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j0nes

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Everything posted by j0nes

  1. untested in MP, but if you set your triggers condition to: this && (player == leader player) The Alpha 1 radio will still show for everyone, but the code will only execute if the player is a group leader.
  2. easiest way is to put them both in one trigger. When the player is in that trigger they can use the supports, when theyre not in the trigger they cant.
  3. anyone know of a way to force the player to have the scroll menu open? I have a very long hold action and after about 30 seconds the menu fades. The hold action is still progressing, but the player cant see the progress bar.
  4. No worries, we were all there once! Just paste this code directly into your trigger and change the text at the top to your Support Requester module variable name; On Activation: On Deactivation
  5. ok! heres what I have, tested in SP editor. not sure if itll work in MP. J_fnc_supportAdd -- call this on your trigger's activation J_fnc_supportRemove -- call this in the trigger deactivation If you need help configuring these as functions to call, let me know! EDIT: I was only saving the original available calls set at the beginning of the mission. Now it will update if you've used some. (player enters the trigger >> uses 3 artillery strikes out of 10 >> player leaves the trigger >> loses artillery support >> player re-enters the trigger with 7 available artillery calls left)
  6. Just to confirm. this is the "Support Requester" module, where you call artillery/CAS/Supplies via the communication menu?
  7. What is this? In simplest terms: A vehicle repair/refuel/rearm script. What makes this different is the procedural 'weight' of vehicles. Calculated on a variety of conditions, each vehicle type has specific hull, fuel, & ammo costs that will determine the length of service for each category. Some conditions include: Hull: Vehicle type, armor, whether its a repair or medical vehicle Fuel: Fuel capacity and if its a refuel vehicle Ammo: Count & importance of ammo, if its a rearm vehicle This means that a tank will take longer to repair than a truck, because the tank is armored. A plane will take longer to rearm than an MRAP because it has more & bigger ammo. Setup: 0: Object: The thing you want the repair action added to (repair depot) 1: Number (optional): speed modifier. (example: 2 will make the rearm twice as fast. 0.5 will make it half as fast. 0 will make it instant----if you wanna get rid of the whole reason script this is here) [0,1]call J_fnc_WVSS; Vehicle Weighting: To see what weights the script is giving a vehicle you can run the following code in the debug console in the editor: vehicle call J_fnc_getVehicleWeight; If you feel like a particular vehicle isn't being weighted properly you can set custom values with "J_WVSS_VehList" in the missionNamespace _list = [ // //[vehicle classname,[Hull Cost, Fuel Cost, Weapon Cost]] OR //[vehicle classname,total cost] ----------- in this syntax the 'total cost' will be divided by 3 to yield the separate costs // ["C_Offroad_01_comms_F",[5,5,0]], //Total cost auto-calculated as 10 ["C_Offroad_01_F",3]; //Total cost of 3, each Hull/Fuel/Weapon cost will return 1 ]; missionNamespace setVariable ["J_WVSS_VehList",_list]; Notes: - The vehicle's engine must be off for the service action to appear - Any service time longer than 10 seconds will prompt the player to continue - works for nested turrets & pylon weapons - Currently untested in MP - Currently untested with community addons - (I plan on testing with both, but unknown for now) I hope you all get some good use out of this! Please let me know any issues or questions you have! DOWNLOAD
  8. does anyone know (if one even exists) the animation source name for the rudder input in a chopper? I know helicopters in A2 like the KA52 had rudders, but I dont think they actually worked in game. if theres not a way to do it with a pure animation source, is it possible to do it with a script?
  9. j0nes

    MP EventHandler Help

    May try https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler tends to handle things better on DS
  10. j0nes

    Adding Eventhandlers

    It wouldnt have too much effect on performance at first, but after several hours it would probably start to hang. My question is why have them rearm? Most times, with a mission like what youre talking about, the units are despawned and spawned back in based on some criteria, when spawned back in they would have their original loadout with all of their ammo restored. If theyre in an engagement and using ammo, theyre probably getting shot back and wont be around long enough to run dry. There might be a few occasions, but I can't recall a time when ive heard an AI dry fire.
  11. The following code is untested, but iirc theres no way to toggle 1st / 3rd person availability except for the difficulty settings. That being said you should be able to fake it by forcing the camera into first person every frame. Its not *that* CPU intensive, but its still a loop so use with caution. ["forceViewEH", "onEachFrame", { //force to first person camera if the player is on foot, inside the trigger, and not aiming down sights _inTrigger = ["myTrigger",player] call BIS_fnc_inTrigger; if((vehicle player) == player && _inTrigger && camerView != 'GUNNER') then { (vehicle player) switchCamera "Internal" }; }] call BIS_fnc_addStackedEventHandler; This will run constantly throughout the mission. There should be a way to make it more efficient by only having it fire from the trigger itself, but I cant remember the code. Hopefully this will be good enough to get the ball rolling for you! Also check on the DS behavior of "addStackedEventHandler", it may need to be removed and re-added each time a player is killed / respawns.
  12. j0nes

