Jump to content

rtek

Member
  • Content Count

    206
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by rtek

  1. Thanks, I'll try some of those out.
  2. rtek

    United States Air Force

    I"m trying to set the AC-130 to orbit an area. I've setup waypoints at about 1000m altitude, and have spaced them out enough that the plane should bank just enough for the guns to be able to sight the AO. The problem is the AI seems to be retarded. They keep wanting to either fly into the ground, or the plane decides to teeter left/right and never does what I want it to. How exactly, are we supposed to set the AC-130 to orbit an area when we call it for support?
  3. I tried that, all it said was <null> when I shot the tank.
  4. this removePrimaryWeaponItem "acc_pointer_IR"; this addPrimaryWeaponItem "acc_flashlight"; this enablegunlights "forceOn"; I use this in the init of each enemy AI I put down, at least the ones I want to be using a flashlight.
  5. rtek

    Cloaking

    Oh ok cool. That works great. Figured out why the bar was showing up delayed. For some reason i had the cutRsc ["CLOAK_BAR","PLAIN"]; down at the bottom of my init.sqf with some other things above it, so I think when I did the first addaction there was a delay in the game reading down the init.sqf to that call for the bar. Moved it to just below the addaction and the bar is there ready to go, moved it back and it gets delayed.
  6. rtek

    Cloaking

    I tried it out, and it's great. I'm definitely adding that to my mission. I've run into an issue though. I moved the particle effects to before the hideObjectGlobal line so that the refract would envelope the player before he blinks out. Issue I'm having is that for some reason the progress bar shows up , and doesn't run down. The cooldown part works though, then when I recloak, the progress bar works fine. _Unit = _this select 0; _id = _this select 2; player removeAction _id; // You can change these and it'll do the rest woooo timer = 60; cooldown = 30; _source = "#particlesource" createVehiclelocal getpos player; _source setParticleCircle [0, [0.1, 0.1, 0.1]]; _source setParticleRandom [0, [0, 0.1, 1], [0.1, 0, 0.1], 0, 0.1, [0, 0, 0, 0.1], 0, 0]; _source setParticleParams [["\A3\data_f\ParticleEffects\Universal\Refract", 1, 0, 1], "", "Billboard", 1, 4, [0, 0, 0], [0, 0, 0.5], 9, 10, 7.9, 0.1, [0.6, 1, 0.9, 0.8], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0, 0.1, 0.2, 0.5, 0.1, 0.1], 0, 0, "", "", player]; _source setDropInterval 0.1; _source attachto [player,[0,0,0]]; sleep 1; _Unit hideObjectGlobal true; SystemChat "Cloak Active"; _Unit setCaptive true; [timer] spawn { disableSerialization; number = _this select 0; _Display = uiNamespace getVariable "TAG_CLOAKBAR"; _setProgress = _display displayCtrl -1; _setProgress progressSetPosition 1; _number = (1/number); BarTimer = 1; for "_i" from 0 to number do { _setProgress progressSetPosition BarTimer; BarTimer = BarTimer - (_number); sleep 1; }; }; while {!(timer == -1)} do { SystemChat format ["%1 seconds left",timer]; timer = timer -1; sleep 1; }; deleteVehicle _source; sleep 1; _Unit hideObjectGlobal false; SystemChat "Cloak Deactivated"; _Unit setCaptive false; [cooldown] spawn { disableSerialization; number = _this select 0; _Display = uiNamespace getVariable "TAG_CLOAKBAR"; _setProgress = _display displayCtrl -1; _setProgress progressSetPosition 1; _number = (1/number); BarTimer = 0; for "_i" from 0 to number do { _setProgress progressSetPosition BarTimer; BarTimer = BarTimer + (_number); sleep 1; }; }; timer = 0; while {!(timer == cooldown)} do { timer = timer +1; sleep 1; }; player addAction ["Cloak", "cloak.sqf", [], 6, false, true, "", " (uniform player) in [""U_B_Protagonist_VR"",""U_B_Soldier_VR"",""U_C_Soldier_VR"", ""U_I_Protagonist_VR"",""U_I_Soldier_VR"",""U_O_Protagonist_VR"",""U_O_Soldier_VR""] "]; playsound3d ["a3\missions_f_beta\data\sounds\firing_drills\drill_finish.wss",player,false,getPosASL _unit,1,1,100]; systemChat "Your cloak has recharged";
  7. rtek

    Cloaking

    HallyG, thats awesome!
  8. I love base building. If I have the time, I'd be more than happy to build a template. Never used MCC, but look forward to it. I've just been using the ingame 2d editor so far. I encourage the OP to try to make one yourself. Its actually a lot of fun to do.
  9. http://www.armaholic.com/forums.php?m=posts&q=21300 This would be cool to integrate with that helmet cam script. So the drone view is through the terminal, and through PiP view.
  10. rtek

