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About snakeplissken

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  1. snakeplissken

    Say3D dont work (trigger, waypoint, Init)

    Thank you very much colleague! Worked perfectly.
  2. This edition of the editor from which I used the commands inside the triggers and waypoint is old, which was created in August 2020. So these days I went to work on it again, but when trying to use the command "say3D", in all the places I tried to use (trigger and waypoint) and even in the Init inside the object, the game accuses an error. Not even on an object (since it was created in August 2020) from which the command works within it, if I try to modify any character such as the name of the object or even the class name of another audio file, the game has the same mistake. I haven't tried it yet, but I think that just using an SQF file being executed by ExecVM, will make the command work and the object play the audio, since through the Console window the command seems to work normally. Does anyone know if this is really broken or has a new way of using say3D inside the "Trigger" and "Waypoint" and in the "Init" inside the object? My English is 100% Google Translate. Forgive me for any mistakes.
  3. My friend, I'm sorry for the delay in returning with your help. it was really my mistake about the name, in fact the object's class name is "FlashDisk", but reading the topic today and reading the other answer, thanks to you to solve my doubt. I appreciate your willingness to help, thank you and peace, health and lots of money in your pocket for you. My friend, I'm sorry for the delay in returning with your help. But I want to thank you because the command you posted worked very well. Lots of peace, health and paid bills for you.
  4. Hello guys! I am stuck in a problem that can even be easy to solve but I am not finding your solution. I even looked for the forum search if there was something similar but I found nothing. What I look for and activate the trigger after I place a "Flashdrive" object from the game into a vehicle's inventory. I've tried many commands like "Flashdrive" in SUV; "Flashdrive" in Itemcargo SUV; "Flashdrive" in (items SUV + assignedItems SUV); HasWeapon SUV "Flashdrive"; [SUV, "Flashdrive"] call BIS_fnc_hasItem; All of the above command does not work. So if anyone knows a condition that recognizes this, I will be very grateful.
  5. snakeplissken

    Spectating without Spoiling

    *Forgive me if I get it wrong, as English is not my native language and I use the web translator to communicate. A few weeks ago I was looking for and helping a colleague how to make Spectator Mode work when the player die, and that the camera was not allowed to move freely around the map, but only remained in view of the player still alive in the game. So with help right here in the forum with questions and discoveries testing combinations of command line we got where we wanted, which in my opinion is more or less what you are looking for. To start the spectator mode we use a command which is to start in the "onPlayerKilled.sqf" file, and to end the spectator we use another command inside the "onPlayerRespawn.sqf" file. Inside in file ""onPlayerKilled.sqf" /// command line to save the loadout _player = _this select 0; [_player, [_player, "SavedInventory"]] call BIS_fnc_saveInventory; /// start spectator mode ["Initialize", [player, [], false, false, true, false, true, false, false, true]] call BIS_fnc_EGSpectator; Inside in file ""onPlayerKilled.sqf" /// Command line that retrieves the last loadout saved in "BIS_fnc_saveInventory" that the character carried when he died _player = _this select 0; [_player, [_player, "SavedInventory"]] call BIS_fnc_loadInventory; /// Stop Espectator Mode ["Terminate"] call BIS_fnc_EGSpectator; To end the mission if the Tickets run out and everyone is dead, I used a condition inside a trigger. COND [player,nil,true] call BIS_fnc_respawnTickets == 0 && {alive _x} count allPlayers isEqualTo 0; On Actv ["End1",false, true] remoteExecCall ["BIS_fnc_endMission"] From which this above expects the tickets to be reset and all players dead, for which this is true he executes the command that ends the mission. Here is the test mission we tested to get to where we wanted. > https://1drv.ms/u/s!AvZrCEHeJxl_mtJztTLIJUNZZ-2htQ?e=LXrkf8 I hope this helps you in something.
  6. Forgive me if I get it wrong, as English is not my native language and I use the web translator to communicate. If you are looking for a condition that checks whether the player has an item in his inventory, you can use the "BIS_fnc_hasItem" function, from which he verifies that the assigned item is with the character. [player, "SatchelCharge_Remote_Mag"] call BIS_fnc_hasItem; https://community.bistudio.com/wiki/BIS_fnc_hasItem
  7. canMove https://community.bistudio.com/wiki/canMove The controller checks whether the vehicle can move, so if the engine is broken, tires are flat, the track is damaged, the controller will return as true. Then just use the command next to the vehicle name within the trigger condition. canMove tank1; If the tank is unable to move, the trigger will ativated. * To recognize that the vehicle has returned to the condition of moving, just use the exclamation sign for the command to recognize the opposite. !(canMove tank1;)
  8. snakeplissken

    Spawning in AI units with Trigger

    You can do this by placing the two tanks with the waypoint from which they will meet. So you leave the two tanks hidden during your mission, and only at the end of the mission do you make them visible again. Within the Init of each tank you put this hideObjectGlobal true; And to make it visible again, use another trigger with the command NAMETANK1 hideObjectGlobal false; NAMETANK1 hideObjectGlobal false; Wiki "hideObjectGlobal" > https://community.bistudio.com/wiki/hideObjectGlobal
  9. If the command will interact on two aircraft, then you can use the command below. Enter the name of your vehicle and at the end, the height value that will be the limit. In COND of trigger getPos NEMEVEHICLE select 2 < 300; // Here the maximum height is 300m, above that height the command is active You can create two triggers and put them in repeat mode. In a trigger you make it send the message determined the time for the driver to decrease the altitude. And on the other trigger you limit the time for counting the trigger's permanence, and place the punishment.
  10. snakeplissken

    Help! Waypoint group is missing.

