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Everything posted by Magirot
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
Magirot replied to SaOk's topic in ARMA 3 - USER MISSIONS
For people trying to contact the creator: Although the forum doesn't show it for some reason, @SaOk has been banned for month (here is a screen from elsewhere). He can only communicate via Twitter @TheRealSaOk and the Workshop mission pages. -
"Blending in with the civilians" guerilla script
Magirot posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are probably hundreds of mission specific systems people have created, but I haven't seen any posted on these forums. So here's a really simple one I've been using. All it does is check if the player equips a weapon, compares this to when hostile sides have last spotted the unit, and then adjusts with setCaptive. It also has various settings for setting up restricted areas, disallowing faction vehicles, and not allowing driving off the road. See the settings. The script runs locally. pastebin for an easier paste. Please share your own similar systems, suggestions of improvements to the above, or anything relevant I've missed on these forums! Edit: Switched tab indentation to four spaces so all them ifs don't take quite so much space horizontally. -
How do you use the flashlights? They show with no ammo, and the custom flare (green) which Arsenal says is the ammo for them doesn't go in. Is there a special button that turns them on or something? Edit: Well, what could that special button be... Yes, L. Sorry about that. Great addon!
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Killoch's MultiNational Pack
Magirot replied to kamping-killoch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is still an issue in the newer patches of the mod, by the way. But thank you for your work, I had managed to miss that there was a newer version than 3.0. -
First of all, thank you to everyone who's worked with this project! All of the vehicle-mounted machineguns (PK, DShKM, M2) seem to leave a screeching/repeating sound playing while the gun is being loaded. Is this only on my end or a larger issue? (Loaded: newest CBA, new CUP mods after deleting the old folders) Video of what it sounds like: https://youtu.be/RiHpowHpb8s
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"Blending in with the civilians" guerilla script
Magirot replied to Magirot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just realised I had made a really dumb mistake while cleaning it up, and the "if dedicated server, exit" check was the wrong way around. D: It's fixed now, sorry. I really should've ran a test after any edits. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Magirot replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There's no prepared function, and I think it's pretty hard to do yourself, since available cargo space of an object is checked from CfgVehicles. But I agree that cargo space for the slingloadable cargo containers would be a good feature. I asked about it in the feature requests issue on github. Edit: commy2 replied: "Cargo space for helicopters didn't make it in 3.2.0. Thats part of it and planned." --- Question about interaction menu actions: I know how to add actions to the pre-existing categories, but I can't figure out if it's possible to add new categories for actions. Could anyone nudge me to the right direction if it's possible? -
How do I close these doors on mission start?
Magirot replied to alexcroox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think that is the same Land_Ammostore2 that Sahrani uses, and which can be closed. The door names are "Door1" and "Door2". Also for whatever reason, the state for closing these doors is 1, not 0. Edit: Code for the game logic: 0 = [getpos this, 100] spawn { sleep 0.1; { _x animate ["Door1", 1, TRUE]; _x animate ["Door2", 1, TRUE]; } foreach ((_this select 0) nearObjects (_this select 1)) } -
Need help deleting ammo box after x amount of time
Magirot replied to Learthane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use spawn there, though: nul = this spawn { sleep 60; deleteVehicle _this; }; Edit: Forgot the handle. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Magirot replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you defined the sounds in description.ext? It's required since the instructions speak of class names instead of filenames. CfgSounds -
Really nice little mod, thank you! I was wondering if removing the Team tab is necessary, though. I think the tab still serves a purpose, since it's short and easy to look over quickly, while the new loadout entry is longer and more detailed, but harder to glimpse if you just want to know who is in your team. I modified it for our group already, but maybe there are others who would prefer keeping the Team tab too?
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I see a feedback ticket exists, vote for it if you can: http://feedback.arma3.com/view.php?id=25808 If this is already planned, then please confirm, Bohemia!
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Where's the suit from, if you don't mind me asking? I don't see it mentioned in any of the mods listed for the trailer. Except AiA with A2 models, of course, but A3 headgear wouldn't work with those. Edit: Oh, TRYK's Multi-Play Uniforms had the suit in it at least, I never noticed them.
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This is the most important thing, but I think they mentioned plans to add Arsenal to the editor. If that's true, then great!
