setHit ["Glass4", .25]; CRASH1 setHit ["Glass5", .25]; CRASH1 setHit ["Glass6", .25]; CRASH1 allowDamage flase; { x_ allowDamage false; } forEach(crew CRASH1); isTouchingGround CRASH1; { x_ allowDamage true; } forEach(crew CRASH1); CRASHD_1 setDamage 1; CRASH1 setDamage 1; CRASH1 setHitPointDamage ["HitFuel", 1]; CRASH1 setHitPointDamage ["HitVRotor", 1]; CRASH1 setHitPointDamage ["HitHRotor", 1]; CRASH1 setHitPointDamage ["HitEngine", 1]; CRASH1 setHitPointDamage ["HitHull", 1]; CRASH1 setHit ["Glass1", .75]; CRASH1 setHit ["Glass2", .75]; CRASH1 setHit ["Glass3", .75]; CRASH1 setHit ["Glass4", .75]; CRASH1 setHit ["Glass5", .75]; CRASH1 setHit ["Glass6", .75]; CRASHD_1 setDamage 1; CRASH1 setDamage 1;
  8. I've been goofing around with the ai since arma 2, and there is a lot of things VCom does A LOT better than stock AI, driving being one of my favs. And when you crank up the the ai all you do is tax the server, this mod adds a lot of functionality and fixes that stock AI just doesn't offer, and, I run other mods that are reliant on this mod as well, so, it would be a huge letdown if this one fell off the shelf. This is one of those mods that takes the game to a whole new level, go poke around in the pbos, you'll find it is so much more than just a few blocks of code that you have narrowed it down to, thus, it is not just a few blocks of code.
  9. Okay, I'm glad to see this isn't dead, the workshop page is down, without this mod ARMA is pointless to me, as the stock ai is worthless. Are you planning on putting up another workshop page @genesis92x ??
  10. What is working for me is IQRA.sqf // my spawn script // Alpha East _AE1 []; if (isServer) then { _AE1 = [getmarkerpos "AEs1", EAST, ["O_HeavyGunner_F"],[],[],[],[],[],265.921] call BIS_fnc_spawnGroup; { [_x] execVM "IQ_INIT\RedInit\Rin.sqf"; [_x] execVM "IQ_Load\RedL\RLoad.sqf"; [_x] execVM "IQ_Skill\RedCon\RedCSkill.sqf"; } forEach units _AE1; _awp0 = _AE1 addWaypoint [getmarkerpos "awp1", 0]; _awp0 setWaypointType "MOVE"; _awp0 setWaypointSpeed "NORMAL"; _awp0 setWaypointBehaviour "AWARE"; _awp0 setWaypointFormation "LINE"; _awp0 setWaypointCombatMode "RED"; _awp0 setWaypointCompletionRadius 5; _awp0 setWaypointDescription "Move here."; _awp0 setWaypointTimeout [60, 60, 60]; RedCSkill.sqf //my skill script _unit = _this select 0; _unit setSkill ["aimingspeed", 0.1]; _unit setSkill ["spotdistance", 0.1]; _unit setSkill ["aimingaccuracy", 0.1]; _unit setSkill ["aimingshake", 0.1]; _unit setSkill ["spottime", 0.1]; _unit setSkill ["commanding", 0.1]; _unit setSkill ["general", 0.1]; _unit setskill ["Endurance", 0.1]; _unit setskill ["courage", 0.1]; _unit setskill ["reloadSpeed", 0.1]; _unit setUnitAbility 0.1; Not sure that's what you're looking for, but that is how I spawn my units and pass the skill to them.. Hope it helps
  11. Okay, after I spawn a unit in from BIS_fnc_spawnGroup, can I manipulate them with syntax in game ? or is their functions only able to be utilized within the sqf ? // Alpha East if (isServer) then { _unit = [getmarkerpos "unitS, EAST, ["O_Survivor_F"],[],[],[],[],[],265.921] call BIS_fnc_spawnGroup; _unit = call compile "New Name"; //what exactly will this do ? and can I pass scropt to them somehow ? _wp1 = _unit addWaypoint [getmarkerpos "owp2", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setWaypointBehaviour "AWARE"; _wp1 setWaypointFormation "LINE"; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointCompletionRadius 5; _wp1 setWaypointDescription "Move here."; _wp1 setWaypointTimeout [60, 60, 60]; }; So, the premise of this little test is to see if I can pull crew out of a heli, and then spawn two pilots and two crew members. Why you say ? because when they are all grouped up they won't shoot if fired upon, because the pilot has to be in a carless to land the heli under fire. So, I want the ability to have the crew grouped to the other crew, and the pilots grouped, that way the crew can be set to aware, and the pilots in careless. My issue is that vehicle inits are no longer accessible so easily , so, would this be a good way to give them a name in game ?? I didn't post the real project, 'ecause I figured it was much easier to mull over the same idea in a smaller form. So, in short, if I can't get their name, or init, can I change their name that, way they would be would be accessible during the game. But, so far I can't do much with them once they've been spawned in.
