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Holden93

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Posts posted by Holden93


  1. It wouldn't be too hard to implement, you already have it for the editor to get camera coordinates but it's missing for normal singleplayer missions.

    Arma has great moments and I'm sure many people would love to make screenshots to remember those moments or share them.


  2. Hello, I'm working on a script that respawns a vehicle once it is destroyed but there is a problem, here's the code

    _vehicle = HUNTER_1;
    _respawnPos = "marker";
    _vehicleType = typeOf _vehicle;
    waitUntil{!alive _vehicle};
    hint "Mobile vehicle has been destroyed!";
    sleep 5;
    deleteVehicle _vehicle;
    sleep 15;
    hint "Mobile vehicle got repaired!";
    _vehicle = _vehicleType createVehicle (getMarkerPos _respawnPos);
    _vehicle execVM "vehicleRespawn.sqf";

    When the code gets executed again, the _vehicle variable stores HUNTER_1, the problem is that when HUNTER_1 gets destroyed it does not exist anymore and the code will always spawn vehicles.

    How can I change the new spawned vehicle's name? Thanks.


  3. Hello,

    I made two scripts, a timer and an enemy spawner.

    These two scripts get executed when two objects are destroyed but I was wondering, what happens if the mission is played in MP?

    These are the scripts:

    timer.sqf

    _minutes = 2;
    _counter = 59;
    while {_minutes >= 0} do {
    sleep 1;
    if(_counter > 9) then {
    	hint format["Enemy arrival in 0%1:%2", _minutes, _counter];
    };
    if(_counter < 10) then {
    	hint format["Enemy arrival in 0%1:0%2", _minutes, _counter]
    };
    _counter = _counter - 1;
    if(_counter == -1) then {
    	_counter = 59;
    	_minutes = _minutes - 1;
    };
    if(_counter == 0 && _minutes == 0) then {
    	0 = execVM "enemyspawn.sqf";
    };
    }; 

    enemySpawn.sqf

    _spawnMarker = ["mrk1", "mrk2", "mrk3", "mrk4"] call BIS_Fnc_SelectRandom;
    
    hint format["%1", _spawnMarker];
    
    _bombs = ["bomb1", "bomb2", "bomb3", "bomb4", "bomb5", "bomb6", "bomb7", "bomb8", "bomb9", "bomb10"];
    
    _i = 0;
    while {_i < 8} do
    {
    _bombMarker = _bombs select _i;
    bomb = "Bo_GBU12_LGB" createVehicle getmarkerPos _bombMarker;
    _i = _i + 1;
    sleep 0.5;
    if(_i == 7) exitWith{hint "hello"}; //debug
    }
    
    sleep 5;
    
    _side = createCenter EAST;
    _group1 = [getMarkerPos _spawnMarker, _side, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup;
    _group1 doMove (getMarkerPos "TOWN_MARKER"); 
    sleep 30;
    _spawnMarker = ["mrk1", "mrk2", "mrk3", "mrk4"] call BIS_Fnc_SelectRandom;
    _group2 = [getMarkerPos _spawnMarker, _side, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup;
    _group2 doMove (getMarkerPos "TOWN_MARKER");
    

    If there are 4 players, do the scripts get executed 4 times?

    If yes, how can I prevent that? Thanks!


  4. I agree that this campaign felt too short. Which is a shame because I was loving it, the combined arms assaults, the voice acting (seemed improved), the general feel of it just felt so much better. It does seem really ridiculously short though.

    The atmosphere was something that can't be described, it all felt realistic, an alive world, in this last episode the immersion was awesome, it felt like a war.


  5. What do you think about the "super secret weapon" Miller wants so much? Also, why did the CSAT launch a full-scale attack on Altis?

    IMO CSAT wanted to cooperate with AAF just to get this thing, when Kerry killed the SpecOps sent by the CSAT they attacked the island so they could get it back, this doesn't happen in the NATO ending though, AAF fails, CSAT's SpecOps are not dead and they get their weapon.

    What could CSAT do with the weapon? Also, if we go to Miller, from where does the CSAT attack? Did every unit on Altis get killed or MIA? Why didn't the NATO notice CSAT before the attack? If Kerry escapes, what do you think happens next? So many questions, DLC maybe?


