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Everything posted by meatball
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You can't group a trigger with more one group, but there's a way to do something similar. I'm not home, so I don't know the exact syntax off my head, but you can set the trigger to go off on anyone, but set the condition to check the count of people in the trigger for either group being > 0. Once again, don't quote me on the syntax, but something along these lines should do the work. {_x in thislist} count units group1 >= 0 or {_x in thislist} count units group2 >= 0;
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Possible to run more than 1 copy of A3 side by side?
meatball posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking for ways for me to test out some revive scripts and was wondering if anyone knew if it was possible to run 2 copies of A3 on the same machine concurrently so I could have 2 'players' in a mission at once without bugging friends to test stuff. :) -
Possible to run more than 1 copy of A3 side by side?
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure that will work with what I'm looking to test. In particular I'm looking to test revival of players by other players. -
Hey Gia, what's the BTC_loop_check do? Just wondering since I can't seem to find any other info on it.
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Hmm, I started having problems tonight with the script. Might be because I tried .92 and the .93 RC and then fell back to .91, but I'm seeing a few issues now. 1) People spawning with some gear missing (maps, vests, etc) 2) People can be revived once, but then the option is no longer available to revive them. .94 on the horizon anytime soon? :)
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I stopped trying to use the Create Diary Notes modules since they seem a bit buggy and have been just using a plain briefing.sqf file, but I can't for life of me make heads or tails of how to order them correctly in the text file so the first diary note the player sees is at top, and it's selected by default. It actually appears that the diary notes show up in reverse order from top to bottom in the briefing screen compared to how they are in the .sqf file. Sometimes the top entry in the Briefing screen is highlighted first, sometimes the bottom. On the positive side, I did figure out you can make a whole new heading using createDiarySubject which at least made me feel better. :)
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Yeah, I'm already using the paramsArray to some extent. I've set it so players can choose how many enemies (based on how many players) and the AI skill level and I'm just feeding those values in using global variables in both the trigger call: 0=["HunterSpawn0",[0,0,True],["slpSpawn",25],[20,(4+(4*numEnemies))],[15,(4*numEnemies)],[],[15,1],["hunt",demoteam]] spawn SLP_spawn; ...and to set the AI Skill level in the SLP_Init.sqf _setskill_inf= enemySkill ; // sets skill for infantry units _setskill_veh= enemySkill ; //sets skill for vehicles and armor units _setskill_air= enemySkill ; // sets skill for Air units Both work fine, but I'm not using it to set the number of group spawns, just the size of the groups when they do spawn.
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Ah, I get it. Sorry, I read it wrong the whole time then. :) Thanks for the clarification. Does the script give any variable or end result that I could set as a trigger to start a loop again once everything that was supposed to spawn has spawned?
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No, both infantry groups spawn and the vehicle spawns. I kill all 12 infantry (both groups) and the 1 vehicle (one group), and then no new groups spawn after that. Maybe that's by design, and I was reading wrong, but I was thinking that what would happen is 2 infantry groups and 1 vehicle spawn. If either infantry group was killed, another would be spawned to replace it and continue hunting the players, and if the vehicle died, another would spawn to replace it and hunt the players. This way there would always be 2 infantry/1 vehicle hunting the players, no matter how many got destroyed. If that's not how it's supposed to work, I can just as easily set up a loop to run the call every so often and it'll do the same thing, just want to understand whether there's something not working with the script, or with my brain. :)
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Hmm, I seem to be having some issues with the script again, anyone else having issues getting new units to spawn? The call works correctly and all the proper units I put in spawn, but once the units are dead, replacements never spawn, even if I kill _all_ of the groups (Inf/Veh/Air) that I put in the call. Edit: Little bit more info, I'm using the following in my trigger On Act to call the SLP script. 0=["HunterSpawn",[0,0,10],["slpSpawn",25],[2,6],[1,1],[],[],["hunt",demoteam]] spawn SLP_spawn; I created a dummy unit next to the slpSpawn marker I'm spawning at and made him invulnerable so I can actually see/kill all the units that pop up without a problem. Units spawn, I kill them all and eventually they sink into the ground, but no replacements ever spawn.
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Perfect, thank you! That was indeed it, the defaults can't be decimals, so I had to use the switch setup to do them. Any idea on how to allow changeable weather?
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Redefine unit name/group on trigger fire?
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Mainly because I've just started mission editing and don't have the slightest idea on how to use onPlayerKilled.sqf when I'm using BTC Revive scripts :) I'll see if I can figure out how to merge it together. ---------- Post added at 00:00 ---------- Previous post was at 22:56 ---------- Yeah, I figured out an easier way to handle all this. Threw a repeating trigger into the holding area that activates on BluFor and sets the player captive. Then it was just a simple matter of rewriting any of my 'final' checks that looks for remaining team members escaping to: {_x in heli} count units groupname == {alive _x and !captive _x} count units groupname; -
Redefine unit name/group on trigger fire?
