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Everything posted by dreadedentity
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Help with basic helicopter insertion / extraction
dreadedentity replied to Maurdekye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
lmao Beerkan, anyway No. The assignedCargo function only returns an array of units that are in the cargo of a vehicle, crew members will be left alone. Here's the documentation for that. -
Creating triggers with radio chatter
dreadedentity replied to DZGuymed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did this not work for you? Try this: 1. Change the waypoint you want your unit to stop at and converse to a HOLD type. //HOLD waypoints will make units stay there indefinitely, units will only move for a SWITCH trigger or switch through code 2. Create a trigger. TYPE: Switch, ACTIVATED: None. Place near HOLD waypoint //Creating the SWITCH trigger 3. In it's "CONDITION" field, try: //Trigger will activate if variable is false conversation = false 4. In the beginning of your .sqf: conversation = true //So make the variable true and at the end: conversation = false //When done talking, make variable false again and trigger should activate afterwards. 5. Synchronize (F5) trigger with waypoint //If you don't do this, your trigger won't have a waypoint to switch. This should work. However, I tested it by having the trigger set to ACTIVATED: Blufor and "present". -
AI not getting out of Assault boats
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I'll try that out. I removed all references to "player" and named my 4 playable squad leaders "player1" through "player4". Any player-specific code has been repeated 3 times with names replaced like "player2" or "player4". I know this is super un-optimized and I could probably do something with the "playableUnits" function and "forEach", but I'll figure that out on my own. It seems to work fine right now with AI characters, but will this method work alright in a multiplayer mission? And lastly, seriously, the very last question I'll ask for this thread. Is there any way to create and edit scripts in the editor or do I need to create, edit, and move them into the mission files entirely outside of the editor (how do I even do that)? EDIT: To clarify about the repeated code, I have a trigger and it's "On Act." field is this: player1 addAction ["<t color='#FF0000'>Begin Invasion</t>", "invasion.sqf", [], 6, false, true]; player2 addAction ["<t color='#FF0000'>Begin Invasion</t>", "invasion.sqf", [], 6, false, true]; player3 addAction ["<t color='#FF0000'>Begin Invasion</t>", "invasion.sqf", [], 6, false, true]; player4 addAction ["<t color='#FF0000'>Begin Invasion</t>", "invasion.sqf", [], 6, false, true]; Will this work fine when I export and play with friends? Also clarifying my last question, when I do the action a box pops up saying invasion.sqf not found. I guess I can just use Notepad++ to work on that script, but how do I put it in the mission file when I'm finished? -
AI not getting out of Assault boats
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the help guys. I did some more testing on my own and I've almost made the insertion the exact way that I want it. I was having issues with the boats not moving to the shore with the MOVE waypoint, so I changed it back to TRANSPORT UNLOAD and deleted it's "On Act." field. Next, I added a trigger with condition: !(player in boat1) and in the Activation field: deleteVehicle (driver boat1); {_x action ["Eject", boat1];} forEach crew boat1; group1 createUnit ["B_Soldier_F", getPos player]; boat1 engineOn false; Everything looks good, no errors, the boat drives up on shore, my units dismount, the boat driver is deleted, the engine gets turned off... HOWEVER my createUnit function doesn't work (this was my workaround to having the boat driver get out and a JOIN waypoint set on my character, which requires the unit to get in proximity with the unit it's trying to join to, not very helpful when under heavy OPFOR fire). Group 1 is my group, also. EDIT: I managed to get the createUnit to work by using createUnit array. New trigger "On Act." looks like this: enableRadio false; deleteVehicle (driver boat1); {_x action ["Eject", boat1];} forEach crew boat1; _x = group1 createUnit ["B_Soldier_F",(getPos player),[],0,"NONE"]; boat1 engineOn false; If you want to use this exact code, don't forget to set your group in the INIT field of your group leader, like: group1 = group this; One last question and I think I can take it from here for a while: I made a unit and used the sideChat function, however, I want to change the unit name to something like "Crossroad" or "Command" but it comes out as "Alpha 3-3" so I guess I need to somehow change the unit designation. How do I do this? -
AI not getting out of Assault boats
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the help, works like a dream. Could you please tell me what the "spawn" command does and how/why you chose _x as the variable? Also, the crewman inside the boat didn't get out so I made the boats drive away and despawn using "destroyVehicle this;" but I followed them with a helicopter and it only deletes the crewman but not the vehicle. How can I make the crewman jump out of the boat and join my squad, or delete the entire boat after the drop? -
Disable battleye server messages on clientside
