Tuliq
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Everything posted by Tuliq
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I too prefer the new scope version.
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So stealth mode makes you talk like solid snake, awesome!
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How to do the UAV sitrep thing?
Tuliq replied to SpaydCBR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
bis_fnc_establishingShot :) http://arma.kodered.de/blog/[how-to]-showcase-intro-sat-maps.aspx -
Check Helicopter height and warm if above certain height.
Tuliq replied to Beerkan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try using the normal getPos. -
case "exc": {"Excretion"};
Tuliq replied to killzone_kid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Most realistic warfare sim out there :) -
Adding attachments to weapon in backpack
Tuliq replied to JPreston's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There should be configs for weapons with attachments already on. Check the six browser. -
Editing a mission makes letters/characters to be wrong sometimes
Tuliq replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Happens to me to. Incredibly annoying. I am using a Norwegian keyboard, and sometimes ARMA 3 seems it fit to pretend like its an english one. -
How to Disable looting/Looting gear from killed players
Tuliq replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do you force ragdoll? -
Scripting to have Blufor and OPP want to kill CIVs
Tuliq replied to anusmangler's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That is odd... Can you tell me step by step what you did? I have it working on my end. Also start Arma with the -showScriptErrors command to see if my script fails for some reason on your end. ---------- Post added at 22:54 ---------- Previous post was at 21:38 ---------- Oh, I see what the problem might be. I was running this in MP mode. I had a reference to playableUnits, which is empty in SP, so that would be a huge problem. Try again now. (edited the script above) -
Scripting to have Blufor and OPP want to kill CIVs
Tuliq replied to anusmangler's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey there! Try this script. Paste it into "init.sqf" in your mission folder. _botArray = if (isMultiplayer) then {allUnits - playableUnits} else {allUnits - [player]}; { _x addMPEventHandler ["MPkilled",{ _victim = _this select 0; _killer = _this select 1; if (_killer in playableUnits or _killer == player) then { _killer addRating (- (rating _killer)); //prevent player from becoming hostile to both sides switch (side group _victim) do { case WEST:{_killer setVariable ["bluforKilled",(_killer getVariable "bluforKilled") + 1]}; case EAST:{_killer setVariable ["opforKilled",(_killer getVariable "opforKilled") + 1]}; default{}; }; if (local _killer and _killer == player) then { _killer spawn {//difference between opforkills and bluforkills. _bluforKilled = _this getVariable "bluforKilled"; _opforKilled = _this getVariable "opforKilled"; _ratio = _bluforKilled - _opforKilled; if (_ratio > 1) then {_ratio = 1}; if (_ratio < -1) then {_ratio = -1}; if (_ratio == 1) then { [_this] joinSilent (creategroup east); hint "BLUFOR are now hostile!"; }; if (_ratio == -1) then { [_this] joinSilent (creategroup west); hint "OPFOR are now hostile!"; }; }; }; }; } ]; }forEach _botArray; if (!isDedicated) then { //set initial kills of each side to zero player setVariable ["opforKilled",0]; player setVariable ["bluforKilled",0]; }; Should work for multiplayer as well. Killing a blufor unit makes you join a opfor group, thus opfor are friendly, and vice versa. I made it so that if f.ex you are on OPFOR side, if you kill two OPFOR soldiers in a row, you change sides. -
Scripting to have Blufor and OPP want to kill CIVs
Tuliq replied to anusmangler's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The whole lowering rating might be solved either by having a script in the background that keeps resetting the rating every sec, or add killed eventhandlers to all units which reset the rating when you kill them. -
Yes we know about zombies. They are the living dead. I assume you are talking about "DayZ". It has not been released yet for Arma 3.
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[] spawn tlq_killList; Just remove that bit from the top. :)
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How to disable the BIS scripting library?
Tuliq replied to Radioman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, just lock your servers and put up those whitelists, and pretend this is an alpha until BI releases the proper game. :) -
Oh okay. That does sound complicated. I guess you are using the "fired" and "handleDamage" event handlers then?
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Can I ask how you get a hold of the weapon used in a kill? Are you using currentweapon or something else?
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delete remove or hide bodies with gear?
Tuliq replied to addicted's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes of course! You can use the "killed" eventhandler. { _x addeventhandler ["killed",{ _this spawn {_unit = _this select 0; sleep 30; deletevehicle _unit}; }]; } forEach allUnits; put in init.sqf -
Hello, just a quick question that I haven't seen answered anywhere. Does the bis_fnc_3dCredits command work at all in A3 as of date? I just can't seem to get it working.
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I managed to do it another way using the Draw3d mission event handler. I can try to explain. I found this by looking through the code of the bis_fnc_establishingShot function. _draw3D = addMissionEventHandler ["Draw3D",{ drawIcon3D ["", [1,1,1,1], getpos player, 0, 0, 0, name player, 0,0.04]; } ]; I've never seen mission event handlers used before, seems there is little to none documentation on what they are, and what they do, but it seems the "draw3d" eventhandler fires code on every drawn frame, which is required for 3d functions such as the new DrawIcon3d. It is probably passing some parameters to, but I haven't checked for them. Anyway, the previous script will generate some text at the players feet, and it will uptade position in realtime. (just a quick example... not often do you want to draw text over a players feet unless you are doing some militaristic shoe commercial)
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Offering an option to choose between static and dynamic crosshair should be simple. There is already a lot of hud - customization in this game, why not apply it to crosshairs as well?
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try this. Just edit it to fit your liking. drawEH = addMissionEventHandler["draw3D",{ _positionOfObject = the position of the object drawIcon3D["", [1,1,1,1], _positionOfObject, 0, 0, 0, "YourTextHere", 0, 0.05, "TahomaB"]; } ];
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Hey there, I'm trying to come up with something to help you, just hang on! ;) Put this in your on activation field null = thisList spawn {while{true} do {{_x allowDamage false}forEach _this; sleep 1}}; set trigger activation to any (or anybody, don't remember), and write in condition: true
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Looping my script with variable
Tuliq replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you need to do an if (something) exitWith{}; inside the loop to exit the loop. -
Auto-equip Loadout from Crates
Tuliq replied to McKeewa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the this in gear01.sqf needs to be a local _this variable. add the underscore and try again :) Also, start arma to using the -showScriptErrors launch parameter. This way you will get a detailed error message anytime one of your scripts fail. -
Auto-equip Loadout from Crates
Tuliq replied to McKeewa's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey! You need to remove the brackets around [this], and change _this select 0 to _this select 1! right now your script is selecting the box as the unit! hope this helps. Also, I wouldn't suggest using numbers as script handles try null = this execVM "load01.sqf" instead.