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taltsinth

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Everything posted by taltsinth

  1. 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.
  2. Brilliant! I had been putting the ! inside the bracket's like an idiot. Thanks ARJay.
  3. 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?
  4. 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.
  5. Doh! So simple yet so elusive. Thank you.
  6. taltsinth

    Opposite of AssignItem?

    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.
  7. taltsinth

    Opposite of AssignItem?

    AssignItem is not the right command to use to attach silencers and so forth. Try addprimaryweaponitem to attach such items to weapons.
  8. 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.
  9. 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
  10. taltsinth

    confusion about weapons

    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.
  11. taltsinth

    Arma 3 Notepad++ Syntax Highlighting

    This is brilliant. Just what was needed :) Scripts are now much easier to read and write.
  12. 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.
  13. taltsinth

    FHQ TaskTracker

    [ 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.
  14. taltsinth

    FHQ TaskTracker

    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.
  15. taltsinth

    FHQ TaskTracker

    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 { "" };
  16. taltsinth

    FHQ TaskTracker

    It's pretty helpful but could you possible provide the briefing.sqf you talk about and show off in your little tutorial Phantom as I'm finding it difficult setting up one myself correctly.
  17. taltsinth

    Remove Magazine question

    Your welcome. Not sure what the no weapon access whilst underwater is I'm afraid. Can you access the inventory at all underwater? I've never honestly tried. PS: If you edit your first post you can set the 'Solved' flag so people know this issue has been solved. :-)
  18. taltsinth

    Remove Magazine question

    Try removing and giving the weapon back as well as removing the magazines. When you reassign the weapon it should have no ammo in it and require reloading at which point you could use the addMagazines to assign the correct ammo. Try removing the weapon, all the UW magazines, adding the correct magazine and then adding the weapon back. This will remove the weapon with the incorrect ammo loaded, remove all the underwater ammo, add the correct magazine and then add the weapon in with the correct magazine loaded. Remember to add the magazine before adding the weapon to have the weapon loaded. Commands: addMagazine, removeMagazines, removeWeapon and addWeapon. This should do what you need it to, untested though. this removeMagazines "20Rnd_556x45_UW_mag"; this removeWeapon "arifle_SDAR_F"; this addMagazine "30Rnd_556x45_Stanag"; this addWeapon "arifle_SDAR_F";
  19. I'm currently trying to link a Skirmish Dynamic Spawn Module (And it's associated Init) to a trigger with Condition: this && taskState task2 == "Assigned"; The idea being that if task2 is set to Assigned, the trigger would fire off the module and spawn the unit. I've got the module set-up and working yet it is always activated without task2 set to Assigned. I've got the trigger synced to the module init (Which is set to groups of synchronised objects) which in turn is synced to the spawn module itself. I'm wondering if I've missed a setting I need or if this is simply the wrong way to go about this. Tal
  20. taltsinth

    Mission Fourpack by nkenny

    The pack now need's an update to reflect the classname change's in the last Dev Patch. Galkin's are now referenced as Ifrits. Can check this thread here if you want to dePBO the file's yourself to update them.
  21. That would then fire the trigger off and spawn the unit when the Task is set to assigned. I need it to also fire off when the trigger itself has been set off using Blufor->Present so the 'this &&' is required for the trigger and task assignment to be checked. I've still had no luck in syncing this yet but I'm going to keep at it. Best way to learn is to keep on trying!
  22. You can use the Modules->Intel->Create Diary Record synced to a trigger with any conditions you need such as 'searched body' etc. This will allow you you to add information to the briefings when hitting 'M' to bring up the Map. You can also script it using createDiaryRecord, again using a trigger to detect your conditions and fire the script off.
  23. I can help with only a handful here but hopefully it will set you on the right path. 1. Naming - You can check out the following command which will allow you to set an id for the unit. Use it on the initialisation of the unit in question. setGroupId. 1. Dialogue - I believe there is a thread here somewhere that discuss creating dialogue and interactive conversations. I also believe the ArmA2 reference's for such a system should still work in ArmA 3. 2. Try checking out this thread here, and here and finally here. 3. Surprisingly enough a lot of ArmA2 mods are currently being ported to 3 and a lot of the materials (Scripts, assets and so forth), work with minimal tweaking.
  24. Managed to figure out how to release and remove support modules using triggers with thank's to Azza76 in another thread. Here's how I do it now for setting up Transport, CAS and Artillery Support modules. Support Requester synced to Support Provider synced to AH-6/MH-6/Artillery etc. Trigger Activation: What ever you need to set off the trigger e.g. Blufor, Present, Once Trigger set Condition: What ever condition's you need such as this && taskState task2 == "Assigned"; Trigger set to On Act: support_module_mortar synchronizeObjectsAdd [player]; //support_module_mortar is the name of the Support Requester, make yours match If you need to remove the support later, you can use support_module_mortar synchronizeObjectsRemove [player]; //support_module_mortar is the name of the Support Requester, make yours match in another trigger. Thought I'd share it encase you wanted to mention it in a video or expand on it etc. Once again, thank's for those brilliant videos. Tal
  25. It was working for me earlier on removing a Transport Support module. What was it you was trying to remove? I'll see if I get any issues with it. Tal
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