    Colleague, thank you very much! I tested it with the first two tips and it works perfectly. Now I can add another tutorial video to my the channel, from which I teach beginners in the ArmA 3 world to create their missions.
  11. snakeplissken

    Help! Waypoint group is missing.

    Thank you very much for your help, but I have another question here if you can help me with it too. I'm using another command (script below) that adds the driver to the vehicle. Could you tell me if there is any way to add a group to the character for be called on the waypoint lines? private _veh = createVehicle ["O_Plane_CAS_02_dynamicLoadout_F", getMarkerPos "mk1" ,[],0,"FLY"]; [ _veh, [ ["B_Fighter_Pilot_F","driver"] ] ] call BIS_fnc_initVehicleCrew; I ask about this other command, because with it I can add a character from another faction to drive the vehicle, since the command "createVehicleCrew _veh;" adds the crew of the SAME faction belonging to the vehicle.
  12. snakeplissken

    Help! Waypoint group is missing.

    Thank you very, very much! I spent three days trying to solve this alone and another day and a half looking for answers on Google and Youtube, until I decided to ask here, and thanks to your help I will be able to sleep more peacefully today.
  13. Hello, I'm finding it difficult to add waypoint on a manned aircraft, from which that aircraft will follow the waypoint to perform some actions. What I was able to do was generate the vehicle with the custom armament; Put a name for this vehicle to be used by other commands like, _x setDamage. What I'm not getting is to give a group name to this aircraft and its crew member, because I know that to execute a waypoint by script, it is necessary to have the group name of the character. Here below are the lines inside an SQF file, where it has the command to spawn the aircraft and below the lines to create the waypoints. if (!isServer) exitWith {}; /// spawn vehicle private _grp = creategroup EAST; private _veh = createVehicle ["O_Plane_CAS_02_dynamicLoadout_F", getMarkerPos "mk1" ,[],0,"FLY"]; createVehicleCrew _veh; /// adding the crew member to the vehicle /// adding vehicle name _veh setVehicleVarName "jet1"; missionNamespace setVariable ["jet1", _veh, true]; //// adding custom weaponry private _pylons = ["PylonRack_1Rnd_Missile_AA_03_F","PylonRack_1Rnd_Missile_AGM_01_F","PylonRack_4Rnd_LG_scalpel","PylonMissile_1Rnd_Bomb_03_F","PylonMissile_1Rnd_Bomb_03_F","PylonMissile_1Rnd_Bomb_03_F","PylonMissile_1Rnd_Bomb_03_F","PylonRack_4Rnd_LG_scalpel","PylonRack_1Rnd_Missile_AGM_01_F","PylonRack_1Rnd_Missile_AA_03_F"] ; private _pylonPaths = (configProperties [configFile >> "CfgVehicles" >> typeOf _veh >> "Components" >> "TransportPylonsComponent" >> "Pylons", "isClass _x"]) apply {getArray (_x >> "turret")}; { _veh removeWeaponGlobal getText (configFile >> "CfgMagazines" >> _x >> "pylonWeapon") } forEach getPylonMagazines _veh; { _veh setPylonLoadout [_forEachIndex + 1, _x, true, _pylonPaths select _forEachIndex] } forEach _pylons; //// create waypoint private _waypoint0 = _grp addwaypoint[(getmarkerpos "Mk1"),0]; _waypoint0 setwaypointtype "Move"; _waypoint0 setWaypointStatements ["true", "this flyInHeight 300; hint 'Subindo para 300m'; this setBehaviour 'CARELESS'"]; // Executa um comando ao concluir o waypoint private _waypoint1 = _grp addwaypoint[(getmarkerpos "Mk2"),0]; _waypoint1 setwaypointtype "Move"; _waypoint1 setWaypointStatements ["true", "this flyInHeight 500; hint 'Subindo para 500m'"]; private _waypoint2 = _grp addwaypoint[(getmarkerpos "Mk3"),0]; _waypoint2 setwaypointtype "move"; _waypoint2 setWaypointStatements ["true", "this doTarget alvo; this doFire alvo"]; _waypoint2 setWaypointType "DESTROY"; private _waypoint3 = _grp addwaypoint[(getmarkerpos "Mk1"),0]; _waypoint3 setwaypointtype "move"; _waypoint3 setWaypointStatements ["true", "this land 'land'"]; [_grp, 1] setWaypointBehaviour "CARELESS"; [_grp, 1] setWaypointCombatMode "BLUE"; If anyone can tell me how to give a group name for the waypoint to work, I will be very grateful. * English is not my default language, so I use the Google translation to post here on the forum, if you find an error in the writing, forgive me.
  14. snakeplissken

    Arma 1 & 2

    Some commands (keyboard and mouse) remain the same, but the character's movement has changed a lot, so it is likely to be quite strange at first, which you will miss some functions in both the movement and the weaponry you carry.