Camaris
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Everything posted by Camaris
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Making BIG mortar explosions.
Camaris replied to Muzza's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm thinking it might be much like the satchel charge, where it has a built in touch off feature. I can't seem to get it to work with the ammo type however the RPG / Nlaw explosion does work. -
Here is a thread that's got a few variations of getting ai to shoot them at players.
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A3, Destroy radio towers to complete the mission HELP!
Camaris replied to Basxt's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A simple trigger on the building set to not present single activation with a switch, will show the tower dead or not. -
Copilot Position in Little Bird MH-9
Camaris replied to neven's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I had to look around for this to, however _unit moveinturret [heloname, [0]]; -
Mission ending like showcases
Camaris replied to gummybear_qc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This it? -
Script for AI to fire upon individual unit that leaves trigger area?
Camaris replied to DChristy87's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How did you get them set back to false, I tried it on deactivation as well as a complete different trigger, and external script couldn't get it. -
Easiest way to remove NVGs from every unit of a certain faction?
Camaris replied to r3m's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check out this post by 2nd Ranger. -
Script for AI to fire upon individual unit that leaves trigger area?
Camaris replied to DChristy87's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Seems to work fine, put 10 units in; all seemed to be listed. As to OP just tested setcaptive and couldn't get him to go false for anything. However a trigger with: Onact east setfriend [WEST,1]; west setfriend [EAST,1]; ondea east setfriend [WEST,0]; west setfriend [EAST,0]; Seemed to work fine, but if your just wanted to turn one person at a time as they leave the trigger it won't work. -
Invisible H - Getting choppers to land
Camaris replied to Muzza's topic in ARMA 3 - MISSION EDITING & SCRIPTING
marker is right, I didn't see it the first time either, its in Empty -> Signs. -
Helicopter wont stay in hover
Camaris replied to Mallachar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've got this working, with a little butchering. Create a group name on your group leaders init: groupname = group this Set the hoverwaypoint to a unload, set the waypoint height to 1 or so and on the waypoint action field try out: helicoptername flyinheight 10; {_x action ["eject", helicoptername]} foreach units groupname; helicoptergroup setcurrentwaypoint [helicoptergroup, 4]; The set waypoint part prevents your helo from getting stuck on unload. All units in your group will be kicked out when you hit the unload point. Waypoint 4 for me comes after this unload action and is a move waypoint, so as soon as all are ejected it moves to that waypoint. I did have to make triggers to prevent fall damage right under the helo, because even at 6 meters I was having deaths. Did this by making a trigger in the hover zone: {_x addeventhandler ["hit", {(_this select 0) setdamage 0;}];} foreach units groupname; And then another 4 triggers right around it with (couldn't seem to make it work with on dea): {_x addeventhandler ["hit", {(_this select 0) setdamage 1;}];} foreach units groupname; So that it triggers damage back on when they walk through it, both of them are set to repeated activation. And here is a Working Example for you... It does have a radio alpha trigger to being the mission. Try setfleeing to 0. -
Invisible H - Getting choppers to land
Camaris replied to Muzza's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Create a game logic unit, in the init field type helipad = "Land_HelipadEmpty_F" createvehicle (position this); There's others but this works. Check out config editor >> cfg vehicles -
If you can't get that part working it's just the calling of the variable that will fix it. The "_mortar" in the commandArtilleryFire function where named "mortar". I changed mine up a little bit for more randomness on its targets. But here's a step by step for anyone who can't figure it out. 1. Make some mortar units, 1-3 don't matter name them all, mine are. mortar1, mortar2, mortar 3 I'm using multiple placed at different angles to give more confusion as to where the mortar is coming from. 2. Place a trigger, set type to "Switch" I'm using radio alpha as my trigger. On your action field add: script=[] execVM "mortar.sqf"; 3. Make some friendly units, I made 3 and named them unit1, unit2, unit3 4. Create a mortar.sqf file in your mission folder. Inside of it place either the above code from ranger, or if you want to shoot at multiple units from various mortars try mine out: for "_i" from 10 to 15 do { //--- set range of how many cycles you want the mortars to run _mortar = [mortar1, mortar2, mortar3] call BIS_fnc_selectRandom; //--- selects a random mortar unit out of array _uni = [unit1, unit2, unit3] call BIS_fnc_selectRandom; //--- selects a unit to target the round at _center = getpos _uni; //--- central point around which the mortar rounds will hit _radius = 25; //--- random radius from the center turn lower for closer hits _pos = [ (_center select 0) - _radius + (2 * random _radius), (_center select 1) - _radius + (2 * random _radius), 0 ]; _mortar commandArtilleryFire [ _pos, getArtilleryAmmo [_mortar] select 0, 1 //--- number of shots per turn per unit ]; sleep 1; //--- delay between rounds }; 5. Just plug in your unit names or mortar names and try it out. I did test out a few of the other rounds listed in the config, but none seemed to work other then the stock. In the future when they are fixed, this should allow you to use the other rounds. _ mortar commandArtilleryFire [ _pos, "8Rnd_82mm_Mo_Flare_white", //---- Flares as example, its possible I missed something, I only tried the 82mm variants 1 ];
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ARMA 3 Alpha - 3D Editor
Camaris replied to Miltonatchet's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Seems to be pretty much useless.. at least for me, I can't even save. -
1. Why not have your hostage with a hold waypoint, set a trigger to complete once you clear the base, then set a waypoint for him to join the group of your ai / players. 2. You can do text only in various channels, for global chat give your hostage a name. In the trigger when you free him set a line in the act. field. unitname globalchat "Go here do this"; 4. Not sure on the scripting here, but you can try out the new sites module in the editor. It places ai in buildings and towers the only downside is that they are rather stationary. Goto modules, sites, place down an opfor, just set it to base and give the site a name. Set the building slider at the bottom to .9 or so and try it out.