    Cloaking

    Hey Racketen, thanks for posting this. I've been curious what params you used for the refract effect. the way you have it, gives it that nice enveloping effect as the player blinks out. When I first saw your video, i was search for any Arma 3 cloaking scripts. I was surprised that none were out. So I was really wanting to get that cloak going on the forums, because that's some cool looking shit. I'm going to post up your code to the original post so it's up front for people to see when they search for cloaking in Arma 3.
  11. Very cool. Thanks for sharing. I'll definitely make use of it.
  12. rtek

    Cloaking

    Can hideObjectGlobal be applied to partially work, as in like a event horizon? Say there was an AOE cloaking field, as a vehicle or player passes through the event horizon, it vanishes at the event horizon. Like the Puddle Jumper in Stargate Atlantis as it enters and exits the Stargate event horizon. http://opendayz.net/threads/release-freds-anti-zombie-frequency-emitter-aka-zombie-shield.12340/ I used to use that script for the zombie shield, and wonder if it could be modified to project a cloak barrier, then tie in the partcle effects to reach the boundary of it.
  13. rtek

    Cloaking

    Just did it, thanks. I updated the OP with the uniform addaction. I also linked a small mission I made last night if anyone wants to see it in game in a mission scenario. I put HallyG's EMP grenade script in there too, since it's a Splinter Cell type mission.
  14. rtek

    Cloaking

    oh ok, man I'm sorry, I thought the double quotes, you meant go somewhere else. My bad on that. Thanks.
  15. rtek

    Cloaking

    It has something to do with that part. If I remove that, it works as before. I've tried the double quotes thing too. {(uniform player) in [ "U_B_Protagonist_VR", "U_B_Soldier_VR", "U_C_Soldier_VR", "U_I_Protagonist_VR", "U_I_Soldier_VR", "U_O_Protagonist_VR", "U_O_Soldier_VR" ] }
  16. rtek

    Cloaking

    hint str (uniform player); player addAction ["Cloak", "cloak.sqf", [], 6, false, true, "", {(uniform player) in [ "U_B_Protagonist_VR", "U_B_Soldier_VR", "U_C_Soldier_VR", "U_I_Protagonist_VR", "U_I_Soldier_VR", "U_O_Protagonist_VR", "U_O_Soldier_VR" ] } ]; I tried that but no option yet.
  17. rtek

    Cloaking

    like this? hint str (uniform player) player addAction ["Cloak", "cloak.sqf", [], 6, false, true, "", {(uniform player) in [ "U_B_Protagonist_VR", "U_B_Soldier_VR", "U_C_Soldier_VR", "U_I_Protagonist_VR", "U_I_Soldier_VR", "U_O_Protagonist_VR", "U_O_Soldier_VR" ] } ];
  18. rtek

    Cloaking

    ok, I put it into the init.sqf as: player addAction ["Cloak", "cloak.sqf", 6, [], false, true, "", {(uniform player) in [ "U_B_Protagonist_VR", "U_B_Soldier_VR", "U_C_Soldier_VR", "U_I_Protagonist_VR", "U_I_Soldier_VR", "U_O_Protagonist_VR", "U_O_Soldier_VR" ] } ]; then I put the soldier as VR Soldier, so he already has the uniform on, ran it, and there's no option to cloak. I can only seem to get him to cloak if I put: this addaction ["cloak", "cloak.sqf", [], 6, false, true]; into the player init. even with the uniform off, he still can cloak. I even tried to put: this addAction ["Cloak", "cloak.sqf", 6, [], false, true, "", {(uniform player) in [ "U_B_Protagonist_VR", "U_B_Soldier_VR", "U_C_Soldier_VR", "U_I_Protagonist_VR", "U_I_Soldier_VR", "U_O_Protagonist_VR", "U_O_Soldier_VR" ] } ]; into the player's init, but no option would show up. Only thing I can get to work in the init.sqf is: player addaction ["cloak", "cloak.sqf", [], 6, false, true]; if I switch the [], 6, with 6, [], it won't work.
  19. rtek

    Cloaking

    If I were to put that addaction in the init.sqf, would that work? or would it have to be written differently? I tried out several different ways, but it's always saying missing [
  20. rtek

    Cloaking

    Makes sense. I'll try that. In the IF section, thats where all the cloak script would go? Also, is it possible to add the addaction to any player wearing the uniform? Like say you, the player, finds the vr suit, you put it on, and the addaction becomes available. Take it off and the option goes away. I want to later take this further into a certain object placed on ground, but want to understand the wearable cloak first. I have some ideas for its use in a persistent type server as like rare items that have great benefits, but also drawbacks. Like a item thats placed on the ground. It has the addaction on it. When active, it projects an AOE cloak. Like 15m radius. Anything that enters the field gets cloaked, but inside you can see everyone, even others inside. But anyone outside the field cannot see anyone inside. Have it include vehicles. Not aure how possible any of that is, but I think it'd be cool to make work.
  21. rtek

