Antorugby
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Posts posted by Antorugby
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NEW UPDATEchangelog
-remove some bad class names from the SLP_units_config.sqf
-tried to update the readme with more info
-added a few more examples
-some small fixes
Newest version front page
SLP_spawn 3.41
---------- Post added at 11:21 AM ---------- Previous post was at 11:18 AM ----------
@Antorugby
You can do it this way..
0=["myspawn",[1,1],[s1],[5,[1,2]],[],[],[],["hunt",abc]] spawn SLP_spawn
If it is just singeplayer you can change s1 to player. S1 is the name you give the unit in the editor, it can be whatever you want.
You can also name the group mygroup= group this;
0=["myspawn",[1,1],[mygroup],[5,[1,2]],[],[],[],["hunt",abc]] spawn SLP_spawn
The spawned units will spawn near the group leader. If you want to make them spawn further out you can set the distance
0=["myspawn",[1,1],[mygroup,100],[5,[1,2]],[],[],[],["hunt",abc]] spawn SLP_spawn
This will spawn the units 100 meters out from the group leader. The direction will be random. You can also use min/max values on the distance [mygroup,[50,100]]. The spawned units will be a minimum distance of 50 meters and a max distance of 100 meters from the group leader.
This is a great way to set up ambushes to attack the group
0=["myspawn",[1,1],[mygroup,100],[5,[1,2]],[],[],[],["attack",mygroup]] spawn SLP_spawn or 0=["myspawn",[1,1],[mygroup,100],[5,[1,2]],[],[],[],["hunt",mygroup]] spawn SLP_spawn
I just updated SLP and actually have an example or this in the demo
Hope this helps
Thank you, work really well.
I've just one problem, at the start i get an error saying there is some problem in the line 28 of the SLP_init.sqf.
Something like "Error zero divisor"
EDIT: My fault, i forgot the description.ext.
Anyway, is it normal that will spawn even another squad that will not do anything?
EDIT2: No, it keep showing the error.
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I'm using your script, and this line in particolaur:
0=["trg5",[1,1],[trg5],[5,[1,2]],[],[],[],["hunt",abc]] spawn SLP_spawn;
But how can i change the "trg5" to make them spawn near the player at some distance and from one direction without using a marker?
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I think that you have to use a trigger with this on act:
not(apc1 in thislist) && not (apc2 in thislist);
But i'm new at scripting, so I don't know if it works.
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Well, after some days it's working, i used this guide and then customize a little bit the stuff inside the arma controller option.
http://forums.bistudio.com/showthread.php?108410-A-fix-for-Full-Axis-throttle-mapping
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Hello, I've some problem with the throttle of my Hotas X, the throttle give power only when is on 51% when it should give power from 0% to 100% and 50% should be hovering, not gaining and not losing altitude.
I've read that it's a known problem from Arma 2, I've even found a tutorial to fix this using ppjoy but it's not working on my PC.
Also the throttle works fine with other games like FSX and I've read that is working even with Take On.
I'm using the throttle on analogic, so it's not that the problem.
This is not a big issue flying with heavy chopper, but using the little bird, when you need precision, is very difficult.
I think I'm not the only one with this issue, I've read about people using the X-52 that have the same problem, so, any tips or something?
Sent from my GT-I9300 using Tapatalk 4 Beta
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I use this script that i've found in a youtube video:
_area = ["area1","area2"]; //name of the marker
_ammo = [
"Bo_GBU12_LGB_MI10",
"Sh_120_HE",
"HelicopterExploBig",
"Bo_GBU12_LGB",
"Bo_Mk82",
"HelicopterExploBig",
"Bo_Mk82",
"Bo_Mk82",
"Bo_GBU12_LGB_MI10",
"Sh_120_HE",
"HelicopterExploBig",
"Bo_GBU12_LGB"
];
_count = 0;
for "_i" from 0 to (count _ammo) do {
for "_j" from 0 to 1 do {
switch (_j) do
{ case 0: {if (random 1 == 1) then {_xVel = -1*_xVel }};
case 1: {if (random 1 == 1) then {_yVel = -1*_yVel }};
};
}; _chosen = (_ammo select _i);
{ _xVel = random 10;
_yVel = random 10;
_zVel = random 20;
_xCoord = random 15;
_yCoord = random 15;
_zCoord = random 5;
_bomb = _chosen createVehicle getMarkerPos _x;
_bomb setPos [(getPos _bomb select 0)+_xCoord,(getPos _bomb select 1)+_yCoord, _zCoord*_i];
_bomb setVelocity [_xVel,_yVel,_zVel-50];
} forEach _area; sleep 1;
};
//destroying target
{_x setdamage 1; } foreach nearestObjects [getMarkerPos "area1", [],100];
And call it back with a trigger, you need too put markers in you map, in this script the markers are called "area1" and "area2"
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I think I'm in love with you lol.