  6. Hi, this is the code

    _unitCount = 0;
    while {_unitCount < 7} do {
    hint format ["%1", _unitCount]; //debug
    _unitCount = _unitCount + 1;
    _randomSpawn = ["marker1", "marker2", "marker3", "marker4"] call BIS_Fnc_SelectRandom;
    _group = [getMarkerPos "_randomSpawn", EAST (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup;
    _group moveTo (getMarkerPos "avampost");
          sleep 20;
    }

    The loop is not being executed, if I put the hint out of it it writes the exact value of _unitCount but if I put it inside it doesn't write anything. What's wrong with it?

    ---------- Post added at 08:00 ---------- Previous post was at 07:07 ----------

    I fixed it, I forgot a comma after EAST, anyway the loop doesn't continue when it reaches _group moveTo, _unitCount always remains at 0 with and without the sleep command, why that?

    EDIT: Fixed this problem too, I wonder why moveTo and doMove are not working?

    _unitCount = 0;
    while {_unitCount < 7} do {
    _unitCount = _unitCount + 1;
    _randomSpawn = ["marker1", "marker2", "marker3", "marker4"] call BIS_Fnc_SelectRandom;
    hint format ["%1 %2", _unitCount, _randomSpawn];
    _group = [getMarkerPos _randomSpawn, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup;
    _group move getMarkerPos "avampost";
    sleep 20;
    };
    


  7. How many endings are there? What's the difference between chosing Miller and NATO?

    In short words if you choose to help James CSAT launches a full scale invasion and when Miller tells Kerry to wait him there (he told him that he was going to take him away from Altis in one hour), after that credits with US units saying in the radio that they made contact with the enemy and you can hear them dying, also I think the guy with the codename Crossroads dies too, when he tells his units to leave you can hear an explosion and he instantly stops talking. Anyway, Miller will never come and you can end the game in two ways: by dying or by escaping the island.

    If you follow the NATO path then you defeat the AAF, NATO wins, nothing is known about Miller's device and in Status Quo, the last mission after the credits you will have to escort an AAN journalist to meet Nikos in a town close to the airport, the journalist tells Kerry to ask Stavrou about the british implication in this war and when Kerry brings the journalist to Nikos Crossroads tells him that they have a situation over the airport and that means they have a problem, Kerry of course says not again.

    I don't like the cliffhangers in both of the endings.


  8. Maybe the title is a little bit confusing, just an example down here:

    if(!(alive gunner1 || alive gunner2)) then 
      _x sideChat "One gunner is down! We need someone else on the HMG!";

    So, if I'm right that condition should be checked as soon as the script is triggered, is there a way to, let's say check if it's true or false every frame and stop the game from checking it when the part of the mission where it's needed is done? As I said in the title without using a while loop or waitUntil, not because I don't like them but for optimization purpose.

    EDIT: Does the "rule" of the no brackets needed when there's only one string of code after the condition/loop apply to Arma?


  9. The AI has been able to effectively use and shoot from cover since Arma 2, it doesn't require any special scripting; just for their behavior to be set to "Combat" (which happens automatically even when they're in "Aware" when they come under effective fire)

    I meant in A3, to be honest I've never seen them using those "special" stances, it's rare enough if the lean for me.

    By the way I tested, if we change their animation to one of those stances they succesfully turn around and shoot, I wish they used them without scripting though.


  10. I was exploring Game Over, and came across this map. I don't know if it was shown before, but just incase, I'm posting it here. I was surprised to find out that it actually located Altis and Stratis in the world, when they hadn't done that with either Chernarus or Takistan (they showed the map of the Green Sea Region, but fans had to speculate where it really was).

    The islands are south of Italy and south-west of Greece.

    http://i182.photobucket.com/albums/x176/JinRenegade/arma32014-03-1515-39-42-77_zps4c0ef858.png (1295 kB)

    It's so small but it feels huge in the game.


  11. Hello, yesterday I finished "Win" in the dev branch and I switched back to the normal branch today.

    In one of the missions a squad is getting suppressed by the enemy and the AI uses cover and stances like the one we can use by pressing CTRL+A or D.

    Is it scripted? Did they change their animation? If yes, since I never tried, do they automatically shoot if I tell them to switch to that animation?

    Also, they never went prone but they could crouch and stand up.

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