Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

SteelSampson

Member
  • Content Count

    84
  • Joined

  • Last visited

  • Medals

Everything posted by SteelSampson

  1. I don't think you read my previous post? I said: The only way I know of spawning groups is: _squad1 = [(getMarkerPos "SP1"), East, (ConfigFile >> "CfgGroups" >> "East" >> "BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup; I want to be able to spawn a group randomly using markers. Thanks
  2. So I'm using this in the on Condition field(Thanks to Larrow!): this && ({ _x in thislist} count [veh1, veh2, veh3, veh4] > 0) How would I send a hint or message only to the players in the vehicle who triggered it?
  3. I use this script to spawn vehicles at random marker positions: Vehi1 = createVehicle ["2S6M_Tunguska",getMarkerPos "m1",["m2","m3"], 0, "NONE"]; How do I spawn a infantry group on random markers? The only way I know of spawning groups is: _squad1 = [(getMarkerPos "SP1"), East, (ConfigFile >> "CfgGroups" >> "East" >> "BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup; Thanks
  4. SteelSampson

    Target Reset

    Thank you! Is it possible to do the same thing with empty vehicles instead of targets?
  5. How do I use the addrating (http://community.bistudio.com/wiki/addRating) command to make it so friendly AI never shoot back in Arma 3? thanks
  6. Sorry to revive this, but has anyone gotten this to work?
  7. I can't get this to work for me. Also: Is there a way to use the radius of a pre-placed trigger on the map and not the radius in the above script?
  8. I am trying to create a tank range where: the targets(empty vehicles) spawn via addAction menu option(reset targets) activates Trig1{{createVehicle _x} createVehicle _x} foreach thislist //creating all the vehicles placed within the trigger and are deleted when another menu option(remove targets) is selected to activate Trig2{{deleteVehicle _x} deleteVehicle _x} foreach thislist //removing all targets within the trigger. 1.Is this possible? 2.If so, how to I activate these triggers using a script? 3.If this method won't work can anyone point me in the right direction? Thanks.
  9. SteelSampson

    Target Reset

    I am also interested in this! Any help would be great!
  10. @Larrow Thank You! This works perfectly! Sorry I should have explained myself better... I was referring to dragging the grouping line from each vehicle to each trigger. Way too messy for the amount of triggers I have placed on the map. ---------- Post added at 14:28 ---------- Previous post was at 13:51 ---------- @Larrow, Sorry, a lot of this stuff is beyond me lol. How would I send a hint only to the players in the tank that activated the trigger? Also: The reason I want the vehicles to activate the triggers is because the triggers are spawning targets in random locations. I'm trying to make it so the number of targets spawned correlates exactly with how many vehicles have activated the trigger instead of what I had before where for every person in the tank spawns a target... ended up being a bit much lol. So I need the trigger to not sleep at all. Would this sleep command be for the eventhandler or for the trigger?: handle = [thisTrigger] spawn { _trg = _this select 0; _myVehicles = [veh1, veh2, veh3, veh4]; _trg setVariable ["checkVehicles",_myVehicles]; while {triggerActivated _trg} do { sleep 1; <<<-------------------------this<<<------------ _trglist = +(list _trg); { if (_x in _trglist) then { //do your stuff here _x being each individual vehicle player sideChat format["%1 in trig1",_x]; //remove each vehicle from the list so you only process it once _myVehicles = _myVehicles - [_x]; _trg setVariable ["checkVehicles",_myVehicles]; //put vehicle back in list once it has left the trigger _handle = [_x, _trg] spawn { private ["_trg","_trglist"]; _veh = _this select 0; _trg = _this select 1; _trglist = list _trg; waitUntil{!(_veh in _trglist)}; _myVehicles = _trg getVariable "checkVehicles"; _myVehicles set [count _myvehicles, _veh]; _trg setVariable ["checkVehicles",_myVehicles]; }; }; } forEach _myVehicles; hint str _myVehicles; }; };
  11. Thank You it works great!
  12. SteelSampson