You did a great job, love that, thank you so much, I think I'm going to release the mission when it's done and of course i will mention you.
Thank you again man!
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Don't need a switch trigger, that's mostly for releasing HOLD waypoints, not really tasks.Can you upload the mission to mediafire.com or dropbox or something so we can see what you have so far? Might be easier than generic examples.
Yeah of course:
https://www.dropbox.com/s/w8hxa5gb8r86cni/prova%2520heli.Stratis.rar
There is a lot of chaos, sorry for that.
The heli should be on in the airport, i moved it there for simplicity, and there are a lot of stuff just there for reminder.
Btw, can you fix even the join squad trigger, the second one near the airport?
It wont count the unit inside the vehicle, so I don't really know how to activate it when i go back with the team.
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I think using the switch triggers can do that. Never used them before I am new to this myself but I am pretty sure it can be used to do that.Wich trigger should be set on switch?
Name the fail trigger and have the succeed trigger delete it in the onAct once you've succeeded.deleteVehicle nameOfFailTrigger;
It doesn't work, when I succed the task i get "Fail task" immediately.
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Hello, i've some problem with my last mission.
I need to pick up a team inside an area, if the team get killed the task should be failed but if they are alive, once they leave the area the task should be succeded.
So i used two trigger, one with:
"blufor countSide thislist == 0"
For the succeded task, so when I pick up them and leave the area the task will be completed.
And another one using:
({alive _x} count units alpha) < 1
For the failed task, so if they get killed before i pick them up the task will fail.
It seems to works fine and i succed the task, but the fail trigger will continue to be active, and if the team get killed during the next task I wil get the message with the first task failed, even if I make them join my team, when they join my team I fail the succeded task.
So there is someway to lock a task once done or something else?
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After the last update I have a problem launching the mission, it says that i cannot play because is dependent on downloadable content that as been deleted a3_sign_f_ad
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Oh thank you, appreciate that.
I've modified a little bit your trigger because I need to activate the trigger even if someone in the team die, so i used this and now it works even if the group is not full.
vehicle player in thislist && {_x in officer1} count units alpha >= 1
I have another problem, to make the team get in the chopper i linked the "load" and "get in" waypoint but if someone on the team die, the team wont get in the chopper.
I tried even your way using the "move" waypoint and the "moveincargo" but i have the same problem.
Any idea?
EDIT: I've resolved the problem using the group command in every soldier.
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Hi, I'm trying to make a mission where a chopper piloted by the player will take off from the airport, pick up some soldier in a place and then go back to the airport.
I want to activate a trigger when I'm coming back to the airport, near it, and with the heli full of soldier, the trigger must be huge so can be activated from any direction and approach, the problem is that it must activate only one I'm coming back, but I don't know how to do it.
I tried the activation with the name of the soldier group but it doesn't work, even if I make the pilot join it.
So, how do I do?
There some code that let me activate a trigger only if the cargo is full or something similar?
Sent from my GT-I9300 using Tapatalk 4 Beta
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Hey, I'm starting to fly in Arma and your video and the mission really helped me to train myself, i'm not really good but pratice will do his job, i hope, so thank you and great job.
By the way, Iknow it's a CAS mission but i think it will be a good feature to add some fast extraction of under attack squads, do you think it's a good idea?