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Strange behavior with helicopter land command
Camaris replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Set your action as Load then set your move waypoint right on top of your unload waypoint and change your condition field to ((!alive blu1) OR (blu1 in heli1)) AND ((!alive blu2) OR (blu2 in heli1)) Also not sure if it has an effect or not you might try dostop heli1; heli1 land "Land"; -
Tutorial: How to use the Task Modules
Camaris replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Instead of just syncing the createTask to the player also sync it to the trigger complete for the last task. For example your first task is to kill target, you have your trigger not present that your taskstate succeed is set to. When you make your next task simple sync it to the player and this trigger; as a not syncing it to the taskstate succeeded will cause it to complete right away. -
Helicopter insertion(Heli pilot doesnt stick to waypoint on detection of enemy units)
Camaris replied to sold67's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I set a helo to land right into heavy fire, and he would keep turning around halfway in. The only thing that seemed to change it for me was. _unit allowFleeing false -
(request) Respawn with custom loadout
Camaris replied to denial's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Easiest way to do this is to set the intial spawn kit and then a function to execute a script to reassign the items on repsawn. In your unit's init field (I'm doing it per player, but you can do it as a group as well to save time): removeallweapons this; this unassignItem "NVGoggles"; this removeItem "NVGoggles"; removeHeadgear this; removeUniform this; this addMagazines ["100Rnd_65x39_caseless_mag_Tracer", 3]; this addWeapon "arifle_MX_F"; this addPrimaryWeaponItem "optic_Holosight"; this addEventHandler ["Respawn","_this execvm 'gear_east.sqf'"]; Just change out the gear_east with your script name. gear_east.sqf: removeallweapons player; player unassignItem "NVGoggles"; player removeItem "NVGoggles"; removeHeadgear player; removeUniform player; player addMagazines ["100Rnd_65x39_caseless_mag_Tracer", 3]; player addWeapon "arifle_MX_F"; player addPrimaryWeaponItem "optic_Holosight"; Obviously you don't have to add/remove this exact stuff but change it up to your needs, set the two kits to be then just add the eventHandler in. If you still need any help feel free to add me on steam "Pandi0". -
How did you add it in? If you didn't already try _u addPrimaryWeaponItem "attachment"
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How can I make a helicopter exfil by AI?
Camaris replied to mr_lahey's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At least for me it seems the that method of getting troops out when you don't have ai with you only seems to work about half the time. If you seem to have an issue with it sometimes working, setting a dostop heliname; heliname land "land'; in the helicopters init seems to take care of it. -
"Mission complete" like in the showcases - how to?
Camaris replied to dar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this different then creating a trigger and using and of the "End" as the type for a victory condition? -
Two ways, make a script and set it to run in the init. player createDiaryRecord ["Diary",["Title", "KILL THE BADDIES"]]; Or using the new intel modules, hit F7 in the editor, Intel >>> Create Diary.. then your pretty much limited to the title and one line description for your needs. Saw a bug report asking for a large field though.
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Tutorial: Installation & Configuration of ArmA3 Dedicated Server
Camaris replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Figured there was a simple way, front page still says can't run multiple instances because of steam; only reason why I mentioned it. Wasn't aware of that method. Edit: It does seem to work as he says. -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
Camaris replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Not sure if its been mentioned, I've managed to get multiple servers running on one machine with simply making multiple copies of my steam directory and updating the start in and target on the shortcuts. Picture 1. Make a copy of your steam directory that you've got the server working on. 2. Paste copied directory. 3. Goto properties on the shortcut and simply update the new target and start in location. 4. Run each shortcut let the server start and just kill the steam process after each one has started. -
Link is still working fine.