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bennettonn

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Posts posted by bennettonn


  1. 39 minutes ago, Grumpy Old Man said:

    Not sure I get what you want, but if you want to reference something from inside an addAction it goes like this:

    
    someObject addAction ["take topsecret",{
    
    params ["_actionObject","_actionActivator","_actionID"];
    
    deleteVehicle _actionObject;
    hint "you take the topsecret";
    _actionActivator switchMove "AmovPercMstpSnonWnonDnon_exerciseKata";
    
    }

     

    Cheers

    They are in the total of 5 units that can get the topsecret, but when the topsecret is caught I want to detect who takes the topscrete and I want the animation to happen only on the unit who take the topsecret


  2. I am doing a scripting in which the unit that activates it will make an animation it is simple just for a test, what I want to know is how do I make the unit that activate this script make an animation after activating it? The script is like this: it has an object with the code of addaction with the name of "take topsecret" then it will execute the sqf file it is written like this: deletevehicle topsecret; Hint "you take the topsecret"; But in the middle of that I want whoever activated the "take topsecret" command to do an animation, how can I do that?


  3. Hi guys :)  little hand here ^_^

     

    is there any way to use the condition command "!alive" for a group ?, for example I have 5 unit in a group called foxtrot I want to the command active when all the units associated with the foxtrot group are dead if there a way to do this, please let me know and thanks


  4. Apply a killed EH for all units in a radius;

    When AI is killed, spawn an invisible object that resembles the form of a dead body;

    Check every AI's that is < 100 close to that object knowsAbout about that invisible object;

    return knowsAbout;

    change AI's behavior: new waypoints, etc. A run for alarm or a radio message for others to get it;

    profit.

    Attach the invisible object to dead bodie's position so if the players drags the body it transits too.

    Why such workaround? Because dead bodies are not considered game entities in Arma. For performance, maybe. Or just laziness.

    Inlesco

    the code "distance" work at the beginning but then I realized it would be impossible to use the distance command on a trigger I made this code

    leader distance dead < 15 AND !alive dead;
    

    I forgot to mention the beginning of the post, I am a big noob I have very little knowledge on the issue arma with this code I did you perceive that I do not work for a mission with several AI, I really want to evolve, you have a tutorial somewhere where I can learn how to use event handler, or even if you have time to make the code you mentioned, any help from others who see this post is welcome.


  5. on trigger act: switch their mode to aware

    If you're placing the dead bodies down, find the centermost one and put for trigger condition: enemysquadleader distance deadbodyguy < 10 (10 being the radius)

    What language do you speak?

    thanks so much EpicGoldenWarrior, sorry for my bad english, i'm from rússia


  6. I'm making a stealth mission, and at the beginning something bother me with that was the AI ignores dead bodies, and well I'm here to search for help through the forum if there is any script or way to make the AI between mode of alert when they see a dead body. Note I'm already tried knowsAbout and did not work why not detect dead bodies.


  7. [/color]

    I think this should not be the problem for you at all, or I missing something else?

       //old//if ( ( currentWeapon _unit ) in ["arifle_Katiba_ACO_F", "launch_RPG32_F", "hgun_Rook40_F"] && { ( uniform _unit ) in ["U_O_CombatUniform_ocamo", "someOther_uniform"] } ) then {  
       //suggestion// 
       if ( ( currentWeapon _unit ) in ["arifle_Katiba_ACO_F", "launch_RPG32_F", "hgun_Rook40_F"] && { ( uniform _unit ) in ["U_O_CombatUniform_ocamo", "someOther_uniform"] } && { ( vest _unit ) in arrayVests }) then { 
    

    I've tried this, but appears script error does not work I already tried several ways and not achieve a result and that's why I came to look for help in the forum


  8. HI GUYS :cool:

    well I have an old post that was for an infiltration mission, in a part of the mission the player should get a uniform of the enemy to become a friend, and it worked out gave me a Great code that was this

    private ["_unit", "_eastGrp","_westGrp"];
    
    _unit = _this select 0;
    _eastGrp =  createGroup EAST;
    _westGrp = createGroup WEST;
    
    if (isNull _unit) exitWith {};
    
    while { true } do {
    sleep 3;
       if ( ( currentWeapon _unit ) in ["arifle_Katiba_ACO_F", "launch_RPG32_F", "hgun_Rook40_F"] && { ( uniform _unit ) in ["U_O_CombatUniform_ocamo", "someOther_uniform"] } ) then {  
           if ( !( _unit in ( units _eastGrp ) ) ) then {
               [_unit] joinSilent _eastGrp; 
               player sideChat "You've joined the east group.";
           };
       } else {
           if ( !( _unit in ( units _westGrp ) ) ) then {
               [_unit] joinSilent _westGrp; 
               player sideChat "You've joined the west group.";        
           };
       };
    };
    

    well I used this code and everything worked, so that was one thing that was missing the space to put the classname of the vest that the player will use, so I'm doing this post to find help to modify this code to add space to write the classname of the vest. if someone can help me, thank you.


  9. excuse not have said before but I am very novice in this business to create missions and I have no idea how to use it, so if possible insinar of how to use it I am grateful

    ---------- Post added at 00:05 ---------- Previous post was at 00:01 ----------

    Try a "Take" EH assigned to the player.

    Something like...(not 100% on whether it will work as intended)

    player addEventHandler ["Take",
    {
    _civUni = uniform (_this select 1);
    if ((_this select 2) isEqualTo (_civUni)) then
    {
    	//task completed code
    };
    }];

    excuse not have said before but I am very novice in this business to create missions in 3 gun and I have no idea how to use it, so if possible insinar of how to use it I am grateful

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