-
Content Count
4940 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by Harzach
-
Need a little help to splice these cold lines together ?
Harzach replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just run them consecutively. I would disable VCOM first. (Group this setVariable ["vcm_Disabled",true]; Null = [this,"2","track"] execVM "ups.sqf"; -
Help me with setWeaponReloadingTime for tanks please
Harzach replied to maggot31's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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]]; // -
Hostage script on dedicated server.
Harzach replied to MrSydney's topic in ARMA 3 - MISSION EDITING & SCRIPTING
- 8 replies
-
- 1
-
-
- hostage
- dedicated server
-
(and 2 more)
Tagged with:
-
SetOwner doesn't work ?
Harzach replied to Benoit Katecpo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/setOwner -
Remove an ace 3 action by script.
Harzach replied to Mr H.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
The ACE Wiki isn't comprehensive. Bookmark the ACE GitHub for future browsing: https://github.com/acemod/ACE3/tree/master/addons -
And it's great for writing totally natural-sounding responses to forum posts! Cool!
-
And unfortunate that there are those with such a narrow view of what Arma is and can be.
-
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.
-
Yes. If you aren't interested, don't buy it.
-
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.
-
Do you mean the map icons? These can be found in ui_f_data.pbo > Map > Vehicle Icons.
-
Finding a weapons zeroing
Harzach replied to Heavensrevenger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; -
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.
-
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.
-
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.
-
I placed a few different rocks of different sizes under the pier with no issue.
-
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.
-
Synchronizeobjectsadd question
Harzach replied to RS30002's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Synchronizeobjectsadd question
Harzach replied to RS30002's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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]; -
Help with respawn asset script - INIT
Harzach replied to reddford's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You still have a comma after your first "select 0." Commas are used to separate elements in an array.- 7 replies
-
- script
- respawn module
-
(and 2 more)
Tagged with:
-
Help with respawn asset script - INIT
Harzach replied to reddford's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your syntax is broken by all of the unnecessary commas.- 7 replies
-
- script
- respawn module
-
(and 2 more)
Tagged with:
-
Reinforcements and IF statement
Harzach replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
(Mostly resolved) Help with a simple addaction to make a enemy unit a hostage/prisoner.
Harzach replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
(Mostly resolved) Help with a simple addaction to make a enemy unit a hostage/prisoner.
Harzach replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
unitIsUAV detects all drone-type units. I don't know of any UGV-specific commands (there are none on the Biki).