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Magirot replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I didn't see it either. Maybe it's not enabled by default anymore? Edit: Doesn't seem to be that, opened an issue (2570) Edit 2: We need to change the "Require Surrendering" setting to "No" in the captive system if we want to allow the previous behaviour, either through the module or in userconfig: -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Magirot replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I also don't seem to get any wounds from vehicle crashes anymore with Advanced Medical, even though the option is enabled. I can't check it with more players now, so I'll hold with opening an issue, but if anyone else using Advanced Medical has time to test it, it would be nice. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Magirot replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to clarify, I misunderstood what alganthe meant and what mine and Meaty's problem was. I didn't mean that the feature is unwanted. Meaty's issue was likely extracting/pasting the old version over the new one when reverting. --- Is Advanced Medical's Heal hitpoints / ace_medical_healHitPointAfterAdvBandage parameter working for others? I opened an issue (2498), but it feels weird that no one has mentioned it yet, given how much attention the feature got in this thread when it was added. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Magirot replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It does seem to be caused by ACE: https://github.com/acemod/ACE3/blob/1ea1094a7366604e2695b3d5bf9f6f1072a7dc2a/addons/common/functions/fnc_checkFiles.sqf I have no idea why I occasionally get it too. Edit: Screenshot, and when I click ok, it runs findDisplay 46 closeDisplay 0 which ends the mission. Edit 2: Ah, of course, ace_protection.pbo was removed in the newest version, I had done a lazy update. -
Quoting this just in case blackpixxel didn't notice it. There's also a ticket for the bug here.
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Killoch's MultiNational Pack
Magirot replied to kamping-killoch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This was probably noted months ago when the patch came out, but just in case: 1.42 switched the Zafir LMG's ammunition from 150Rnd_762x51_Box to 150Rnd_762x54_Box, so all Autorifleman units using the Zafir have magazines that they can't load their weapons with. Other than this and the other bug reports above, this is a great addon. Thank you! -
setVariable if ai knowsAbout?
Magirot replied to sgtelis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, sorry, I didn't realise that only the first parameter (the one whose knowsAbout is checked) can be a side, and the other has to be an object. Since you need to check each civilian individually, I guess it needs be two cycles through allUnits. And now it looks messy: // loop as long as TRUE is TRUE, = forever while {TRUE} do { // get allUnits since it's used more than once _allUnits = allUnits; { // forEach block start // _x is the magic variable referring to the currently selected forEach object _unit = _x; if (side _unit == civilian) then { { // second forEach block start if (side _x == independent) then { // 4 is the maximum knowsAbout that is achieved pretty easily if (_unit knowsAbout _x >= 4) then { // script you want to call here _unit setVariable ["knowsAboutIndependent", TRUE, TRUE]; }; }; } forEach _allUnits }; } forEach _allUnits; sleep 6; // wait a bit before looping again }; I tried to check the impact on the performance with BIS_fnc_codePerformance, and it at least didn't seem to make a huge difference. On another note, you might want to run the game with -showScriptErrors enabled, since with it you can get some visible hints on what's gone wrong with a script like this. -
Why does this code not work?
Magirot replied to sgtelis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're missing a ; here, it might break the whole script? _caller sideChat "Ok, have a nice day then." -
Arma_3_Respawn#Respawn_Templates If you haven't defined respawnTemplates in description.ext, "EndMission" (which ends the mission when all players are dead) is enabled by default. You can avoid this simply by defining the templates without "EndMission". For example: respawnTemplates[] = {"Spectator","Group"}; As for ending the mission manually, having enableDebugConsole = 1; in description.ext would allow the host (or on a dedicated server, anyone who knows the admin password) to end the mission by running a command like "END1" call BIS_fnc_endMission globally from the console. If you'd rather like something that doesn't involve the console, I'm not sure what would work best. Maybe mapping it to a key press?
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setVariable if ai knowsAbout?
Magirot replied to sgtelis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess it'd probably be simplest to loop allUnits. Execute this from your initServer.sqf: // loop as long as TRUE is TRUE, = forever while {TRUE} do { { // forEach block start // _x is the magic variable referring to the currently selected forEach object if (side _x == civilian) then { // you can use side with knowsAbout; // 4 is the maximum knowsAbout that is achieved pretty easily if (_x knowsAbout independent >= 4) then { // script you want to call here _x setVariable ["knowsAboutIndependent", TRUE, TRUE]; }; }; } forEach allUnits; sleep 6; // wait a bit before looping again };How smart this is depends on how your mission is build. If a lot of CPU-intensive stuff is going on, instead of cycling through all units, you might want to cycle a premade array of civilians instead. Generally I doubt the loop will be a problem, though. If you need help with something specific regarding this, ask ahead, it's a nice setup for a mission that people can probably help with. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Magirot replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
IED item classnames don't have the ACE prefix, since they're from vanilla A3: IEDLandBig_Remote_Mag IEDUrbanBig_Remote_Mag IEDLandSmall_Remote_Mag IEDUrbanSmall_Remote_Mag So you can add them to player units with player addMagazine "IEDUrbanSmall_Remote_Mag"; (the large ones only fit in backpacks, IIRC), or into a crate with addMagazineCargo. Edit: It would be nice if the classnames were present in some ACE documentation, though, since they're not normally visible anywhere in the editor.