HatchetJesus
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Everything posted by HatchetJesus
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I'm making a mission where I want to simulate chemical warfare. I then find it pretty stupid to hear the sound of birds and crickets as I walk around ^^. Is there any way to remove all those ambient noises and at the same time possibly increase the sound of the wind?
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Hi, I'm hoping for ideas of how to simulate the sounds of a firefight. Scenario: the Player is x meters away from a town when he hears a firefight going off from the center. When player comes closer the sound stops. I could just set up some AI's with some simple commands. But I rather not have them drain performance or make the nearby AI react. I want only the sound of a battle.
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Simulate sound of firefight
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks alot, great script! -
I'm trying to get AI's to basically hunt players. I've been using getpos player to do this and it works very well in singleplayer. But how would I go about to do it in multiplayer? I want the AI to move to a random player or alt -Random Bluefor unit. (Also - What would actually happen if I used the getpos in multiplayer?
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getpos player in multiplayer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works! Thanks for all the help. I have no previous experience with scripts or codes so thanks for being patient -
getpos player in multiplayer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hm.. Still getting the error though. So here's what I've done: Placed down an enemy group and named them ( AS = Group this; ) Placed down Radio trigger with (Null = ExecVM "Hunt.sqf"; ) When I call the Radio in the editor I get the error. waitUntil {player == player}; playerarray = []; { playerarray = playerarray + [_x]; } forEach playableUnits; randomplayer = playerarray call BIS_fnc_selectRandom; randomplayerpos = getPos randomplayer; _wp = AS addWaypoint [randomplayerpos, 0] _wp setWaypointType "MOVE"; Where Do I go wrong? -
getpos player in multiplayer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I already have it as an sqf. But when activated - I get the error. waitUntil {player == player}; playerarray = []; { playerarray = playerarray + [_x]; } forEach playableUnits; randomplayer = playerarray call BIS_fnc_selectRandom; randomplayerpos = getPos randomplayer; _wp = AS addWaypoint [position randomplayerpos, 0] Is the waypoint added wrong? -
getpos player in multiplayer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so When trying it out I'm getting an error saying the array has no elements. What am I doing wrong? -
getpos player in multiplayer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. but if we make this more simplistic. Let's say I want a unit to move to an array with use of the bis_fnc_selectrandom. Example: EnemyUnit Move getpos f_var_men_players bis_fnc_selectrandom... But how would I make that line into a working command? -
getpos player in multiplayer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the answer. Question though... You say that the getpos will work the same way in multiplayer. But when I use getpos player the AI will move to the player. What happens when there are multiple players? Who will the AI go to? -
When playing a multiplayer mission my fps sticks on 20-23 fps. I can change the settings from ultra to low and won't see any increase nor decrease in fps... Is there some fix to this problem?
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how to make a custom AI group with orders
HatchetJesus replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cheers, very helpful -
how to make a custom AI group with orders
HatchetJesus replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh haha! damn, didn't know that. so you're saying all I have to do is to have the condition of the trigger be "this && isServer" and I should be good? -
how to make a custom AI group with orders
HatchetJesus replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I placed a trigger which spawned a group with taskAttack. When the trigger activated the frames dropped to below 5 for all 30 guys that was on the server. Is there a function that's more optimized for big multiplayer sessions? Since the trigger didnt drop a single frame when I tried it in the editor... grp = [getMarkerPos ""spawnpoint4"", opfor, [""O_Soldier_F"",""O_Soldier_F"",""O_Soldier_F""""O_Soldier_F"",""O_Soldier_F"",""O_Soldier_F"",""O_Soldier_F""]] call BIS_fnc_spawnGroup; null = [grp, (getmarkerpos ""Mike4"")] call BIS_fnc_taskAttack; That's what was used -
If you don't mind me borrowing this thread on the topic of mission starts ^^ - Would you also know how you, just like in the showcases, display a static picture with some text on the side?
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Disable scope modes
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, the thing is -there aren't attarchments that have only 1 mode except for the holosights. Anyways... I have a thought.. Can you you block an ingame mechanic the same way you can block a player from using the keyboard? Or just simply disable that specific animation. -
I was wondering if there's a way to, as an example, only be able to use the RCO's aimpoint sight. I.E: removing one of the modes. Since the green army scopes really shouldn't have a zoomed out mode imo :j:
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Disable scope modes
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I only used that as an example. -
AEG - ArmA Electrical Grids Script Pack and Addon for ArmA 3
HatchetJesus replied to loyalguard's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Got any updates for us? :) -
I spawn an AI with a waypoint with " sci3 SwitchMove "InBaseMoves_sittingrifle1"; sci3 disableAI "ANIM"; ". However Once I preview he is in the regular pose. If I then enter the animation viewer from the menu and close it - the AI performs the animation that was called. Is this just a bug or am I doing something wrong? Edit - he will perform the action after some time. However it is my understanding that the SwitchMove is suppossed to take effect straight away.
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I want to extend the time it takes for repair specialists to repair a veichle... How would I go about to to edit it? :confused:
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Extend Action Timer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone? -
Extend Action Timer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, precisely - basically I want to edit a default action. -
Extend Action Timer
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could you add more detail? -
Triggered Respawn
HatchetJesus replied to HatchetJesus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the help, much appreciated.