Jump to content

snakeplissken

Member
  • Content Count

    147
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

88 Excellent

1 Follower

About snakeplissken

  • Rank
    Sergeant

Profile Information

  • Gender
    Male
  • Location
    Huezil

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The reason for not using the trigger presence detection option is that it activates as soon as AI looks at you, where the trigger activates even if you eliminate AI before it reacts by firing your weapon. Therefore, if this AI is isolated at a location on the map a bit away from other AI, and just by spotting the invaders, the trigger this activating without the AI firing its weapon, the immersion of the real logic will disappear, because if you eliminate a enemy before he shoots, there will be no way for enemy on the other side of the map to know that they are being attacked. So, wanting to get a little realism, I wanted the presence of the invaders to be alarmed only when one of the AI fires his weapon, because in real logic, the noise of the firing will alert others that they are being attacked. But I can finally do it the way I am looking for. What I did was use another event handler that removes the first handler that activates after firing the weapon. Shortly thereafter it releases a public variable that is recognized inside the trigger condition, which triggers the mission failure module. *inside the init.sqf file if you want the mission start to fail if the enemy shoots you ///Creation of the name variable "Alert" as "False" that will be used to activate the trigger when it becomes "True" /// alert = false; ///Command that recognizes the firing of a weapon from some AI on the side "Independent", then removes the handler, and turns the variable named "Alert" to true, which will trigger the trigger in the editor. /// { if ((side _x isEqualTo independent)) then { _x addEventHandler ["firedMan", { _unit = param [0, objNull]; if ((isNull _unit)) exitWith {}; hintSilent "Você foi descoberto imbecil!"; { if ((side _x isEqualTo independent)) then { _x removeEventHandler ["firedMan", 0]; }; } forEach allUnits; alert = true; publicVariable "alert"; alert remoteExec ["true"]; }]; }; } forEach allUnits; If I use all of the above within the INIT file, it will already be recognized at the beginning of the mission, so that would be for the mission's first purpose. If I want to use this for another purpose, I simply execute the second command within the activation of a trigger, or call that command from within an SQF file. To remove the activation of this handler, I just use the command lines below. { if ((side _x isEqualTo independent)) then { _x removeEventHandler ["firedMan", 0]; }; } forEach allUnits; From which I can also use this command within Trigger Activation, or called from an SQF file. After that the side independent can fire their weapons that the mission will no longer fail. Anyway, thank you so much for trying to help me in finding the solution to my question.
  2. I ask you to help him create a trigger with the above action, which I even found a few lines of script here in the forum that recognizes this. The command line I found was the one below which I set a trigger condition. *script inside Trigger in COND { if ((side _x isEqualTo independent)) then { _x addEventHandler ["firedMan", { _unit = param [0, objNull]; if ((isNull _unit)) exitWith {}; hintSilent "The enemy knows he is being attacked!"; }]; }; } forEach allUnits; ¹ Even if I delete the trigger above the command still recognizes the enemy firing. The problem now is that I can't disable this function, even if I delete the trigger that has this command, and since I can't disable this event handler, every shot an AI fires, the command within its line repeats. So if anyone knows how I disable this or some other command that I can use where it is activated when one side fires a weapon and that command is canceled shortly thereafter, I would be very grateful. ² I tried to use the event handler that cancels the command, but the game throws error while executing these command below. { if ((side _x isEqualTo independent)) then { _x removeAllEventHandlers ["firedMan", { _unit = param [0, objNull]; if ((isNull _unit)) exitWith {}; }]; }; } forEach allUnits; I am quite layman in script and English is not my default language, so always having to find on my own the script or command that I seek with the help of Google translator, but if I can't find what I'm looking for, or can't put it to work the way I hope, I come here in the forum to ask your help. ** I'm doing a mission from which a team will infiltrate the illegal weapons negotiation site, so if someone on the enemy side sees the invaders and starts firing, the trigger is triggered and the mission fails. But if the invading side (the players) reaches the marked location (at the top of the building) for the attack at the scheduled time, the above command will be canceled, so if the enemies start firing the mission will no longer fail. In short, all I'm looking for is a condition that activates when any enemy side soldier fires his weapon, and another command that cancels that first condition.
  3. snakeplissken

    SCRIPT Cruise missile

    Forgive me for my difficulty understanding how to do it, but if possible, would you be able to post a link from a demo mission?
  4. snakeplissken

    Contact Expansion Asset Feedback

    Both domes have this bug for a long time, I opened a tickets reporting this. > https://feedback.bistudio.com/T142765
  5. snakeplissken