dreadedentity posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hello, I play on an extremely active server that has people trying to join almost constantly. Because of this, the server is constantly (excuse my language here)shitting out messages and I am constantly missing important information in chat. So my question is, is there any way to disable all server messages (or specific ones, such as players joining, but leaving players dying alone.)? I do not have access to the server or it's files so any fixes would need to be through the client. (Although, if it is possible to "ban" server messages through the server itself, you may want to post it here so server owners in the future who wish the same can disable them on their servers.) Thanks, DreadedEntity -
Hello everybody, DreadedEntity here. I've made a VAC profile from scratch designed to work with Arma 3 without messing with any of your control settings. First, the video to get everyone hyped up: (may have to wait a few minutes because I just uploaded this) Here's the download link (sorry for dropbox, it was either that or adf.ly) https://www.dropbox.com/s/dmu6x24pw2gvsgy/Arma%203.xml Installation: Navigate to C:\Users\YOUR NAME\Documents\VAC\Profiles and copy-paste or cut-paste the profile in that directory. Close VAC system and when you open it again you will be able to load the Arma 3 profile. I suggest opening it in VAC builder first though and looking at the activation phrases (I only went through a few in the video, this profile contains all commands squad leaders can use). Requirements: A working microphone. A working computer. A quiet room.
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Right! Great idea. For anyone wanting to add a back button: Open VAC Builder Load "Arma 3" profile Click Add Type "Back" for the description. VAC will automatically add "Back" as an activation phrase. You can now edit that to "Back (context menus)" if you want On the right side under Character Key(s), click the textbox and put either [ or ]. You need to do this because if you right click with the menu still grayed out, I believe it will make your character ADS. Now click Add under Qualifier Key. Now in Extended Key 1 or 2, click the dropdown box and scroll to MOUSE_RIGHT and click that. Save profile. Close VAC system and reopen, reload profile, and turn on VAC.
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Recently switched computers. Arma doesn't like it.
dreadedentity posted a topic in ARMA 2 & OA - TROUBLESHOOTING
I finished building this PC about a month ago and I cannot install Beta Patch 103718 (through DayZCommander). I haven't tested regular multiplayer, just DayZ Mod, because since =7Cav= took their Realism servers down to switch to Arma 3 the only games running are Wasteland and I don't care much for Wasteland. Anyway I'll start off by explaining what I've done, and then the end result. First I open DayZ Commander (as administrator) and click install for the Beta Patch. Once it downloads I see this: I click yes and then see: and immediately after: I click yes again now here's the problem: Now there's no choice but to click OK, but this is hidden in the back and it doesn't snap to front when you do click OK: So I'm thinking, "Alright. Let's play." I try to join a random DayZ Server and it loads, then says "Connecting Failed." and kicks me back to the menu. Yes, I am trying to connect to a server running the same mod (Epoch). Notes: I bought through Steam. I have run both Arma 2 and Arma 2 OA to complete instillation. I have set DayZ Commander to launch as administrator. I have rebuilt Steam. I have verified files in Steam. One file fails to authenticate and gets downloaded again (both Arma 2 and OA). Multiple verification yields identical results. I have run Steam as administrator. I have deleted local content and re-downloaded. Twice. I have tried every solution I've found on the internet and something is just not working. -
So I've been messing around in the editor with the task module system and I was wondering if anybody's figured out a way to make child tasks yet?! I've tried everything I can imagine (except the one right way, of course). Basically I want to make some tasks like how certain campaign missions in Arma 2 were (main task, sub-tasks below with indentation). Right now, the only workaround I've found is to actually add the indentation yourself by adding two spaces to the task name. Then, since these tasks are actually not associated with your "main" task, you must then make triggers that fire off after each task completes, and then sync that whole mess to your "main" tasks Set Task State (succeeded) Module. So if anyone's found a way to actually make parent/child/sub tasks using only the module system please post for all to see. I said only use the module system because I saw the code for headhunters and they didn't even use their own module system, they scripted the tasks. One last thing. Set Task Destination module is completely broken and doesn't do a thing. Putting it in your map is a formality and dream that it may one day work. I might as well give up on the mission I'm making because there are so many targets that my players would have to run around for hours to find them all, unless they knew where the targets were in advance (and if a target runs away from his original location; forget it, just end the mission there).