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Alright, still having issues with this. Have a unit in a group. When the player 'dies' they get teleported into a holding area. I added a trigger to the holding area on entry that does the following. {newgroup = group _x} foreach thislist; I created two triggers to hint me the count of the oldgroup and the newgroup. Before I go into the trigger, count of the oldgroup is 1, count of the newgroup is scalar. After I go into the trigger, count of oldgroup and newgroup are 1... How do I force it so the unit not only joins the newgroup, but leaves the oldgroup? -
Briefing.sqf entry ordering?
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What I mean is say I have 5 diary notes in the Briefing subject section, Situation, Mission, Execution, Support and Signal. Sometimes when I click on the Briefing subject header on the left and open it up, Situation is highlighted and showing, other times, Mission, other times Signal. I'd like it to always open up to Situation first, and then people can read the overview and then read whatever they want. -
Redefine unit name/group on trigger fire?
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent. Do I even need to create the group first? Wouldn't setting a trigger for the first person in the prison "prisoners = group this" automatically create the prisoners group? And I totally agree about forcing players to not sit in a prison. My mission allows people unlimited revives, assuming another player in the group can revive them, and they have 10 minutes to revive fallen team members, but if the whole platoon gets wiped out, the mission is over. Granted, the chance of some people getting knocked unconscious and not revived in 10 minutes while other players are still up is slim, but it could happen. -
Briefing.sqf entry ordering?
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any way to force it to open the same diary note when a subject area is clicked on? -
Hey, random question how does SLP_Hunt get the coordinates/location of the group they are trying to find? I can't actually find a SLP_Hunt script, but I see it called out in the SLP__tasks.sqf.
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Redefine unit name/group on trigger fire?
meatball replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not looking to actually change the character type/model, just the dummy name you can give a unit in the editor and refer to in scripts/triggers. Reason being I have things like helicopter pickups triggered to take off only if playername is dead or playername is on board. For example where b1-b6 are the players ((!alive b1) or (b1 in heli)) and ((!alive b2) or (b2 in heli)) and ((!alive b3) or (b3 in heli)) and ((!alive b4) or (b4 in heli)) and ((!alive b5) or (b5 in heli)) and ((!alive b6) or (b6 in heli)); If I don't change the players name, the helicopter will never lift back off because b1 or b3 is sitting in the detention center. I have similar issues with the captured players having their same group name, and when I say groupname, I mean the groupname I set in their init with "groupname=group this". I have scripts (spunFin's ambient combat and reinforcement heli scripts, Nomadd's SLP Spawning scripts, etc) that will key around a specific group name that the players all start in. I don't want that stuff popping up near the prison, but just around the still alive/un-captured players. -
Hmm, so I have a question then now that I see how the script works. Even with not allowing self revive, people will respawn after a set period of time. That may actually cause some issues for me. I have some end game triggers based off of team members either being at a location or dead, and that won't work if people revive off in some 'prison'. I'll have to figure out a way to rename and regroup people that die and end up at the prison respawn...
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Duh, and double duh, I should have known that. Thanks :)
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Love the script so far, thanks a ton for all the work Giallustio! Grazie! Had two quick questions and to be honest, they may have to do with some stuff outside your scripts. First, we have our script set so people cannot respawn on their own and have to be revived (BTC_disable_respawn= 1). If they are not revived before their BTC_revive_time_max, they actually respawn but way out in bottom left of the ocean. There any way to either disable that completely or at least force them to spawn in a specific location? Second, is there any way to have people that join a mission in progress to spawn where the group currently is as opposed to where the group spawned at the start of the mission?
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Yeah, that's working like a charm. Do you know if when the script spawns to hunt a group, whether they'll go after the group even if they're in a vehicle? Or does the group need to be on foot?
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I figured it out, but don't know why it now works. :) All I did was add quotation marks around the position/marker. My Condition line now reads "0=["HunterSpawn",[0,0,true],["slpSpawn",20],[3,6],[2,1],[],[1,1],["hunt",demoteam]] spawn SLP_spawn;" and it's working like a champ.
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Woo! Videos and .50, can't wait!
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Man I still can't get this working, but I did find something you might want to add to the readme. I kept getting errors when the script was launching out of my init, but after looking at your demo mission I noticed in your description.ext you had all those class Params defined there. I added that to my description.ext and that launch error went away. I copied the folders over directly from your demo mission (which works fine), added the line to my init and those params in the description.ext, but now I keep getting a "Error 0 elements provided, 3 expected" when I try to trigger the spawn. It's happening on lines 43, 125 and 235 in the SLP_fnc_spawn.sqf file. I'm running a radio trigger with the following On act: "0=["trg8",[0,0,2],[huntSpawn1],[[2,3],6],[2,1],[0,0],[1,1],["hunt",test1]] spawn SLP_spawn;" I've got an inisible marker named huntSpawn1 about 100m from my test guy and he's named test1. I don't see anything different in the files between the demo and my mission other than those tweaks to the On act above, but it's just not running, any thoughts?