sasij
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1 NeutralAbout sasij
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core_pfieldgroups_3
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Drumming, Guitar, Programming
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lineintersects == broken?
sasij replied to bad benson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I dunno. Maybe if I can figure out how to get zombie models into the a3 engine. It works decently but it's not very appealing to see your "zombies" as humans. I just made the zombie code for fun in case I ever felt like doing a mission with zombies. -
lineintersects == broken?
sasij replied to bad benson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've actually had no problem with this function at all. Works great on my end it seems. I've drawn lines and always get the correct eye positions. This is a snippet of the basic code I came up with. Haven't had any issues that I've noticed. case "Chase": { { _this doMove (getPos _x); if((_x distance _this)<1.5) then { _state = "Attack"; }; if((_x distance _this)>100 || terrainIntersect[ASLtoATL(eyePos _x), ASLtoATL(eyePos _this)] || lineIntersects[eyePos _x, eyePos _this, _x, _this]) then { _state = "Wander"; _this setSpeedMode "LIMITED"; }; }forEach playableUnits; //drawLine3D [ASLtoATL(eyePos player), ASLtoATL(eyePos _this), [1,0,0,1]]; }; -
delete units arfter leaving help
sasij replied to Blitzer134's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What about something basic like this? while {alive _unit} do { if((getMarkerPos "spwn1" distance _unit)>200) _unit setDamage 1; }; -
Trying to set behavior and combatmode....
sasij replied to Drzaues's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this. this setCombatMode "BLUE"; -
Could this be it? #define GUI_GRID_X (0) #define GUI_GRID_Y (0) #define GUI_GRID_W (0.025) #define GUI_GRID_H (0.04)
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Trying to get random loot to spawn in buildings at a random position in the building. The script works in the form of spawning in the loot just fine when I don't have it set to pick a random spot in the building. Hard to explain so I'll just show my simplistic code and hope somebody can give em a good slap in the face at whatever obvious mistake I'm making. If I uncomment the setPos line which sets position according to _i which is just 0,1,2,3 etc the code works fine and will spawn items in the first 4 spots on the building. If I try using the setPos using a random number from the building positions count it doesn't work properly. I will run into buildings and sometimes see a loot pile. Most of the time I see none then I change the one line and see all my loot piles. Sorry for babbling, to the code then.. _buildings = [List of building classes...]; _loot_weapons = [List of gun classes...]; _loot_ammo = [List of ammo classes...]; _posCount = 0; _max = 4; _total_loot = 0; _nearObjects = nearestObjects [[10000,10000,0], _buildings, 20000]; { while {format ["%1", _x buildingPos _posCount] != "[0,0,0]"} do { _posCount = _posCount + 1 }; _i = 0; while {_i<_max} do { _pos = floor(random _posCount); _rand_w = floor(random (count _loot_weapons-1)); _rand_a = floor(random (count _loot_ammo-1)); _gun_loot = _loot_weapons select _rand_w; _ammo_loot = _loot_ammo select _rand_a; _spawnedObject = createVehicle ["GroundWeaponHolder", [0,0,0], [], 0, "CAN_COLLIDE"]; _spawnedObject addWeaponCargoGlobal [_gun_loot,1]; _spawnedObject addMagazineCargoGlobal [_ammo_loot, 3]; //_spawnedObject setPos (_x buildingPos _i); _spawnedObject setPos (_x buildingPos _pos); _total_loot = _total_loot+1; _i = _i+1; }; sleep 0.1; }forEach _nearObjects; hintC format["Spawned %1 Loot Piles.", _total_loot]; ---------- Post added at 01:30 ---------- Previous post was at 23:38 ---------- Oops I forgot to reset _posCount to 0 each iteration of the array. Well I guess that solves that.
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Problem calling addAction from within a script.
sasij replied to sasij's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the response but I had already tried using player to no avail. But I did manage to fix my problem just now. Not sure if it's the correct way but it seems to have worked. So for anyone else with a similar issue here is how I got it. _me = _this select 0; _me addAction ["Check Hunger and Thirst Levels.", "check_foodwater.sqf"]; _me addaction ["Heal Self.","heal.sqf"]; -
Problem calling addAction from within a script.
sasij posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm completely new to scripting for arma games so I do apologize if this is old but I have been searching google and forums for a couple hours now with no luck. My problem is that I am trying to add action to the player with addAction. It works fine if I put addAction[] etc.. in the "init" box of the unit manually. But I am trying now to put nul = [this] execVM "respawn.sqf"; in the init box and all the code in a script. The code is executed but my player gets no additional actions like he did when I enter it in the init box manually. Any idea what I am doing wrong? Perhaps I need to reference "this" differently? Thanks to anyone who can assist. respawn.sqf titleText ["Respawn Event handled. Food and Water reset.", "PLAIN"]; hunger = 0; thirst = 0; this addAction ["Check Hunger and Thirst Levels.", "check_foodwater.sqf"]; this addaction ["Heal Self.","heal.sqf"];