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knowing Unit Items ?
dreadedentity replied to -J4F- Thunder666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Or you can just use removeAllWeapons this; removeUniform this; etc. and add your own. -
Multiple triggers sinc'd to a single Task state possible?
dreadedentity replied to JMOxx75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, you can use multiple triggers for a single set task state module. Source: Made small test task which requires the player to kill 3 units and then succeeds. Each unit got its own trigger because I couldn't get AND to work, might try && instead. Code for trigger 1: !alive kill1; Code for trigger 2: !alive kill2; Code for trigger 3: !alive kill3; Synchronize all triggers to your Set Task State (Succeeded) module. One thing to note, markers don't work with the task modules (not sure if they work with scripting). You might be able to use just one trigger however with the code !alive kill1 && !avile kill2 && !alive3; I know you just wanted to know if you could use multiple triggers but I'm doing a Headhunters Revamp with 15 targets instead of 3 and you need to clear a beach before the target tasks will appear. Sync'ing 3 triggers with 15 tasks is not fun, and if you mess up you have to desync them all and do it again. But the answer to your original answer is yes. -
Tutorial: How to use the Task Modules
dreadedentity replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have literally tried everything in this thread, apart from scripting tasks myself and can't get anything to work. Marker doesn't show up, and task does not complete when I kill the target. -
Possible to edit the 2 existing COOP missions? (Headhunters and Escape)
dreadedentity posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to kind of "revamp" the two existing missions that we can play on the Alpha. I find that you start with horrible and unrealistic armament (no silencers in a stealth mission, come on), simple objectives, and few enemies dispersed over a comparably huge island (all the enemies you face in headhunters and esacpe combined would only be enough to properly guard the airfield, if that). If I could edit these, I would make them more challenging and exciting for players, by adding way more enemies and a few more objectives, as well as more realistic loadouts. In addition to that, I noticed that headhunters is apparently COOP 07 and escape is COOP 10 or something, so I would make some extra missions as well. (My squad and I have beaten both of these multiple times, and escaped from both the airfield and firing range) I suppose it would be possible to watch the AI and try my best to reproduce that in the editor, but let's get real I'm not going to spend hours watching AI walk around and then only have their routes partially correct. There are also some scripted/triggered actions that I don't know how to do altogether (ie. Headhunters, KA-60 takes off when you get near first target). For fun, I'm changing up some things, like replacing the squad in headhunters with a 4-man fireteam, battlefield 3 style. I know I'm focusing on Headhunters a lot and that's because I really feel like there's insane potential with that mission, and if I could just be able to edit that one I'd be happy. So please let me know if there's any way I can, I guess, decompile(?) the mission file or however I can get them into the editor. Thanks, Dread -
Possible to edit the 2 existing COOP missions? (Headhunters and Escape)
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
come on guys, I'd appreciate at least an "it isn't possible."