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About TraxusIV

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    Lance Corporal
  1. 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?
  2. can anyone explain the parameters for the BIS_fnc_liveFeed call?
  3. 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.
  4. 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
  5. 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?
  6. TraxusIV

    COOP 04 Air Base Sabotage [ALPHA]

    Version 1.3 released.
  7. TraxusIV

    SP respawn?

    zapat, could you share your script please? I'm having trouble creating a new unit and being able to selectPlayer it.
  8. 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?
  9. AddScore requires that I first know which units were killed by the explosion.
  10. 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?
  11. TraxusIV

    In-game debugging tools

    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?
  12. TraxusIV

    ARMA 3 Addon Request Thread

    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. ;)
  13. 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?
  14. TraxusIV

    Difficulty modding optics

    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!
  15. 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]; } ];