    Contact Expansion Asset Feedback

    It's sad when an admirer of a game knows that the developers of the game know how to add a new feature, but the developers say it will not do this because there are people in the community who know how to create such a feature with script. So buck admirer of the game will depend on someone to create and make available such a resource that the developer himself could have done. But nobody will know the day that this good boy will create the script with the feature and where the script will be available, since if someone asks the Mod topic when it will be ready, you will receive a moderation warning that you should not ask about it, because that feature is ready when the creator of the mod decides when it will be ready. Many times the person only wants to use a feature that the game developers could have added, so to have only this feature, he needs to download a 500MB Mod or more to use only this feature, when this could be solved with 30MB if Dev had added it to the game. What I mean is, BI could add a module that has some effect on the health of the character because it is not equipped with CBRN equipment, and not expect that to be done by someone in the community.
  6. snakeplissken

    Contact Expansion Asset Feedback

    Key "Q" and "E" it goes up and down the arm, and key "PagUp" and "PagDwn" it extends forward and returns the arm. @reyhard, You are correct, my lack of attention in realizing it.
  7. snakeplissken

    Contact Expansion Asset Feedback

    1º Bug, Shower noise only begins when the character moves 1m or more. And for noise to stop, you also have to move. 2º Bug, light icon The icon does not work if you use the action menu (mouse scroll). Only by using the "L" key on the keyboard does the icon work. 3º Bug, Part of the pistols out of the holster last bug, Unbreakable glass
  8. snakeplissken

    Contact Expansion Asset Feedback

    Well we could have some laboratory equipment like a microscope, some glass jars, syringes, precision scale, hospital bed, a large white table and some cryogenic chamber. That would give a universe of possibilities in the creation of the mission. And some internal walls of the laboratory, where half is glass, so we can split a shed each internal sector. From here I only wanted these cryogenic chambers
  9. snakeplissken

    Contact Expansion Feedback

    If you still have time and it is not laborious, you could create some laboratory equipment like a microscope, some glass jars, syringes, precision scale, hospital bed, a large white table and some cryogenic chamber. That would give a universe of possibilities in the creation of the mission. And some internal walls of the laboratory, where half is glass, so we can divide each internal sector.
  10. snakeplissken

    Contact Expansion Asset Feedback

    Sorry, mate, I quoted your message because I thought I had some questions about the subject. English is not my language, so I use the Chrome browser to translate the forum so I can read, often this translation is mistakenly made to the real meaning of the post and I end up posting something meaningless. I use the Google translator to ask and write in the forum, and this can also contribute to a post without much sense. Excuse me. Backing to topic ... ... I know that this is not part of the DLC Contact, but if it is easy to fix, I would appreciate it if this gun bug in the holster were corrected, I know this only affects the visual aspect, since they (dev) are working on new weapons and their visualization in the character. This is exists since the Alpha version of the game, is that the pistol is not visible in the holster.
  11. snakeplissken

    Contact Expansion Asset Feedback

    When you put a gun on the ground using the Eden editor, the weapon will have a magazine with it, but this magazine will not be visible on the ground or on the weapon itself. But once you drop the same weapon that was on the ground again, the magazine will be visible on the weapon. I do not remember which game update happened (remove magazine from the gun), this is an old SS that I took out of a scenario create for myself, I realize that the SPAR-16 I put in the editor is he is with his magazine embedded in the weapon, if I do this today, the weapon will appear without the magazine attached to the weapon.
  12. snakeplissken

    Contact Expansion Asset Feedback

    I do not know if it was already asked and explained the reason, but why the rifles placed on the ground does not show the magazines anymore? Since when you take the gun to the ground there is a magazine with it, and after you drop the weapon again, the magazine will be visible on the weapon.
  13. snakeplissken

    Contact Expansion Asset Feedback

    Shower does not move when actinonar again and also does not possess the noise of the water squirt. Another bug is the lack of textures of oxygen cylinders.
  14. snakeplissken

    Contact Expansion Asset Feedback

    @reyhard thanks for the shower command. And as for the version I'm using, I'm using the "GameUpdater" program from "ArmA 3 Tools" to have both versions on my PC, the stable and the Devbranch version. Only I have not updated to the latest devbranch, as I will do this when more physical resources (weapons) are added.😁
  15. snakeplissken

    Contact Expansion Asset Feedback

    Is there any command that recognizes when sprinklers are triggered? I'd like to trigger a trigger when it's turned on. @OnTopic Decon Shower has its structures a little transparent.
×