    Obstacle course timer

    I'm using this: if(side player==west) then { if(isNil "runners") then { runners = []; }; runners = runners + [[(thisList select 0),time]]; hint format["%1 started the course!", name (thisList select 0)]; }; How would I make this work for a a list of vehicles instead of players? Thanks!
  13. @Larrow: I'm truly impressed with the knowledge you have there and grateful for the effort you put in!::icon_eek: Is there a way to simplify this? 1. All the triggers I am using have to be placed in very specific locations. So IF possible I like to have the triggers already placed on the map instead of creating them via script. 2. I love this: myVehicles = [veh1,veh2,veh3,veh4,veh5]; All I really need now is the trigger to activate when any of "myVehicles" are present in a trigger. So by using the condition field in a trigger already on the map, how do I tell the trigger to activate when one of "myVehicles" is in the trigger? Thank you!
  14. I've been creating a tank course and I wanted to have an observer so I set up an addAction to attach player to tank: Tank2_1 addaction ["Observer Slot (Civ Only)", "Tank2_1.sqf"]; player attachTo [Tank2_1,[-.5,-6,2.5]]; This works great getting the player there, but now the player is stuck and I'm at a loss as to get the observer out? thanks!lol.
  15. Thank you Killzone_Kid that did it! How did you acquire such knowledge!! Ok, So I wasn't counting on this looking as ridiculous as it does. Is there a way to apply the following sciprt to the player only when they are attached? deletecollection this; this allowdamage false; This is what I have in my .sqf: player attachTo [Tank2_1,[-.5,-6,2.5]]; detachVAR = player addAction ["Exit tank", "Tank2_1X.sqf";
  16. Thanks for your fast reply! Although, I am hoping to accomplish this through scripting methods instead of grouping them to each trigger because I have about twenty triggers that I need this to happen on. Idk if this helps but, I'm hoping to put something like this in the condition field of many triggers for a list of many vehicles: "Tank2_1 in (list Table8_StartTrig)"
  17. Is there a way to disable addrating so a player doesn't get penalized for teamkilling?... That way I could shoot Independent units all day Right? What about lowering OPFOR View Distance? setViewDistance <distance> How would I do this for a whole team and individual units? I also found this: aimingShake[] = {0.30, 0.10}; aimingSpeed[] = {0.75, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; Just not sure how to use it?
  18. SteelSampson

    Moving tree

    Place a location logic from the Game Logic menu with the following in the init slot: things = nearestObjects [logic1,[],50]; {_x setdamage 1;} forEach things;//the 50 here is the area the logic will cover.
  19. Ok, so back to my original question... How do I delete vehicles within a script area on the map?
  20. SteelSampson

    Teleport Vehicle and Crew

    Thank You Silderoy! You just had tiny typo, added an extra ; towards the end. Here is the final product: In Init.sqf: Tank2_1 addAction ["Crew To Identification","Scripts\Teleports\TankTele.sqf", [], 10, true, true, "", "Tank2_1 in (list Table8_StartTrig)"]; In TankTele.sqf: Tank2_1 setPos [(getPos TankI select 0) +1, getPos TankI select 1, getPos TankI select 2]; Trigger was set as: Activation: Blufor, Repeatedly Thanks again Silderoy!
  21. I'm trying to teleport a full tank like I been teleporting Infantry players. I want only crew members in the tank to access the menu. I've come across the following and tried them in many different forms without success. With Infantry I'm using this format: In Init.sqf: base addAction ["To MOUT", "cqb.sqf"]; In cqb.sqf: player setPos [(getPos cqb select 0) +1, getPos cqb select 1, getPos cqb select 2]; I've been trying to correctly combine the two below without success: "player in Tank1 && player in list Trig1" addaction syntax from http://community.bistudio.com/wiki/addAction: Number = unitName addAction [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip)]
  22. SteelSampson

    Teleport Vehicle and Crew

    I've found this: Player addAction ["Crew To Identification","Scripts\Teleports\TankTele.sqf", [],[],[],[],[], [player in Tank2_1 && player in list Table8_StartTrig]]; But I only want certain vehicles to be able to use te teleport system I don't want every vehicle to teleport. Any ideas on how to convert this? ---------- Post added at 05:53 ---------- Previous post was at 04:58 ---------- Ok, The following teleports the tank and crew to "TankI" marker. In Init.sqf: Tank2_1 addAction ["Crew To Identification","Scripts\Teleports\TankTele.sqf"]; In TankTele.sqf: Tank2_1 setPos [(getPos TankI select 0) +1, getPos TankI select 1, getPos TankI select 2]; The last missing piece is setting up the condition for the addaction. I want it to only be available when the tank is in a certain trigger. Any thoughts would be great!
  23. So far it's NOT working. The AI still run away as soon as they are engaged. :(
  24. I'm going to try this I'll let everyone know how it goes. {_x allowfleeing 0; _x disableAI "FSM"; _x disableAI "autotarget"; _x disableAI "target";} foreach allunits;
  25. So I tried putting the code suggested in init.sqf(no change), dicription.ext(made game crash), in the player init(Type Number, Expected nothing) and in the tank init(Type Number, Expected nothing). I am truly thankful for any help.
×