taltsinth
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Detecting if an AI unit has joined the Players Group
taltsinth replied to taltsinth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Brilliant! I had been putting the ! inside the bracket's like an idiot. Thanks ARJay. -
Detecting if an AI unit has joined the Players Group
taltsinth replied to taltsinth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A quick bump and second post to continue this thread as whilst the above work's great in a waitUntil I can't figure out how to use it in an if check. I want to use an if check to determine if C1 is NOT within the player's group within the script and I'm at a loss on how to check that against the player's group. Can anyone point me in the right direction again? -
Mission Notification example mission?
taltsinth replied to r.flagg's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The Showcase mission's do have them and you find them in your "Steam\steamapps\common\Arma 3\Addons". FHQ TaskTracker also use's them to great effect, and if it's simply Task's your wanting to use the notification's for I strongly recommend FHQ TaskTracker. The Biki page seem's pretty clear but I'll see if I can break it down somewhat for you. ["TaskSucceeded",["Disable the nuke"]] call bis_fnc_showNotification; The first set of "" define's the template to be used, which is shown a little further down the page, the second set of "" set the message to be displayed and finally 'call bis_fnc_showNotification' is the function call for notifications. You find out more about bis_fnc_showNotification a the Biki page. ["ScoreAdded",["Disabled the nuke without triggering an alarm.",5]] call bis_fnc_showNotification; Similar to above but with the time to display the message set, in this case, 5 seconds. class CfgNotifications { class Default { title = ""; // Tile displayed as text on black background. Filled by arguments. iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments. iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments. description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments. color[] = {1,1,1,1}; // Icon and text color duration = 5; // How many seconds will the notification be displayed priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled }; // Examples class TaskAssigned { title = "TASK ASSIGNED"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; priority = 7; }; class ScoreAdded { title = "Score bonus"; iconText = "+%2"; description = "%1"; color[] = {0.5,1,1,1}; priority = 0; difficulty[] = {"netStats"}; }; }; This is a template to layout formatting and options of the notification boxes. If you notice there is a Default set, TaskAssigned and ScoreAdded.These are used in the first set of "" to define the style of the notification. i.e. this call would use the TaksAssigned template; ["TaskAssigned",["Disable the nuke"]] call bis_fnc_showNotification; You can use these template's in either the description.ext or in the global config.cpp files. -
Detecting if an AI unit has joined the Players Group
taltsinth replied to taltsinth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doh! So simple yet so elusive. Thank you. -
Detecting if an AI unit has joined the Players Group
taltsinth posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking for some help on detecting if an AI unit has joined the player's Group (I.e. Squad). I currently have the AI unit set to 'C1' and group 'groupContact'. C1 = groupContact createUnit ["C_man_1", _markerPos, [], 0, "FORM"]; I pull the player's group via _playerGrp = group player; What I need is a String Comparison command. I've done some searches on here, Armaholic and Google itself and have had no luck (I imagine due to my lack of understanding of what's needed really). Was hoping someone could point me in the right direction. I.e. check if C1 is a member of _playerGrp. -
Your first post mentioned this was for player's, not AI. If it's AI wise, it's easier to simply do the following using the commands Cobra and I have given. i.e. addprimaryweaponitem & removeItemFromPrimaryWeapon. Player's can also use this method if you truly want to script it however, that is why the inventory system is there. Example: To add the scope on to a weapon this aremoveitem "optic_Arco"; //remove the scope from inventory this addprimaryweaponitem "optic_Arco"; //add the scope to the weapon To remove the scope on the weapon this removeItemFromPrimaryWeapon "optic_Arco";//remove the scope from the weapon this additem "optic_Arco"; //add the scope to the inventory, generally vest is first //(unitBackpack this) additemcargo ["optic_Arco", 1]; //This will place it in the backpack instead You simply can't use AssignItem/unAssignItem the way you want to.
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AssignItem is not the right command to use to attach silencers and so forth. Try addprimaryweaponitem to attach such items to weapons.
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How do I make an blufor soldier spawn without helmet,night vision and backpack?
taltsinth replied to Psycho5553's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would believe it come's from the various iterations of the engine itself. Some commands have came from OpF, ArmA and ArmA2 and not all share the same conventions. When I write my own code I tend to try and make it follow some guidelines but even I find it hard to keep to it. Sometime's it just get's a little 'messy'. This is just my view on it of course. I can't say for certain. -
How do I make an blufor soldier spawn without helmet,night vision and backpack?
taltsinth replied to Psycho5553's topic in ARMA 3 - MISSION EDITING & SCRIPTING
removeVest is the command for that. removeUniform will remove the clothing aspect also. Thus to remove Headgear, Vest, Backpack, Goggles, Uniform and NVG's you can use the following; removeHeadgear this; //remove the headwear this unassignItem "NVGoggles"; //unassign simply unequip's an item, it does not remove it removeItem "NVGoggles"; //This will remove the NVG's removeBackpack this; //remove backpack removeVest this; //remove vest/webbing removeGoggles this; //remove glasses, goggles removeUniform this; //removes the uniform -
MX 3GL is equipped with a 3GL grenade launcher. MXM is a designated marksman rifle for engaging targets from a larger distance compared to assault rifles. MX SW is a light support weapon providing light machinegun support. MXC is a carabine version with shorter barrel, better suited for close quarters combat. The other's such as the arife_MX_Hamr_point_grip_F are, as you mentioned, variants of the rifle's with accessories already equipped. As to equipping squads, it's entirely up to you how you approach this task. I personally assign each weapon, then each accessory in turn. This way I have complete control over what, if anything, they have as accessories.
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This is brilliant. Just what was needed :) Scripts are now much easier to read and write.
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Sniper rifle/optic available in Alpha?
taltsinth replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
DMR's and more common Sniper Rifles such as the AWP, M21 and M110 SASS all have their place in the battlefield. Some Sniper's may use a DMR such as the M14 SAGE EBR when the need call's for it when something large would be ill suited to the task in hand. Oh and the M14 EBR has effective range varying between 500-850m depending on Optics and Shooter's experience. Hardly a useless weapon for any trained marksman. -
[ west, [ format ["%1%2", _taskType, _taskNum], format ["%1 Target %2", _taskType, _taskNum], format ["%1 %2", _taskType, _taskNum], format ["%1", _taskType], getMarkerPos _markerNum] --> ] <--- ] call FHQ_TT_addTask; If you look at how many [ ] brackets you have your missing one. format ["%1", _taskType], getMarkerPos _markerNum] You have one open bracket and two close bracket. Looking through the whole thing you have 6 open's and 7 closes. That leave's you one extra. Hence the missing bracket warning.
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Thank you that work's perfectly. The reason I'm checking for assignment of the task is due to being an optional, hidden, task. It will only appear if you've hit the right trigger for it. I want to move it to succeeded once you've hit another trigger. So I check to make sure the player has it, and if so, to complete it. If that make's sense.
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Now that I've got the hang off using it I'd like to thank you Varanon and you too Phantom for the script and help respectively. It's fantastically easy now to set up those briefings and tasks for someone like me who's new to the scripting side of Arma. I do have one question though if your willing to help me out. I'm trying to detect if if task2 has been Assigned and if so to complete it. As I mentioned I'm new to this so forgive me if it's something easy or I'm simply going about this the wrong way. I've read various resources and tutorials but just can't find anything detailed on 'if' checks. //Escaped in the Zodiac. _res = ["task2"] call FHQ_TT_getTaskState; if (toString _res == "Assigned") then { ["task2", "Succeeded"] call FHQ_TT_setTaskState; } else { "" };