Jump to content

Harzach

Member
  • Content Count

    4933
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

2502 Excellent

About Harzach

  • Rank
    Second Lieutenant

core_pfieldgroups_3

  • Occupation
    Audio Engineer

Profile Information

  • Gender
    Male
  • Location
    USA

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Harzach

    ChatGPT is Awesome

    And it's great for writing totally natural-sounding responses to forum posts! Cool!
  2. Harzach

    Arma 3 Creator DLC: Reaction Forces

    And unfortunate that there are those with such a narrow view of what Arma is and can be.
  3. Harzach

    Hunting task issues!

    Give it a second waypoint, type "CYCLE." It will return to its start position then move to the SAD waypoint, ad infinitum. Speaking of which, setWaypointLoiterRadius is only relevant to the "LOITER" waypoint type, which is itself only relevant to aircraft.
  4. Harzach

    Arma 3 Creator DLC: Reaction Forces

    You're whinging as though it's a compulsory purchase. And since when is Western Sahara unfinished?
  5. Harzach

    Arma 3 Creator DLC: Reaction Forces

    Yes. If you aren't interested, don't buy it.
  6. Harzach

    Hunting task issues!

    I'm picking up two invisible characters in the last line of your code. Impossible for me to say if they are being created when I copy, or if they are in your code already. These characters seem to pop up most when I copy/paste from the Biki - which makes a lot of code found on the forums suspect. Always check via a code block here, or in your editor. In a forum code block, they appear as red dots. In Notepad++, check View > Show Symbol > Show Non-Printing Characters.
  7. Harzach

    AI artillery script not working

    ACE doing ACE things, probably.
  8. Harzach

    AI artillery script not working

    Check your syntax: https://community.bistudio.com/wiki/doArtilleryFire Also, try in vanilla (unmodded) Arma first.
  9. Best I can figure at the moment is all mags in inventory, plus any loaded mags in unequipped weapons - NOT including any weapons you may have in your backpack/vest/uniform. That might take some other voodoo. private _rounds = 0; magazinesAmmoFull player select { (_x #3 == -1 || (_x #2 == true && _x #4 != currentMuzzle player)) } apply { _rounds = _rounds + _x #1 }; hintSilent str _rounds; So if you have your primary equipped, this will skip that mag, but will include the mags in your handgun and secondary.
  10. Harzach

    Roles icons .pbo

    Do you mean the map icons? These can be found in ui_f_data.pbo > Map > Vehicle Icons.
  11. Those commands return an array that holds only a string. The info you want is embedded in that string, and can be tricky to extract. Example from the wiki: [ "6.5mm 30Rnd STANAG Mag(30/30)[id/cr:1/0](3x)" ] An easier route might be magazinesAmmoFull, which returns a multidimensional array of all magazines, including some very useful parameters. If we filter the array for unloaded magazines only, we skip counting loaded mags and other mag types like throwables. Then we just grab the ammo count parameter and add it to the pool. private _rounds = 0; magazinesAmmoFull player select { (_x #3 == -1) } apply { _rounds = _rounds + _x #1 }; hint str _rounds; Keep in mind that this results in a single number that includes all varieties of bullets.
  12. Harzach

    Finding a weapons zeroing

    Maybe you could get the current distance to the laserTarget then add a few meters. private _target = laserTarget gunner <vehicleName>; private _dist = gunner _tank distance _target; private _overShoot = _dist + 5;
  13. I was playing around with this some more this morning and it seems that my "fix" isn't a fix at all. With getPos there are cases where the search aborts itself, just as with getPosATL. I think getPosATL was probably the best option, with your scenario creating an edge case where it fails. We can hope that Larrow will be able to take a look at this and maybe implement a solution.
  14. OK, I managed to set up my test mission such that I was seeing your issue (using the default searchLoot.) I changed line 16 in fn_initSearch.sqf: _searchPos = getPosATL _player; //change to _searchPos = getPos _player; and everything worked as expected. I'm staying with this because you shouldn't have to employ workarounds that compromise your intent. getPos uses PositionAGLS, so if your waves are high enough, it may throw things off a bit. Though this may only require increasing LARs_searchRadius in LARs_lootSettings.sqf by however high the waves are.
  15. I'm not bragging, friend. I'm telling you that Personally, I would take a clean version of the searchLoot system and build a simple test mission to troubleshoot. Or share a version of your mission with the default searchLoot system so others can giver you a fresh perspective.
×