TraxusIV
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Lance Corporal
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Ok, so I want to create for the player a pip live feed view of the direction they are looking in, but zoomed in by around 30x or so. In addition, I'd also like, through radio triggers, to be able to change the live feed target to specific objects. I've tried messing with the live feed modules, but the lack of documentation got me stuck. I imagine that there is a way to do this with just the old camera commands, but I can't find any short, simple examples of how to do something like this. My instinct tells me that it ought to be doable in around five lines of code. Could someone please provide a simple example of code that would achieve this?
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Live Feed, someone to explain?
TraxusIV replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
can anyone explain the parameters for the BIS_fnc_liveFeed call? -
How to identify where a bullet lands
TraxusIV replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That looks like another good way to do it, but if I'm reading it correctly, it still won't detect ricochets, only dead bullets when they get reset to 0,0,0. -
AI Pilot Scramble and Engage script
TraxusIV replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so my solution to this was to link up my pilots with a dynamic patrol skirmish module. Then, in the pilot's init line, put this stop true; Last, make a trigger, with conditions isServer && behaviour pilotNamedBob == "COMBAT"; and On Act pilotNamedBob stop false; pilotNamedBob assignAsDriver daChoppa; [pilotNamedBob] orderGetIn true; Quick, pretty easy, and it works. The one thing I haven't been able to get them to do is to stay sitting, so they will be just standing around wherever you place them until they go into combat mode. When activated they begin patrolling the designated dynamic patrol route. They will engage the enemy, but won't chase them unless they're in another air vehicle. Ground units that get their attention will be strafed as they pass by on their patrol route. Trx -
How to identify where a bullet lands
TraxusIV replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so I tried changing the {alive _bullet} condition to {damage _bullet == 0}, but it turns out that the damage is never equal to anything but zero (used some diagnostic messages to discern this). So how does the game know when the bullet has hit enough things to be counted as dead? Is it based on its velocity? Any ideas? -
Version 1.3 released.
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zapat, could you share your script please? I'm having trouble creating a new unit and being able to selectPlayer it.
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how to attribute kills to a player or unit
TraxusIV replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right, clearly addscore is how you add to the players score, but !(alive enemy1) just tells me if the enemy is dead, not that he died from the explosion. He could have died from a rabbit bite for all we know. So let me rephrase the question: is there any way to know specifically which units were hit by, or killed by, a specific explosion that is created programatically? -
how to attribute kills to a player or unit
TraxusIV replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
AddScore requires that I first know which units were killed by the explosion. -
how to attribute kills to a player or unit
TraxusIV posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so if I use _bomb= "HelicopterExploSmall" createVehicle _somePosition; I can kill stuff. How would I go about adding those kills to a player's score? How would I assign aggro, so that enemies know it was the player? -
Anyone know how the GUI part works? Would that allow us to keep watch variables displayed on the screen without having to open the debug window?
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ARMA 3 Addon Request Thread
TraxusIV replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the technology will be advanced quite a bit in the next 10 to 20 years. Those guys are cranks though. The real science works. And they're up to a pencil already. ;) -
How to identify where a bullet lands
TraxusIV replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, what was working last night is no longer working... did they do another update? ---------- Post added at 21:55 ---------- Previous post was at 20:37 ---------- Ok, got this working: GunHandler = player addeventhandler ["Fired", { _this spawn { _bullet = _this select 6; _pos = getPosATL _bullet; while {alive _bullet} do {_pos = getPosATL _bullet;}; _bomb = "R_80mm_HE" createVehicle _pos; _bomb setVectorUp [0, 9, 0.1]; }; }]; There's a problem with it though: whether I use isNull or alive as the condition in the while, if the bullet ricochets, it won't necessarily be counted as dead or gone. Is there any way to get the first time it hits something that isn't air? -
Difficulty modding optics
TraxusIV replied to TraxusIV's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ah, sorry about the misplacement. As I said I have no idea what I'm doing ;). Anyway, the distanceZoomMax = 0 is a typo. Supposed to be 300. I'll try changing the required addon and see if that makes it go. ---------- Post added at 09:09 ---------- Previous post was at 07:36 ---------- The "A3_Weapons_F_Acc" did the trick, thanks! -
How to identify where a bullet lands
TraxusIV replied to TraxusIV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ha, well, I tried out Das Attorney's code and the game chugged. For like 30 seconds. Then it printed out a point that was about 2 inches in front of me. And no, I wasn't pointing at the ground ;) I tried increasing the sleep interval to .1, but that didn't seem to help any. ---------- Post added at 09:06 ---------- Previous post was at 08:53 ---------- Ok, the following doesn't make the game chug, but the _last_pos never changes more than a couple inches from me. Tested by running around and comparing with shooting at those same locations from a single spot, and the bullet always seems to become !alive very close to me. GunHandler = player addeventhandler ["Fired", { private ["_bullet", "_last_pos"]; _bullet = _this select 6; waitUntil {!alive _bullet} _last_pos = getPosATL _bullet; player sideChat format ["Pos: %1, Time = %2", _last_pos, time]; } ];