tinter
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Posts posted by tinter
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Grabbed the exact error message. It doesn't appear right away, but after a firefight has been going on for a bit.
http://i.imgur.com/eipqAWs.png
---------- Post added at 09:34 ---------- Previous post was at 09:19 ----------
Seems it was fixed with a simple _dist = 0. I just put it in ata line 589.
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I can report that it fixed the damage portion. However, inventories are not consistent between client and host.
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I hope nobody minds bumps.
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Sounds very possible, and awesome. I think maybe sectors could be used for these, maybe some other module. You could add actions to get tasks from npcs, and make scripts for tasks. I'm sure there's a way to use the site modules cleverly, to change how strongly bases are fortified.
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Chances
_apchnc=0; if (30>random 100) then {_apchnc=1} else {_apchnc=0};
---------- Post added at 20:24 ---------- Previous post was at 20:23 ----------
Add the group name into eos_SpawnInfantry.sqfBut then it spawns in with all the other's. I'd want it to be a group of it's own.
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How would I best go about spawning a sniper team with this?
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Drag still did not work. I can start dragging people, but after the animation is done I can't move. Of course turning the dragged person around still helps a bit.
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I have a mission in which all the playable units are sync'd up to a character damage module and in their init they have "removeallweapons this". Yet when I host a listen server, people say it's only me who's damaged and when people play recon paramedic or recon demo specialists, they have items in their inventory like medikit and FAKs, or in the demo's case, mine detector and toolkit. Yet when I play these classes my backpack is empty. Other people even say they can see the items in my inventory. Is it because I'm hosting a listen server rather than a dedicated one?
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I might have an old version, I'll try updating it.
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I don't know how the script interprets decimal values like 0.5, but when I tried to use random 0.5 or even as low and random 0.01, not much was changed. I tried setting up something like if (30>random 100) then {1} else {0}, but I'm not too familiar with scripting and I'm not sure how I would return those values, since I know that code needs to be executed for then and else. That's all I've tried and I'm not sure what else to try.
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Since they added the sounds being lower while in the vehicle, I now have to drive in 3rd person so I can notice when I get shot at. I had an APC shoot at me yesterday and I only noticed because one of my teammates said it.
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Does anybody know why drag bodies doesn't work? Using carry all the time is really ineffective as the animation is so long.
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I actually managed to fix it, but it was right before I went to work so I didn't get to post it here. It was indeed a problem on my side, but no big issue.
Here's the code I used.
_loop=true; while {_loop} do { { if((side _x == opfor) && ((leader group _x) != _x)) then { // if you're a baddie and not your own group leader _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x removePrimaryWeaponItem "acc_pointer_ir"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "ForceOn"; }; } foreach (allUnits); sleep 30; };
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Alright, I'll try to mess with it a bit.
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If you're spawning enemies, just equip them how you want when you spawn them. No need to constantly be cycling through. :)Commands you'll wanna look into are leader and typeOf possibly.
{ if((side _x == opfor) && ((leader group _x) != _x)) then { // if you're a baddie and not your own group leader _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; // add flashlight or whatever }; } foreach (allUnits);
Your code is giving me an error about _x being an undefined variable. It's stopping the script from working.
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I'm spawning them using the EOS script. It's not my script so I'm not sure how I'd go about editing them like that.
---------- Post added at 23:38 ---------- Previous post was at 23:36 ----------
Anyway, thanks for the help. I'm sure I'll be able to work something out now. I appreciate it.
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I know how to remove NVG and add flashlights. And I guess I could just loop the script so it would work for all newly spawned enemies, but I haven't heard about how to do a class check? I'm having a bit of trouble finding anything related to it.
---------- Post added at 22:33 ---------- Previous post was at 22:30 ----------
I was thinking more something that goes like this:
Warning, pseudo code.
checking = false check classname of each spawned opfor unit if a leader or some other thing then do nothing else then remove nvgs and add flashlights to gun and make them use it wait 10 seconds or whatever. checking=true to loop
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I was wondering if it was possible to make it so that only squad leaders and certain other units have NVGs, and all others get flashlights for their gun. I'm spawning enemies by script, they're AI, so it would need to be a script that checks in every few seconds or so, I'd presume.
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Is it possible to have a 30% of spawning 1 APC? Since for my mission, I found if I just used random 1, it spawned way too many vehicles.
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Hey it's me again! I fixed the vehicle despawning problem, mostly.
In eos_SpawnVehicle.sqf line 70.
Change
if (!_active) then {
To
if (!_active && !(player in _vehicle) ) then {
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The vehicle will not depsawn, but once the player has left it, it disappears instantly. To fix this I added an else command in as line 75, it says
else {_loop=false};
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Well that's disappointing. Have you set your spawn distances up? Also the bastion mode does the same thin reinforcements did just much more efficiently and better. Have you checked that out?
It had happened on a few occasions before, but I don't think it's that much of a problem, it's not that common anyway, and it seems to happen less now.
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It also looks like you took out the reinforcements option. I used this to spawn random enemies the player would encounter in my mission. I would have used the light patrol option, but I found it would sometimes spawn the squads right next to the player. Particularly when starting the mission.
---------- Post added at 09:33 ---------- Previous post was at 09:32 ----------
I guess I'll just switch back to light patrols.
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I don't suppose I could add a code that checks if a player is inside a vehicle then? I've tried looking through the scripts to see what I could do myself with my limited knowledge, but I'm not even sure I can find the part I'm looking for.
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I'd be fine if you could tell me how to make it so nothing despawns, since I could just use the simulation manager for that.
Removeallitems and Character Damage Module Only Affects Host
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Yes that is what I'm using.