gutiarhero814
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Everything posted by gutiarhero814
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So I have created this script and have lanes of twelve targets down. I have the script to pop up 20 random targets but only will pop as many targets as I have laid down on the map. Perhaps can look at this and give me some insight why. Thanks // Prepping the arrays to hold the sorted targets TargetsLane1 = []; TargetsLane2 = []; TargetsLane3 = []; TargetsLane4 = []; TargetsLane5 = []; TargetsLane6 = []; // This function checks all the targets and sorts them based on catagories and stores them in arrays. { _x addEventHandler ["Hit", {_this call third_Func_Target_Hit}]; _x animate ['terc', 1]; _Ln1 = [lane1trigger,getPosAtl _x] call BIS_fnc_inTrigger; _Ln2 = [lane2trigger,getPosAtl _x] call BIS_fnc_inTrigger; _Ln3 = [lane3trigger,getPosAtl _x] call BIS_fnc_inTrigger; _Ln4 = [lane4trigger,getPosAtl _x] call BIS_fnc_inTrigger; _Ln5 = [lane5trigger,getPosAtl _x] call BIS_fnc_inTrigger; _Ln6 = [lane6trigger,getPosAtl _x] call BIS_fnc_inTrigger; if (_Ln1) then {TargetsLane1 set [count TargetsLane1, _x];_x addEventHandler ["Hit", {_this spawn third_Func_No_Pop;}];}; if (_Ln2) then {TargetsLane2 set [count TargetsLane2, _x];_x addEventHandler ["Hit", {_this spawn third_Func_No_Pop;}];}; if (_Ln3) then {TargetsLane3 set [count TargetsLane3, _x];_x addEventHandler ["Hit", {_this spawn third_Func_No_Pop;}];}; if (_Ln4) then {TargetsLane4 set [count TargetsLane4, _x];_x addEventHandler ["Hit", {_this spawn third_Func_No_Pop;}];}; if (_Ln5) then {TargetsLane5 set [count TargetsLane5, _x];_x addEventHandler ["Hit", {_this spawn third_Func_No_Pop;}];}; if (_Ln6) then {TargetsLane6 set [count TargetsLane6, _x];_x addEventHandler ["Hit", {_this spawn third_Func_No_Pop;}];}; } forEach _targetList; // Unknow distance functions thirdUnkDistMasterArray = [TargetsLane1,TargetsLane2,TargetsLane3,TargetsLane4,TargetsLane5,TargetsLane6]; Third_Func_PronSup = { // 20 targets but must start with 0. // this will keep track of whats been poped. _ProneSupMasterCount = [0,1,2,3,4,5,6,7,8,9,10,12,13]; _meu_Func_get_rand_targets = { //Pick 1 random targets _target1 = _ProneSupMasterCount call BIS_fnc_selectRandom; //remove them so we dont select them again //_uknTargetMasterCount = _uknTargetMasterCount - [_target1]; _list = [_target1]; _list }; // First Target hint "Target 1!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Second Target hint "Target 2!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Third Target hint "Target 3!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Fourth Target hint "Target 4!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Fifth Target hint "Target 5!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Sixth Target hint "Target 6!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Seventh Target hint "Target 7!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Eigth Target hint "Target 8!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Ninth Target hint "Target 9!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Tenth Target hint "Target 10!"; _targetsList = [] call _third_Func_get_rand_targets; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 0]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; sleep 6; { _laneNum = _x; { (_laneNum select _x) animate ['terc', 1]; } forEach _targetsList; } forEach thirdUnkDistMasterArray; // Tenth Target _showNote =[["ThirdKneelingProne",[]],"BIS_fnc_showNotification",true,false] spawn BIS_fnc_MP; }; I've only included 10 targets in the script but if I have 20 or 15 or any more than a number of targets in the triggers (which is 12) it will only pop up that amount. Any help on this would be helpful. Thanks
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coop [MP CO45] COIN - Counter Insurgency Operations
gutiarhero814 replied to whiztler's topic in ARMA 3 - USER MISSIONS
I have played with COIN on Kujari. When requesting Air Lift I get all the radio command hints and the LZ is marked with purple smoke. I also see the helicopter get spawned in on the map. But it never makes it to the LZ. -
[RELEASE] WINGS, Windowed Instrument Navigation Guidance System (formerly Advanced Avionics Addon, A³)
gutiarhero814 replied to VolumeInfinite's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ive made sure to start the redi server launched the app and i go to load the demo mission in the editor (only launched cba, redis,wings) and my arma just crashes to desktop) any thoughts?- 62 replies
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- aviation
- flight gauges
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(and 4 more)
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[A3][Recruiting][Milsim][US And EU] 3rd Special Forces Group (Airborne)
gutiarhero814 posted a topic in ARMA 3 - SQUADS AND FANPAGES