  12. I'm just trying to make sense of who is who between your negotiation, I'm not really following you, I kind of understand..
  13. So lead1 is the the heli, and grp1 is the crew, and then you selected the driver in the _veh to to pass the commands. I'm I understanding this right ?? Well, I came up with a little something, and might have come up with something, correct me if I'm wrong, if you simply do not give the driver a behaviour command, he will just follow the waypoints. Right now I have it working somehow with this. _crew1 = []; _heli = []; _alpha1 = []; if (isServer) then { _crew1 = creategroup WEST; _heli = [getMarkerPos "mk1", 140, "B_Heli_Transport_01_F", _crew1] call BIS_fnc_spawnVehicle; { [_x] execVM "IQ_Skill\BlueCon\BluCSkill.sqf"; } forEach units _crew1; _wp1 = _crew1 addWaypoint [(getmarkerpos "mk2"), 0]; _wp1 setWaypointType "TR UNLOAD"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setwaypointstatements ["this land 'land'"]; _wp2 = _crew1 addWaypoint [(getmarkerpos "mk3"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp3 = _crew1 addWaypoint [(getmarkerpos "mk3"), 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "NORMAL"; _wp3 setWaypointStatements ["true", "{deleteVehicle _x} forEach (thisList + [vehicle this]);"]; _alpha1 = [getmarkerpos "mk1", WEST, ["B_Soldier_TL_F","B_soldier_AR_F","B_HeavyGunner_F","B_Soldier_GL_F","B_soldier_LAT_F","B_soldier_LAT2_F","B_Sharpshooter_F","B_medic_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; { [_x] execVM "IQ_Skill\BlueCon\BluCSkill.sqf"; } forEach units _alpha1; _wp1a = _alpha1 addWaypoint [getmarkerpos "mygwp1", 0]; sleep .5; _alpha1 = _alpha1; { _x assignAsCargo (_heli select 0); _x moveIncargo (_heli select 0);} foreach units _alpha1; }; I also defined my skill script to boost the crew's ability to return accurate and direct fire on the threat, so, if I was right on above defining your execution, I'll try to add it..
  14. May I ask what is going on with the _lead1 = leader _grp1; _veh = vehicle _lead1; ??
  15. I want 2 pilots, and two crewmen separated and in their own groups, that way I can have one group set to safe, and the crew set to aware, so they will return fire.
  16. For editor placed units I group and set both pilots to careless, and then I group the crew and set them to aware, and it works perfectly, the heli will even land on enemy units, and the crew will return fire lol However, I'm working on a script, so, the way that it is written out so far is that you call it in, and you click on the map where you want it to pick you up and drop you off, but, I need the pilots and crew separated, so, I need to be able to get into their inits somehow, and I'm aware the vehicle inits are somewhat disabled ever since that dude was destroying servers back in 2013. So, this lil project I'm working on is to pass commands after the unit is spawned. I think I might have to spawn them 2 by 2 with the bis spawn fnc, and then spawn the chopper, and have them get into it, so that way I can better control their pairing, and commands passed..
  17. Thank you very much for your reply, I'm where I always am, in my editor, and I think this is exactly what I was looking for, so I'll put it to the test.