    Project - Vertical Lift 2035

    Beautiful work! definitely looking forward to seeing this develop. Had the opportunity to glimpse the V280 when they were doing trials a couple years back. I hope it holds up better than the osprey. only gripe I have are the rotor proxies dont seem to pop in when the props are at speed, looks kinda chunky, but still one of my favorite things to fly.
  13. still working on a solution. but the reason youre encountering problems with "screentoworld" is the horizon. if theres no terrain to project the coordinates on it doesnt return proper values
  14. sounds like a cool concept, best of luck! dont add the menu to the scroll wheel if you dont have to. this seems something much more suited to using the inventory screen. this is all extremely untested, just spitballing.. but in theory https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#InventoryOpened use inventory Opened EH. player opens vanilla inventory when inventory is open find the inventory display and controls get mouse right click if mouse right clicks on an applicable weapon, create a small drop down menu over the mouse click position player then selects "Modify Weapon" from the drop down tab your custom modification UI is overlayed over the vanilla inventory screen options for the selected weapon pop up player modifies weapon player closes your custom modification UI and the vanilla inventory screen is revealed underneath player closes vanilla inventory
  15. if memory serves the captured enemy units already do this. if youre wanting to transfer it over to civilians, I would start there, because the animating of them doesnt interfere with ACE or any other function.
  16. to make sure im understanding this correctly you want to place something on the players mouse position, but projected, for example, 2 meters in front of the players face? floating in mid air?
  17. j0nes

    Teleport Module with Trigger

    Type: None Activation: Any Player Activation Condition: Present Condition: this On Activation: yourZombieModuleName setPos (thisTrigger call BIS_fnc_randomPosTrigger); untested. let me know if it works! this should put the module at a randomly selected location within the boundaries of your trigger. welcome to A3 scripting! and remember. good code is 90% other peoples code
  18. j0nes

    Project True Viking

    Thank you everyone for the overwhelming support this early in the project, and we hope to continue inspiring the same support as we more forward! From the vehicle department Im pleased to be able to release a small WIP of an upcoming asset. This is a capture of the completed mid-poly model. Not optimized for in-game use, but with enough detailing to split into the low-poly and high-poly models needed to bring you the same high fidelity assets that you've now no doubt come to expect! While work on both the high and low poly iterations have progressed substantially, they aren't quite ready for debut. The military designation for this vehicle is yet to be determined, so for now it will remain nameless. However, we are planning on having several variants, each with unique offerings to gameplay and lore. More details on these will be released as their corresponding modules are completed, but with recent improvements to multiple aspects of Arma 3, it should allow groups and individuals of multiple play-styles to make the most of this family of vehicles.
  19. I am proud to release the stand alone LHD from the ATLAS total modification from the MANW contest. While the rest of the mod has yet to go public, this part of the mod is something that we feel could be useful to some of the naval units out there. while it is not drivable, it does contain a large walkable interior as well as a functioning well deck. I hope to continue making improvements on the model and the useability of this ship, just know that updates may be few and far between. the ship spawns with CIWS mounted on it, if you would like to disable the spawning of these, use the variable ATLAS_Official = true; http://cloud-4.steampowered.com/ugc/572275839984381482/0B17C671E7EC60D7F0E4CA6BF14CFCD13E7557CB/ (194 kB) here is a short video of some early weapon testing and download from dropbox below DOWNLOAD
  20. L2A4 and several variants to be disclosed at a later date :)
  21. @Rossmore its been so long since someone asked about vehicles, im honored to answer this. Though its changed a couple of times, the current versions are set as CV9030s on the MkII chassis. Weve taken some cues from the norwegian cv9030s, and ours will be designated as CV9030AST to meet our specifications. Aside from the standard variant, we are also planning one with a 12.7mm RWS mounted on the main turret.
  22. this might sound stupid, but just thought id check. when you load in game, have you checked in the config viewer to make sure that the config of the superhornet actually reflects the 500,500,500 values youve put into it, and that for some reason its not still using the default values?
  23. from the Test_Heli_01 sample model in the BIS tools this will do some of the simulation work for you, however, a good portion of the handling of any vehicle is also done through the weight distribution in the geometry of the model itself.
  24. check out the config for any of the helicopters in A2 or A3 with twin forward fixed miniguns, like the littlebird.
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