Alias001
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Everything posted by Alias001
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I'm making an old fashioned "blow up the weapons cache" style mission and I've got something like 20 crates the players can blow up but every time you go near one of the boxes, it offers to let you mooch through and see if there's anything you want to steal which feels like bad security if nothing else. I can remove the stuff that's in the crates but it's a less than ideal solution since it'd feel like you were blowing up empty boxes. Is there any way to remove the option of seeing the inventory at all essentially making them nothing but static objects (which can still be destroyed)?
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Hey all I'm trying to figure out how to close all the doors in a town (agia marina if it matters) but I can't seem to get things working. I found the following script which is supposed to close all the doors in a certain area that was made for operation arrowhead that I've tried to adapt: I named the trigger that I'm using to execute the script 'doorcloser' and added a hint popup to the script to make sure the script itself started and it shows up ok but nothing else happens, no error but also no closed doors. I presume they've changed things since OA and the script won't work anymore (that or I'm really misunderstanding how it works). Does anyone know how to accomplish this in Arma3? It removes a little tension from building clearance if you know in advance that there's a guy in there since he didn't close the door when he went in, its like he was born in a barn!
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Arma 3 Zeus - Gameplay Reveal Livestream - Submit your questions!
Alias001 replied to royaltyinexile's topic in ARMA 3 - NEWS
By the look of the video, the Zeus player also has a physical presence on the field. This raises several questions: -Is that just for presentation purposes in this video or actually how it plays? -What happens if they get shot while in the Zeus interface? -Is there more than one Zeus player available per mission and if not what happens when Zeus dies? -Is it possible for the Zeus player to NOT have a physical presence and simply be a game master? -What's the yellow bar at the top? Is it a progress meter or something akin to a points value system like in Warhammer 40000 to keep the size of the forces under some measure of control? -Am I correct in thinking that mods will be supported seamlessly? IE: If you open a menu to insert a car it'll show BIS made cars and modded ones with no need to do any additional work to make them Zeus compatible (Or Zeuspatible if you prefer)? -Is there any chance that elements of Zeus will be integrated into the editor UI? Actual 3D editing would be a very welcome addition and cut down on a dramatic amount of time wasted in exact positioning of units.- 55 replies
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End mission with all opfor dead?
Alias001 replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I suppose the cheap & clumsy way (IE: The way I usually do things because I'm a lazy sod) would be to have a trigger for opfor not present and on activation have something like "opforalldead = true", make a similar one for the AAF & then a third to fire with the condition opforalldead && aafalldead and have that work as the end trigger -
Spitfirefrench, could you perhaps put the respawn marker on land and then script any respawning unit to teleport to an invisible helipad on the carrier as soon as they respawn?
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Player dependent triggers & dropouts
Alias001 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to design an end mission trigger which is supposed to fire when all player units are back at their base. At the moment I'm using the code: "({_x in thisList} count [Pl1,Pl2,Pl3,Pl4,Pl5]) == 5" which does seem to work but I'm concerned about what would happen if, for example, pl4 were to drop out. As I understand the game, it'd react in a very literal way to the trigger and wait for pl4 for eternity and never end the mission. It seems that the most efficient solution is to have it detect blufor to establish when any of them is in the area, run a check to get the total number of currently connected players and then fire the trigger when the number of players within the trigger area equals the number of connected players but I'm not sure what syntax I'd need to use. Could anyone help me out? -
I've just found a new way the changing of object IDs annoy me, hooray! In order to simulate previous damage and/or start buildings as destroyed, I've been using the trick of grouping a trigger with the code "thislist select 0 setdamage 1". It works perfectly until the object IDs update and then a bush 3/4 of the way across altis is suddenly a lot less healthy, the editor complains about invalid links and I spend the next 5 minutes relinking triggers and running through the swearier portions of my vocabulary.
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Ahhh that makes sense out of that enormous number block I found then, I'm looking forward to playing around with that unitcapture thing, thanks!
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Does anyone happen to know what PBOs I'd need to extract to have a look at the Survive campaign content? I'm curious to see how they've done certain things in the editor but I can't seem to see any PBO that looks like the right one
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Disabling an object's inventory
Alias001 replied to Alias001's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I'd make that an .sqf and put it in the init of all the units I want to not allow inventory actions for? I'll give that a go in the morning, cheers mate. The weird thing is that the latest patch seems to have changed enablesimulation false to block people from interacting with the inventory contents (unless it was something weird I did in the mission I was making) but still displays whats in it, kind of like letting you look at shiny things through the windows of a shop that will never open... -
Disabling an object's inventory
Alias001 replied to Alias001's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm, by the look of the descriptions of the put & take eventhandlers, they appear to only fire when the unit actually alters the inventory of the object. Assuming closedialog 602 is closing the inventory, wouldn't that let someone pick up a medkit or whatever but then immediately & automatically close the inventory after it was done? -
Ahh that makes sense, cheers mate.