The 3rd Special Forces Group (Airborne) is an ArmA III milsim unit that attempts to accurately portray the values and tenets of the U.S. Army 3rd Special Forces Group (Airborne), otherwise known as 3SFGA. The 3rd Special Forces Group (Airborne) is a group comprised of current/former military personnel and avid aficionados of military simulation. Starting from pre-op planning through execution to post-mission debrief, we are a group of serious gamers that like to enjoy the camaraderie of a smaller scale unit. 3SFGA is was founded in 2018 and is designed for people who want to do more in ArmA than the typical “special forces” missions encountered in ArmA. We strive to play the game in a way that personifies the true mission set of the U.S. Special Forces: guerilla and unconventional warfare, counter terrorism, hostage rescue, special reconnaissance, and direct action. All of our missions and operations are fluidic and built around a storyline that can change depending on mission outcome. 3SFGA is looking for dedicated, driven members who want to do more with less, and are willing to improve their skills and gameplay. Our members constantly strive to better themselves, others, and the unit as a whole. Joining 3SFG means becoming part of something that you will help shape as you grow in the unit. Given the size and scope of our operations, we do have a selective recruiting policy but the standards for recruitment and acceptance are attainable. Our entry training will teach even the newest player to ArmA III the minimums required to pass selection. After that, the follow-on Operator Training Courses will teach candidates everything else they need to become effective operators within our unit. We strive for those missions where the training we do pays off, and we are successful in the mission, no matter the odds. We train to fight, and we fight to win. Do you think you have what it takes? Our basic requirements are as follows: Minimum age of 17 years old. Own a functioning microphone, have TeamSpeak 3, and the ability to install TS3 Plugins Own a legal copy of ArmA III and the Apex DLC Be able to Speak/Read/Write English at a functioning level No current or pending memberships with another ArmA III Milsim/Realism unit Be able to attend weekly operations at 1900EST on Sundays If any of the preceding information sounds like the style of gameplay you wish to achieve, feel free to submit an application on our website. Website - www.3rdsfg.us Teamspeak 3 - teamspeak.3rdsfg.us -
Dedicated Server - "Connecting Failed"
gutiarhero814 replied to Stryker35's topic in ARMA 3 - SERVERS & ADMINISTRATION
bump -
Display and record time for MP use
gutiarhero814 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have found a couple things on displaying the time, looking to try and modify this for multiplayer use. Wanting to start the clock, and freeze it to record the time and being displayed globally for all to see. have come across this as a base _seconds = 0; _secondsTemp = 0; _minutes = 0; _hours = 0; while {true} do { _timer = [] spawn { uiSleep 1; //uiSleep uses system time rather than in-game timekeeping (which is tied to framerate) and is therefore more accurate }; _seconds = _seconds + 1; _hours = floor (_seconds / 3600); _minutes = floor((_seconds - (_hours * 3600)) / 60); _secondsTemp = floor (_seconds - (_hours * 3600) - (_minutes * 60)); if (_hours < 10) then { _hours = "0" + (str _hours); }; if (_minutes < 10) then { _minutes = "0" + (str _minutes); }; if (_secondsTemp < 10) then { _secondsTemp = "0" + (str _secondsTemp); }; waitUntil {scriptDone _timer}; //all math should be done before before the script has finished, //this prevents the CPU from simply sitting idle and then wasting time number crunching when it should be displaying information hint format ["%1:%2:%3", _hours, _minutes, _secondsTemp]; //after script is finished then the proper amount of time has passed, display the info }; -
ACE3 - A collaborative merger between AGM, CSE, and ACE
gutiarhero814 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
this please -
OHally's T-10 Parachutes
gutiarhero814 replied to ohally's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Did this new version get released ? -
launch arma in full screen window
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get a second monitor
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[Release] Red Light inside of Chopper
gutiarhero814 replied to Lala14's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How would you change the light color to green via an add action when your the pilot flying for a halo jump -
OHally's T-10 Parachutes
gutiarhero814 replied to ohally's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
awesome news! -
Ive also had the glitch when I add another player it says to sync all objects to logic and then all the targets and all functionality of the mission is gone
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Yes, I tried to load a loadout with arsenal and the two front targets go black.
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Have a bug when putting down a BIS Aresnal box, the two targets on the front of the range go black, and do not show my target score up close.