  18. I don't even know how to go about asking this, but, should I be passing most if not all player syntax through the initPlayerLocal.sqf including markers ? and more ai related stuff through initServer.sqf to avoid, whatever, and if so or not, why ? You could post me links to stuff till you're red in the face, I'm ADHD, so I do have some issues focusing on technical things, so I'm kinda looking for more of a explanation on the matter. I guess what I'm really asking, after the game has been started, with JIP in mind, should I try to be passing most if not all of my negotiations through their respective inits ? And what are some good rules to keep in mind, I know nothing is written in stone, and things change by the circumstance. And I've heard SQFs handle the payload and transfer a lot better than in game, is that because it rests, or, is somewhat suspended when it's not on the server, but if it's on the server there is more checks that need to be done adding the the scheduler ?? And the last question, is what are some things to keep in mind about how you pass some negotiations on, how do we tell the difference between global, how I understand it is _unite blahBlah blah; is local to where it is used unless you define it somewhere else, and global is defined as just unit blahBlah..blah;, but I don't understand the ramifications or impacts they have on the server or people's machines I'm fairly decent at what I do with the limited experience I have, I just have to get people to clean up my work so it's more stable. Anyways, I'll stop rambling. Cheers. Q
  19. 3l0ckad3

    Locality question(s)

    I got back in my editor and it hit me, I shouldn't be passing anything through the playerlocalinit.sqf that isn't player related, like stamina, or recoil or whatnot, I should just write out those function in another sqf file, and exec them from there. I mean, I do do some scripting and such, but sometimes there is fall out from the my ignorance lol ,
  20. 3l0ckad3

    Locality question(s)

    I'm going to read your links later today before I wrap my head around that Thank you for taking the time to point me in the right directions
  21. I've been trying to figure this out, and I'm aware this might not be the best way to negotiate this, but while a heli is in the list of a trigger, I want him to fire off flares, the situation will be dynamic, so sometimes there could be a threat, and sometimes it is just to be on the safe side, and, well, emersion for landing in a potential killzone. This is also a learning experience for me. I'm normally okay reading script, but I struggle to write it sometimes, however, to the point(s) of interest. 1) Can you use while commands in a trigger to negotiate its condition like while alive, or while in this list, execute the script in the act:. ?? so while heli alive or while heli in thisList execute: heli action ["useWeapon",heli,driver heli,1]; and it needs to have a sleep of about 3 between bursts, and the asset is B_Heli_Transport_01_F. 2) Would it be best to run it from an sqf ? or in game ? this script could be played on both MP or SP ? 3) and may I ask what [] or {} means ? I normally don't ask for the negotiation outright, I like to learn, but, this is something I've never really grasped, and something to play around with would be a great place to start. I've always wanted to learn how to loop triggers to fire syntax multiple times, I could just never make sense of how to go about it. This is something to help the community as well, because a lot of people are always asking how to land aircraft under fire while returning fire, I got it all sorted out, I'm just stuck on this atm, and once I iron this out, I'm going to run it in an sqf pending advice. thnx for any help, you guys have been good to me over the years Cheers Q
  22. I'll be honest, I don't have a clue what I'm doing, or, if I'm in over my head, which I am, but, I want to try my hand at,,, this,,,, something.. I don't even know where I want to start, so I guess I'll just be that noob who asks direct questions.. -1 am I allowed to goof around with,,, let's say car / character / whatever models, and make stuff from them as long as I give credit and don't profit from it ? Not saying that is the plan, but I figure I might as well toy around a bit and see where I go, and I don't want legal issues or whatnot, I just need something to work from till I learn. -2 Where would I find models or whatnot to use, even if only to learn from. -4 any advice you could give me and or a friendly point in the right direction so I can start watching some tutorials on the tools themselves, or even advice on maybe where I should start to even get a grasp to work my way up ? -5 I saw that someone was trying to sell the Arma 3 tools, yet, they were in my steam tools library, do I have to pay ?? is the "free version" a teaser ? -6 which programs aside from the tools and samples should I consider ? Anyways, time to fake it till I ma-ke,,, it. Cheers Q
  23. Thank you so much, I scripted a gunner position in a vehicle being replaced after the gunner died and the units kept disembarking the vehicle messing it all up, now they stay put, and will even return fire.. You're a lifesaver in more ways than one 😄
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