TraxusIV
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Everything posted by TraxusIV
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How to identify where a bullet lands
TraxusIV posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can use a "Fired" event handler to tell when I fire a weapon, but is it possible to identify when and what the bullet hits? -
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. -
I did a quick search and didn't see anything specifically matching what I'm looking for, so I thought I'd chance to ask: I'm trying to get an ai pilot on the tarmac to enter an empty heli, take off, and engage enemies when the pilot's behavior gets changed to COMBAT. I've got a trigger properly set up to get him in, and I know how to assign waypoints programatically, so I could whip this out the old fashioned way, but I thought, this is such a basic idea, surely someone has already written a script package or module or something to do this. So my question is, does anyone know of any nice prepackaged ways to effect a scramble and engagement of enemies? Thanks, Trax
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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? -
Air Base Sabotage by TraxusIV Description: This is an Infiltration or Assault mission. Either approach will work, but the number of times you die will vary depending on your approach. This can be a very challenging mission. Mission Objectives: Infiltrate or assault the enemy's position at the Stratis Air Base. Destroy helicopters and armored vehicles within the perimeter. Call for air extraction and return to FB Rustic (a.k.a. Camp Rogain). Features: Incorporates the Virtual Ammobox System 0.6 by Tonic. Employs a teamkiller punishment system based on Bake's Teamkiller Punishment Script (TPS). Available startup parameters are normal or hardcore mode, daytime or nighttime start, and initial weather conditions. Installation: Drag .pbo file to your "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions" for multiplayer availability, or "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Missions" for single player (or the corresponding folders if you have your steam games installed elsewhere). Included files: Readme AirBaseSabotageV13.txt V13AirBaseSabotage.Stratis.pbo Notes: Compatible with Alpha version 0.52.103507. Change log: v1.3 Disabled AI blufor players so you won't get stuck with an ai if someone disconnects mid-game. Changed grenadier to medic, and autorifleman to repair specialist. Tweaked beginning loadouts. Changed default weather conditions to partially overcast, and the weather forcast to go heavily overcast after a while, so the extraction heli has a chance of making it to you. Fixed an inventory bug that would cause the initial loadout to be issued multiple times, resulting in backpacks with more than 50 explosive charges (or other items) upon respawn. Moved civilian MH-9 to a vacant helipad. Other minor tweaks. Dropped the third digit in versioning since I'm no longer having to edit it 115 times a day to get it to work. v1.2.0 Fixed bug with extraction helicopter. Various other tweeks. Consolidated all three mission versions into one mission by using startup parameters. Now compatible with Alpha build 0.52.103279. Compatible with both hosted and dedicated servers. Hardcore mode now allows respawns as in other modes. Weather selection parameters do not work properly due to functions being broken in the alpha. v1.1.1 Fixed a bug that caused the mission to end early if Hawk 1-1 was destroyed. Credits & Thanks: Credit to Shuko for his Taskmaster 2 library Tonic for his Virtual Ammobox System [RECON] for helping playtest. Bake for his Teamkiller Protection Script Download: http://www.armaholic.com/page.php?id=19622
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Version 1.3 released.
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Ok, so first off, disclaimer: I have no idea what I'm doing. Now that that's out of the way, here's my problem: I'm trying to mod the optic_Hamr to give it night vision and thermal. Secondary goal is to increase the magnification and provide for multiple zeroing ranges. My motivation is that I'm impatient for a thermal scope, and this seemed like a tractable introduction for me to weapon/accessory making. My approach was to create a config.cpp, rapify it, then pbo the whole thing and plunk it into a mod folder. The contents of the config are below. Using EliteNess 2.93, the rapify and pbo creation went off without a hitch, the game loads perfectly, and even recognizes the mod in the little mod selection screen. But when I use an RCO (the Hamr's proper name) in game, I get no zoom, no nvg or thermal mode, and basically no indication that the mod took hold. What am I most likely doing wrong? Code here: class CfgPatches { class TraxusIV_Hamr_TI_mod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class cfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class optic_Hamr: ItemCore { class ItemInfo: InventoryOpticsItem_Base_F { class OpticsModes { class HAMR_scope { opticsID = 2; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.03615; opticsZoomMax = 0.0723; opticsZoomInit = 0.0723; memoryPointCamera = "opticView"; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0,1}; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 300; distanceZoomMax = 0; cameraDir = ""; }; }; }; }; };
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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? -
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. -
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? -
Autostart next mission with no users connected?