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OHally's T-10 Parachutes
gutiarhero814 replied to ohally's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
does anyone have this working at all anymore? -
I have this rifle range script and was wondering if there is anyway to get the results to be displayed to sidechat, with the soldiers name and score. Any help would be appreciated. /* Range lanes pop-up target script - v0.1 Controls the pop-up targets in lanes on the range, randomises target pop-up and provides a score report Called from the warden init line (different names per lane): this setVariable ["BEARB_R1L2", false, true]; this addAction ["<t color='#D8D8D8'>Start Lane</t>","scripts\Range1\BEARB_Lanes.sqf",[],1,false,true,"",""]; Created by [RIP]BearBison */ /* Prevents dedi server running script */ if (isDedicated) exitwith {}; /* Private variables */ private ["_Warden","_Soldier","_PopupTargets","_SoldierName","_RangeActive","_RangeScore","_MaxRangeScore","_TimeBetweenTargets","_i","_TargetPopup"]; /* Defines the variables */ _Warden = _this select 0; _Soldier = _this select 1; _SoldierName = name _Soldier; /* Gets warden variable */ if (_Warden == R1L1) then {_PopupTargets = [R1L1T1,R1L1T2,R1L1T3,R1L1T4,R1L1T5];_RangeActive = _Warden getVariable "BEARB_R1L1";}; if (_Warden == R1L2) then {_PopupTargets = [R1L2T1,R1L2T2,R1L2T3,R1L2T4,R1L2T5];_RangeActive = _Warden getVariable "BEARB_R1L2";}; if (_Warden == R1L3) then {_PopupTargets = [R1L3T1,R1L3T2,R1L3T3,R1L3T4,R1L3T5];_RangeActive = _Warden getVariable "BEARB_R1L3";}; /* Checks if lane already active */ if (!_RangeActive) then { /* Sets the lane as active */ if (_Warden == R1L1) then {_Warden setVariable ["BEARB_R1L1", true, true];}; if (_Warden == R1L2) then {_Warden setVariable ["BEARB_R1L2", true, true];}; if (_Warden == R1L3) then {_Warden setVariable ["BEARB_R1L3", true, true];}; /* Informs the soldier that range started */ titleText ["100m pop-up range lane activated, starts in 10 seconds.","PLAIN DOWN",1]; /* Ensures that the popup targets are all down */ {_x animate ["terc", 1];} forEach _PopupTargets; /* Sleep to allow position takeup */ sleep 10; /* Set the score to zero */ _RangeScore = 0; /* Sets the maximum score (number of times targets pop up) */ _MaxRangeScore = 30; /* Set the time between targets being active */ _TimeBetweenTargets = 2; /* Starts the targets */ for "_i" from 1 to _MaxRangeScore do { /* Randomises the target, pops it up for x seconds */ _TargetPopup = _PopupTargets call BIS_fnc_selectRandom; _TargetPopup animate ["terc", 0]; sleep _TimeBetweenTargets; /* Adds a point if target hit or lowers the target if missed */ if (_TargetPopup animationPhase "terc" > 0) then {_RangeScore = _RangeScore + 1;} else {_TargetPopup animate ["terc", 1];}; sleep _TimeBetweenTargets; }; /* Informs the soldier of score */ titleText [format ["%5's score report:\n %1 / %2 targets hit \n (%3%4)",_RangeScore,_MaxRangeScore,round ((_RangeScore / _MaxRangeScore) * 100),"%", _SoldierName],"PLAIN DOWN",1]; /* Sets the lane as clear */ if (_Warden == R1L1) then {_Warden setVariable ["BEARB_R1L1", false, true];}; if (_Warden == R1L2) then {_Warden setVariable ["BEARB_R1L2", false, true];}; if (_Warden == R1L3) then {_Warden setVariable ["BEARB_R1L3", false, true];}; } else { /* Informs the soldier that range started */ titleText ["100m pop-up range lane already activated.","PLAIN DOWN",1]; };
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grow up or leave.
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
gutiarhero814 replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
any idea why my repository works if i use smaller addons like CBA and TFAR. But when i go to make the repository with all of our mods. It just stays on "trying to connect". And on the server i get that message above. Any help would be good. edit. I have the ./a3s folder in the repo. Can provide SS if needed. -
OHally's T-10 Parachutes
gutiarhero814 replied to ohally's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
He never released this, so its understandable why people are still asking, Says in his post that he would finish what he had and release. Just food for thought -
using GetplayerUID for trigger area.
gutiarhero814 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ive lost a few demo missions I had. One was using GetplayerUID to use with a trigger that if a player wasnt in the masterUID it would teleport them to a designated area via coordinates. Anyone have anything like that still lying around? let me know -
using GetplayerUID for trigger area.
gutiarhero814 replied to gutiarhero814's topic in ARMA 3 - MISSION EDITING & SCRIPTING
alright that was my mistake then. Will test out again later today. -
using GetplayerUID for trigger area.
gutiarhero814 replied to gutiarhero814's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i would need to run on a server instead of testing in the editor ? -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
gutiarhero814 replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
the /.a3s is in there this happens when i had many mods usually around 1gb in size -
using GetplayerUID for trigger area.
gutiarhero814 replied to gutiarhero814's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i have put in my arma ID # and still moves me to my obj.