    Cloaking

    I updated the script a bit. Put a sleep for 3 seconds after the heateffect starts, so the effect has time to envelope the player before the player blinks out of view. then a sleep after the player reappears so the effect has time to fade out. Next I want to get that effect to look better. More centralized on the character, and to have a better animation phase in the beginning and end, so it transitions more like a veil dropping from the head down to the feet, then in reverse when coming out of cloak. I also want to have a version that makes the cloak work only if the player is wearing a specific uniform. So basically the action is available if the uniform is on the player, and not available if any other uniform is on. <----does anyone know the easiest way to add that to the cloak.sqf script? "U_B_Protagonist_VR" and "U_B_Soldier_VR" and "U_C_Soldier_VR" "U_I_Protagonist_VR" "U_I_Soldier_VR" "U_O_Protagonist_VR" and "U_O_Soldier_VR" are the uniforms I want to set to be able to cloak with. Could it be done like this:??? //check on player _cloakArray = []; _uniform = position player nearObjects ["U_B_Protagonist_VR", 1]; _cloakArray = _cloakArray + _uniform; private ["_uniform","_uniformPos"]; if (count _cloakArray > 0) then { _uniform = _cloakArray select 0; _cloakPos = position _uniform; } else { _cloakPos = position player; };
  22. rtek

    EMP Grenade

    Here's some more lights to add to the list "Lamps_Base_F", "Land_LampAirport_F", "Land_LampSolar_F", "Land_LampStreet_F", "Land_LampStreet_small_F", "PowerLines_base_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_PowerPoleWooden_L_F", "Land_NavigLight", "Land_runway_edgelight", "Land_runway_edgelight_blue_F", "Land_Flush_Light_green_F", "Land_Flush_Light_red_F", "Land_Flush_Light_yellow_F", "Land_Runway_PAPI", "Land_Runway_PAPI_2", "Land_Runway_PAPI_3", "Land_Runway_PAPI_4", "Land_fs_roof_F", // Fuel station roof lights "Land_fs_sign_F"]; Although all the base ones you have should cover them all. Just got home, can't wait to try out your script. ---------- Post added at 23:42 ---------- Previous post was at 23:09 ---------- Just tried it, works great. How can you set it so that it only lasts for a set amount of time? Like 90 seconds effective then the lights come back on? Nevermind, figured it out. _AOE = _this select 0; _Lights = nearestObjects [_AOE , ["Lamps_Base_F", "PowerLines_base_F","PowerLines_Small_base_F","PowerLines_Wires_base_F","Land_PowerPoleWooden_F"], 150]; _DamageOFF = 0.95; _DamageON = 0.00; _Vehicles = nearestObjects [(getpos _AOE), ["Car"], 150]; _CountLights = count _Lights; (_Lights select 0) say3D "electricity_loop"; sleep (floor(random 3) +2); for "_i" from 0 to _CountLights do { if (getDammage (_Lights select _i) < 0.90) then { (_Lights select _i) setDamage _DamageOFF; sleep 0.1; (_Lights select _i) setDamage _DamageON; sleep 0.1; (_Lights select _i) setDamage _DamageOFF; sleep 0.1; }; }; { if (isEngineOn _x) then {_x setHit ["motor", 1]} } foreach _Vehicles; Sleep 120; _CountLights = count _Lights; (_Lights select 0) say3D "electricity_loop"; sleep (floor(random 3) +2); for "_i" from 0 to _CountLights do { if (getDammage (_Lights select _i) > 0.90) then { (_Lights select _i) setDamage _DamageON; sleep 0.1; (_Lights select _i) setDamage _DamageOFF; sleep 0.1; (_Lights select _i) setDamage _DamageON; sleep 0.1; }; }; { if (isEngineOn _x) then {_x setHit ["motor", 1]} } foreach _Vehicles; I just reversed the script to stop EMP after 120 seconds. Works great. I also added that electric sound to when the EMP stops working. I'd like to delete the IR strobe once it quits working, or at least disable the pulse of the IR to go along with the feel of it. Not sure how to do that though.
  23. rtek

    Cloaking

    Oh yeah that's right. I'll change that up right now. Thanks. ---------- Post added at 18:58 ---------- Previous post was at 18:53 ---------- I updated the script at the top of this thread with hideObjectGlobal. I also added a SystemChat message to let the player know when he can reuse the cloak again.
  24. rtek

    Cloaking

    Yeah that works perfect. Thanks.
×