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Hmm, it's only 6mb or so but I guess all the rest of the data is pulled from the rest of the game resources. I look forward to having a look at how they did the helo movement in the intro. Cheers.
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Do downed players count as dead for scripting purposes? For example I want a mission to end if everyone is down and the simplest way I can think of is to do a trigger with !alive player1 && !alive player 2 etc but that obviously won't work if they're not considered dead
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Can someone please help me fix my stupid addaction?
Alias001 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a mission where the players have to steal some info from a computer in an enemy base and I want to have the computer itself be interactive. I've made MOST of a successful addaction that almost does what I want but my lack of experience and sleep is really starting to tell. The computer is called Intellappy, in a trigger that fires (and definitely works) at the start of the mission I've got the following code: intellappy addAction ["<t color=""#F6FF00""> Retrieve Intel",{PLAYER playmove "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon"; a disableAI "ANIM"; intelgathered = true;}, [], -1, false, true, "", "intellappy distance _target < 1.5"]; That works beautifully, you walk up to the computer, the addaction shows up in pretty yellow, you select it, it plays the picking stuff up animation and ticks off the intelgathered variable. The problem I'm having is that I only want it to be used once to remove any chance of confusing people if the option is still there. I thought in the trigger condition I'd just be able to say "not intelgathered", "not(intelgathered)", "!intelgathered" or "intelgathered = false" but those just broke the addaction entirely. I thought I'd come at it from the other angle and tried making a new variable called intelneeded and had the addaction trigger conditional on that and it NEARLY worked, I made a new trigger to automatically fire at mission start to set intelneeded to true, I set the addaction trigger to repeatedly check for the condition of intelneeded and inside the addaction I changed from "intelgathered = true" to "intelneeded = false". I put in a hint to verify that the addaction was definitely doing something and that worked okay but for some reason it's just not working right. I know there's a simple thing I've overlooked somewhere but its a bit after midnight and my brain isn't quite working right anymore. Does Arma do testing for false conditions in some weird way that might be tripping me up? Also, how on earth do you get the name of the unit that performs an action? I just can't get the right search terms for it, I'd hate to have one player use the addaction and another player get the animation, sure it'd be funny but only the first few times and even then only if its not happening to me. I assumed it was the _target part of the addaction but that at least didn't seem to work when playing the animation. I have a feeling that's because the animation command is inside the little code block for the addaction and doesn't know what _target is. How would I pass this to the addaction? I should add that since its so staggeringly basic, I'm trying to avoid needing a script for it -
Can someone please help me fix my stupid addaction?
Alias001 replied to Alias001's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay thanks for the help, I've decided I might as well go for the scripting route, I was only really avoiding it because I understand it even less than regular arma coding but I suppose I should learn if I want to be even halfway good at this whole mission making game. I've got the intelgathered = false & actionID = intellappy addAction...etc in the init.sqf, created the laptop.sqf and the addaction appears on the laptop itself but still doesn't seem to function. I put a hint in the script to see if it was firing and it doesn't show up, I assume hints should since they're a handy debugging tool. I decided to change the action from playing the animation to killing the player just because I know that command off by heart (which probably says a lot about me) but I didn't die when using the action which would imply to me that the script isn't working at all. Aha, I just had an idea to put the hint at the first line of the script (instead of just after the _laptop _caller _id part) and then it DID show up, that would mean the script is falling over somewhere in the first 3 lines wouldn't it? If I'm reading it right, _laptop would be a variable that gets the object name of whatever the addaction is pointing to, similarly with _caller, is that correct? Based on my relatively limited programming experience I'd guess that those variables aren't being populated correctly, in the actionID part, I removed what looked like an extraneous " after the 1.5, was there perhaps one missing rather than one too many? HOLY CRAP! I just noticed the lack of semicolons after the first 3 lines and thought it was the last piece of the puzzle but sadly not, the hint now works after the first 3 lines so it's not bombing out but its still not playing the animation on the player. Then just to test if it was at least setting the variable, I set up a trigger to fire with a hint if it did and that worked, then the rest of the script seemed to work exactly as I want. No idea why but I'll take it, thank you, you're a Pac Prince among Pac Men! -
I'm not exactly an advanced builder/scripter but I am a regular complainer about the issue on twitter so I'm rather glad it's being addressed. I've been using the object IDs with setpos to establish static garrison positions in buildings without having to give the units walk waypoints and have them betray their position in the building by leaving the door open. What would solve the problem for me would be a new type of waypoint, Teleport. You could place a unit on the map, give them a teleport waypoint locked to the building and you can instantly drop them into whatever building position you want (incidentally, those need to be named, 'position #12' is a lot less useful than 'top floor rear balcony' would be). I can also imagine it being really handy for setting up ambushes or other scripted events where you don't want to risk the players accidently stumbling across the units ahead of time Actually what would really solve the problem for me would be a full 3D editor akin to the MCC Sandbox mod but that's somewhat out of scope for this thread.
