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Harzach

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Everything posted by Harzach

  1. Just run them consecutively. I would disable VCOM first. (Group this setVariable ["vcm_Disabled",true]; Null = [this,"2","track"] execVM "ups.sqf";
  2. Tangential to the topic, but why do you continually define the variable _veh? //snip _veh = _this #0; _veh removeWeaponTurret ["cannon_120mm_long",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["20Rnd_120mm_APFSDS_shells_Tracer_Yellow",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["12Rnd_120mm_HE_shells_Tracer_Yellow",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["12Rnd_120mm_HEAT_MP_T_Yellow",[0]]; _veh = _this #0; _veh removeWeaponTurret ["LMG_coax",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["200Rnd_762x51_Belt_Yellow",[0]]; // _veh is defined at the beginning and will remain so in that scope, there is no need to redefine it before every use. That's what variables are for. //snip _veh = _this #0; _veh removeWeaponTurret ["cannon_120mm_long",[0]]; _veh removeMagazinesTurret ["20Rnd_120mm_APFSDS_shells_Tracer_Yellow",[0]]; _veh removeMagazinesTurret ["12Rnd_120mm_HE_shells_Tracer_Yellow",[0]]; _veh removeMagazinesTurret ["12Rnd_120mm_HEAT_MP_T_Yellow",[0]]; _veh removeWeaponTurret ["LMG_coax",[0]]; _veh removeMagazinesTurret ["200Rnd_762x51_Belt_Yellow",[0]]; //
  3. Harzach

    SetOwner doesn't work ?

    https://community.bistudio.com/wiki/setOwner
  4. The ACE Wiki isn't comprehensive. Bookmark the ACE GitHub for future browsing: https://github.com/acemod/ACE3/tree/master/addons
  5. Harzach

    ChatGPT is Awesome

    And it's great for writing totally natural-sounding responses to forum posts! Cool!
  6. 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.
  7. 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.
  8. Harzach

    Arma 3 Creator DLC: Reaction Forces

    Yes. If you aren't interested, don't buy it.
  9. 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.
  10. Harzach

    Roles icons .pbo

    Do you mean the map icons? These can be found in ui_f_data.pbo > Map > Vehicle Icons.
  11. 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;
  12. 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.
  13. 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.
  14. 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.
  15. I placed a few different rocks of different sizes under the pier with no issue.
  16. I downloaded @Larrow's SearchLoot mission. In the editor, I placed a wooden pier in the middle of the sea, with the typical "pile of garbage bags" object sitting on it. Everything worked fine. There might be something else in your mission causing your issue.
  17. Yeah, it looks like most modules are synced only at mission init, so you can't sync new objects during mission runtime. The "dummy' method is probably the way to go.
  18. https://community.bistudio.com/wiki/synchronizeObjectsAdd Admittedly, this description is not completely clear - "unit" in this case refers to the thing you are synchronizing to, "objects" refers to an array of objects to be synchronized to that thing. richtaskdest synchronizeObjectsAdd [trgtfshmn1];
  19. You still have a comma after your first "select 0." Commas are used to separate elements in an array.
  20. Your syntax is broken by all of the unnecessary commas.
  21. If you have fewer than 25 units existing at mission start, all of the conditions will return true, yes. Functions are ideal for repeated calls, so yes.
  22. https://community.bistudio.com/wiki/addAction this addAction [ "title", // title { params ["_target", "_caller", "_actionId", "_arguments"]; // script }, nil, // arguments 1.5, // priority true, // showWindow true, // hideOnUse "", // shortcut "true", // condition 50, // radius <<===== CHANGE THIS false, // unconscious "", // selection "" // memoryPoint ]; So: this addAction [ "Hands up!", { params ["_target", "_caller", "_actionId", "_arguments"]; _target playmove "AmovpercMstpSsurWnonDnon" }, nil, 1.5, true, true, "", "true", 1 ]; Notice that the last three parameters are missing from my code. When you need to change a param for a command that takes many params, you need to include all params up to the one you are changing. If the following params have default values, then you can omit them.
  23. This addaction ["Get down"', {(_this select Switch move "Surrender";}]; Thoroughly broken syntax. Extra single quote after "Get Down" Missing 0) after select Switch move should be switchMove Corrupt character after move switchMove takes an animation state, not an action This addaction ["Get down", {(_this select 0) switchMove "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon"}]; *edit* - found the transition animation name
  24. Harzach

    Type 22 Manta UGV

    unitIsUAV detects all drone-type units. I don't know of any UGV-specific commands (there are none on the Biki).
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