k0rd
Member-
Content Count
334 -
Joined
-
Last visited
-
Medals
Everything posted by k0rd
-
Issue with adding dynamic spawns with BIS_fnc_addRespawnPosition
k0rd replied to k0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah - since my first (default) spawn is a marker, I have never tried to use ONLY positions with the function. I will try to add everything as only namespace, position array and report my findings. [EDIT]: still fails after a few deaths using only positions with the function, no markers involved. I was kind of hoping Zeus Moricky would see this thread and patch 'er up. :16_6_8: -
missionFlow.fsm is it really an advantage?
k0rd replied to scifer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
is there an fsm editor in arma 3 tools? I can't seem to find it... -
missionFlow.fsm is it really an advantage?
k0rd replied to scifer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
is there an introduction to fsm that anyone recommends? -
emptydetector with ANY activation acts funny?
k0rd posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi - so I couldn't get the following example to work as expected: _trigger=createtrigger["emptydetector", _position]; //assume that _position is already set for the purposes of this example _trigger setTriggerArea[500,500,0,true]; //1km^2 _trigger setTriggerActivation ["ANY", "PRESENT", false]; _trigger setTriggerStatements[this,"",""]; numRed = { side _x == east; } count list _trigger; numGreen= {side _x == resistance;} count list _trigger; numBlue = {side _x == west;} count list _trigger; does not work at all. _trigger=createtrigger["emptydetector", _position]; //assume that _position is already set for the purposes of this example _trigger setTriggerArea[500,500,0,true]; //1km^2 _trigger setTriggerActivation ["EAST", "PRESENT", false]; _trigger setTriggerStatements[this,"",""]; numRed = { side _x == east; } count list _trigger; works fine, but I have to make 3 triggers. Covering the whole of altis in 1km blocks, that is the difference between x and x*3 where x is close to 700. I'm hoping there is a way to leverage activation ANY - or perhaps of an easier way to get an array of units within a certain area without using a trigger? edit: also yes, I know the {side _x == east; } argument to count in the second example is redundant - I included it to illustrate that side _x == east is a valid filter -
emptydetector with ANY activation acts funny?
k0rd replied to k0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for your help - everything is working right now. -
emptydetector with ANY activation acts funny?
k0rd replied to k0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
must be something i'm doing - strange that just changing "EAST" to "ANY" breaks mine :/ edit: thanks for your patience, i was using call compile format[" etc and had the wrong amount of quotes around this :) -
emptydetector with ANY activation acts funny?
k0rd replied to k0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
can you try in A3? :) -
emptydetector with ANY activation acts funny?
k0rd replied to k0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks, yes this is true - i typed this example up on my phone. the true script does not get the counts instantly (every 5 seconds in a loop - it uses the results to update markers) and has the correct "this" in the statement.. still doesn't work in the first example but does in the second. -
UPSMON Updated to ArmaIII
k0rd replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
KingoftheSandbox, Beerkan : It would probably be helpful to include the parameters you are using for your group when you see the unit circling around like that. I haven't yet seen this behavior (although I am still using a test version from a few days before the current release.) -
how check player score or check if player has killed a certain side
k0rd replied to androkiller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this bud, yeah you can use any array - _interval=5; while { true } do { _sum=0; { if (isPlayer _x) then { _cur=score _x; _last= _x getVariable["score_last",0]; //if (_cur <> _last) then { // add whatever you want to do to unit _x - his score has changed. // the below is an example if you want to flag the unit for later processing //_x setVariable["score_changed",1]; //}; _x setVariable["score_last",_cur]; _sum= _sum + _cur; }; } forEach playableUnits; //or any array if (_sum < -1) then { // do whatever you want }; sleep _interval; }; edit: also added a check to make sure _x is currently a player -
how check player score or check if player has killed a certain side
k0rd replied to androkiller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
here you go mang -change this to fit your situation _interval=5; while { true } do { { _cur=score _x; _last= _x getVariable["score_last",0]; if (_cur <> _last) then { // add whatever you want to do to unit _x - his score has changed. // the below is an example if you want to flag the unit for later processing _x setVariable["score_changed",1]; }; _x setVariable["score_last",_cur]; } forEach allUnits; sleep _interval; }; -
I'm sorry I didn't understand what you mean: Are you saying that these lights also turn on automatically at the same range?
-
I don't think anyone is saying AI mods are bad - I think the implication here is that you shouldn't be making comments about arma 3 AI behavior when you are not using the standard arma 3 AI. The weird accuracy could be a function (or error) of the mod.
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
Apologies if this is the wrong thread (i guess it may be more of a vehicle issue). The headlights on HEMTT ammo truck (only one i noticed, possibly others) seem to magically come on when you are looking at the vehicle from 25m-30m. Please see the following image album. It depicts me starting from 22m and driving in reverse, you can see that the three snapshots between 25-35m are clearly showing lit headlights, despite the fact the headlights are not on. http://imgur.com/a/68sBz (edit) - I can make a ticket if this is an unknown issue, let me know.
-
UPSMON Updated to ArmaIII
k0rd replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
it is a known issue that will be fixed in the next version, for now you can find the fix a few pages back in this thread. -
UPSMON Updated to ArmaIII
k0rd replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you could always create the triggers (or the units themselves with the 'nowp' UPSMON directive so that they wait until you are detected to move) by script at runtime if it really bothers you. you'd just need to go around and get all the coords first.. -
UPSMON Updated to ArmaIII
k0rd replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
cool - sorry i didnt notice your post the first time! :bb: -
UPSMON Updated to ArmaIII
k0rd replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this should maybe be _array=[(leader _grp1)] + _arr; -
UPSMON Updated to ArmaIII
k0rd replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
dont put call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; in Init_UPSMON.sqf.. it goes in init.sqf in your mission directory. If you don't have that file, create it. -
according to this thread, you keep one on your back and point at the other on the ground. http://forums.bistudio.com/showthread.php?163445-Static-Weapon-assembly-issue
-
darkdruid: please disregard, it appears that it was my error. Thanks for checking it out for me :)
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
has the syntax for nearEntities changed in the last month or so? specifically, I can't get it to accept a string or array of strings as the type filter - it is expecting an object instead? (not sure if it still works on stable)
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
Opening weapons directly is a really awesome suggestion!
-
UPSMON Updated to ArmaIII
k0rd replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. Read this post: the UPSMON_MAINLOOP line change is the fix for the red dots also, you should use setMarkerAlpha to make your zone markers invisible like _upsmon_mrk setMarkerAlpha 0; -
There was a point early in the alpha where the flares were perfect and the tracers were brighter. (sorry for going off topic - I just forgot all about it until I read those two items)