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Under the destruction folder there is heavydamage and secondaries. Hopefully they will add it later.I thought it was possible to use the one in the other folders, thank you for your reply.
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I dont think its in A3 yet.\a3\data_f\ParticleEffects\SCRIPTS\destruction
In one of the scripts it reads: _v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
Oh, ok thank you!
But i see there's a fire script and some smoke p3d, there is no way to use them?
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Hi,
i tried to set stuff on fire in the editor, I used all the stuff suggest in Arma 2 changing the adress of the script or of the p3b, but nothing work.
Someone can help me to spawn fire, smoke or something else?
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This command is in use since 2001 as the first game appeared. If you search here for "campfire" you will probably find 100s of such threads. And yes, most of the stuff that works in Arma and Arma 2 also works in Arma 3. So it doesn't hurt to check the editing forums for these games as well. ;-)Trust me I tried, but everytime i was searching about campfire i couldn't find anything, only stuff about particle effects, but i searched for an entire day, maybe i didn't use the right keyword because english it's not my language, sorry!
I normally use this for commands:Scripting Commands by Functionality
http://community.bistudio.com/wiki/Scripting_Commands_by_Functionality
But as Wolle mentioned its been used since the beginning of the series.
Thank you!
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I had the same problem, yesterday i made a new feedback about this, vote it up so the dev can see and Fix it!
http://feedback.arma3.com/view.php?id=5770
Btw, thanks Gunter, i tried to make it work all the day and it was so simple!
How do you know what to put on the init? There's some kind of guide or what?
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Thank you for your reply!
I managed to make them sitting untill something appen just using this script named sitting.sqf:
_this setBehaviour "SAFE"; _this action ["SITDOWN",_this]
And call it back in the init of the soldier using this:
null=this execVM "sitting.sqf";
I don't know how i didn't notice the fireplace in the editor before, btw I have a problem, even if I place the fireplace burning, there is no fire untill someone make it burn, any solution? Do you thing can I add smoke someway?
For the Heli, yeah, I hope it will be fixed.
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Well, just if someone was searching for the same thing, for checking all the particle effects I opened the data_f.pob with a pbo extractor, but in the destruction folder there is no burn.sqf.
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Hello,
I'm trying to make a mission and at some point I want to place two soldier, sitting in front of a fireplace.
I found some stuff about Arma 2 using a script with this code:
_this setBehaviour "SAFE"; _this disableAI "ANIM"; _this action ["SITDOWN",_this]; sleep 5; waitUntil{ if(animationState _this != "amovpsitmstpsraswrfldnon")then{ sleep 8+random(3); _this action ["SITDOWN",_this]; waitUntil{animationState _this == "amovpsitmstpsraswrfldnon"} }; behaviour _this != "SAFE" }; _this enableAI "ANIM";
But using this code, the soldiers stay in that position even if there are enemy near them and even if they shoot, so there is some way to make them defend themself?
Second question, I need a fireplace, some way to do it? The old arma 2 stuff does not work anymore, if there is no way to make a fireplace in the alpha, at least can I set a car on fire without explosion and with the fire that last forever?
Third quesiton, I placed an Heli patrol with the lights on that search for enemy, but it's useless because even if I stand under the light, the Heli can't see me, any solution?
Sorry for my poor english, tell me if something is not understandable and I will try to explain myself better.
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Hello,
i'm new to the editing, and i need some help, I'm trying to create a new mission and i was looking how to make a fireplace, or at least a car on fire without explosions that last forever.
Btw, i found an old topic, where they were talking about creating a init.sqf file with this code inside:
BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
But when I use this code, and the code in the object init of course, it said that there is no burn.sqf script.
I know that the location changed to \data_f\a3\data_f\ParticleEffects but even if I use this location I have the same results, so there is any way how could I check all the particle effects?
Sorry for my english, hope you can understand what I'm trying to ask. :P
Close Air Support - Day 1
in ARMA 3 - USER MISSIONS
Posted
Nope, it keep show the error.
Anyway, CAS 2 will be only single player? It would be fun to play as a Gunner while another friend is the pilot.