TraxusIV posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
When running a dedicated server, with the mission rotation set up, is it possible to cause the server to automatically START the next mission, even if there are no users connected? i.e., five players are connected and complete the current mission, then disconnect before the lobby timeout is up. Thanks, Trax -
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]; } ]; -
ARMA 3 Addon Request Thread
TraxusIV replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
My one request would be a Mission Testing Gun, aka, God Gun, that causes artillery to fall at the point aimed at, or by some other fashion causes massive explosive damage to your target. Mission testing is far more efficient when you can quickly destroy things. The proposed weapon ought to at a minimum have excellent zoom, either just by regular zoom, or through a scope, and if NV or thermal sights are added, even better. "R_80mm_HE" is a good round to use for the explosion. -
Glad you liked it. :) The extraction helicopter crashing is a problem with the alpha AI for the MH-9. If he comes under small arms fire, he stops what he's doing and goes into a hover until he is shot down. I'm hoping they fix it soon. Currently, in clear weather, he'll make it to you about one time in ten. Much better results in poor weather.
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How to change respawn type based on mission parameter selection
TraxusIV posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so I want to include a Hardcore mode setting via the paramsArray in the description.ext. For this mode, I want the respawn mode to change from the default of "BASE" to "BIRD". Is there any way to do that? I tried putting a switch command into the description.ext, but it causes the game to crash. Thanks, Trax -
I feel like a retard for asking, but how do you get this working with a dedicated server? I've tried logging in before starting a mission, after starting a mission, starting the server with CBA and the debugger modfolders in the startup options, and it just won't come up when I'm connected to my dedicated server. Works fine hosted or in sp, but not on mp hosted. Could someone provide a step by step so I can make sure I'm not forgetting something?
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Artillery items usable with createVehicle in a barage script
TraxusIV posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so I found this nice little script over at Armaholic, posted by F2kSel: //null=[5,400,25,80] execvm "bombs.sqf" if (!isServer) exitWith {}; private "_ammo"; _ammotype = _this select 0; // type of ammo _height = _this select 1; // height of drop _rounds = _this select 2; // how many _spread = _this select 3; // area _pos = screenToWorld [0.5,0.5];// land position if (!isnull cursortarget) then { _pos = getpos cursortarget};// building / object position switch (_ammotype) do { case 0:{_ammo = "R_57mm_HE"}; case 1:{_ammo = "Sh_105_HE"}; case 2:{_ammo = "Bo_GBU12_LGB"}; case 3:{_ammo = "M_Stinger_AA"}; case 4:{_ammo = "R_80mm_HE"}; case 5:{_ammo = "ARTY_Sh_122_HE"}; case 6:{_ammo = "Sh_85_AP"}; case 7:{_ammo = "Bo_FAB_250"}; case 8:{_ammo = "Grenade"}; }; for "_x" from 1 to _rounds do { sleep random 0.8; _bomb = _ammo createVehicle [( _pos select 0)+(random _spread)-_spread/2, (_pos select 1)+(random _spread)-_spread/2,_height]; _bomb setVectorUp [0, 9, 0.1]; }; It spawns in an artillery barage at a particular height above the spot you're looking at. Now, I've been going through the config browser and trying all sorts of items from cfgAmmo, and cfgVehicles, and I can't find any that will work, besides Grenade, and that honestly doesn't seem to be doing any damage to troops on the ground where it hits. I've run the script via radio call 10 -20 times on the same squad at distance, and all they do is flinch a little. Not one kill. ***EDIT*** the R_80mm_HE also appears to work, and well! ***/EDIT*** But I digress. Does anyone know which config entries might work for this? And more importantly, specifically which config file they are stored in? I'm rather lost surfing through those files. Thanks, Trax