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Firstly I should say I've seen the numerous youtube videos on this exact subject but they are all brute force approaches that just dump in everything that doesn't immediately conflict with arma3 (even though it spits out errors even before the game loads). What I'm hoping to be able to do is import JUST the maps and nothing else, I don't want weapons, vehicles or infantry, just the terrain (as well as its default trees/buildings etc). Is this actually possible at present? If so, could someone please tell me which PBOs I need to copy over from the prior games
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How do you have a helicopter drop off troops while under fire?
Alias001 replied to diablo109's topic in ARMA 3 - QUESTIONS & ANSWERS
In the init field for the ghosthawk (or the pilot if he starts out of the vehicle), try putting in "this allowfleeing 0", that's managed to get choppers to land under fire for me -
Okay, I finally managed to get a screenshot of the error I was getting with your revive script, the exact text is: No entry 'bin\config.bin/CfgWeapons.'. Is it possible it's just a typo causing this? I haven't seen too many instances where its okay to have both \ and / in the same line. Could it possibly be the . at the end of the line? It sounds too simple to have been missed but then I once lost a week of work debugging a program when I used an upper case O instead of a 0
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I hope you don't mind yet another suggestion Giallustio but would it be possible for the script to track how long people have been down over the entire mission? I was thinking it might be a cool addition if each player gets a limited amount of time they can be down for the entire mission rather than per injury. For example, imagine a scenario where player 1 gets shot, the script starts the default 600s countdown, player 2 comes along & revives player 1 after 100 seconds. As I understand it in the current version, the next time player 1 gets shot, he'll have 600 seconds again. What I was thinking would be cool is if player 1 gets 600 seconds of down time for the entire mission and if it takes 100 seconds to revive him, the next time he goes down he only has 500 seconds before bleeding out, if the next time he's shot it takes 200 seconds for someone to get to him, he'll only have 300 seconds left and so on. I think that could put a bit more pressure on players if they have to be careful to not let friends stay down too long
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The injured player definitely didn't have a first aid kit on him, Since I was playing the medic I thought maybe they could do some sort of revive without first aid so I made sure we'd both dropped all of our kits and the regular rifleman could revive me without a first aid kit as well.
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Okay, I just had a go at the updated version, it now works really well & will be in every mission I make from now on, top stuff mate! There were a few small issues though: -On first death, each player got an error, I didn't get in quick enough for a screenshot but I'm pretty sure its "No entry in \weaponconfig.cfg". I didn't seem to lose any gear or anything, just had the error come up. -In the sample mission's =BTC=_revive_init.sqf, the option BTC_need_first_aid is set to 1 but I was able to revive without a first aid kit or medkit, just to make extra sure I didn't have one I actually got naked (well my character did) & was still able to do the revive -I assume this is intended but it seems that players who are down are immortal, to the point where even an AT round at their head doesn't seem to have any effect. Would it be possible for extra damage on downed players to speed up the counter before they bleed out? For example, for every bit of damage they take that would normally be fatal it could knock 60s off the time they have before dying
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Yeah having a look through the description showed it had a 4 second delay which would be about right. I might just use the script for the moment and tell people they can just deal with a brief bit of skydiving or stay dead. Thanks
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Okay, the RC1 definitely worked a lot better but I am getting a few issues I've seen mentioned earlier Once a character dies, it takes 3-5 seconds before they can be revived (I think that one is intentional by the look of the script). From the perspective of the character who's alive, the downed guy looks dead for that 3-5 seconds but then instead of rolling over into the wounded animation as I've seen in videos, they drop into the skydiving animation. From the perspective of the wounded character, after the black screen they seem to start the rolling over wounded animation but their leg just twitches and resets. The same animation plays during the dragging action, looks funny I have to admit, feels like you're pulling a man shaped hovercraft. The healing works well (though I wasn't losing first aid kits, do the medics use the medkit for free?) but once the healing is finished, the character drops back into the skydive animation for about a second and then rolls back into the prone position, occasionally pulling out their pistol. I also got a weapon.cfg error message the first time I died, could that be the cause of the pistol issue? Definite progress though!