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gameboi

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Everything posted by gameboi

  1. In the arsenal, when selecting a weapon, you could see its "range" bar indicator. But what part in the cfgWeapons file does it reflect? Also, on what value does the accuracy bar grow/shrink? Thanks!
  2. Hi. I know where (or how to view) BIS functions. But where are the script commands located. I want to view and dissect them. Commands such as "doWatch". Thank you so much for you time again! Cheers.
  3. Yeah thanks. It is what it is. Never hurts to ask though. The bug I reported is here: http://feedback.arma3.com/view.php?id=25532. Oddly it has one downvote without comment added. Downvoter at least could have given feedback.
  4. Calm down. It's because of a bug I discovered. I reported it but I'd rather have dissected it myself as now I depend on the graces and speed of BI.
  5. a) HI. I'm a novice mission maker. Currently I have synced a trigger-area with and enemy group. If my unit goes into the trigger-area, the enemy will go into their vehicle and move to a tactical location, and then get out. So far so good. But when my team decides to go into a different area (wich also has a trigger), I want that same enemy group to move to a different location. How do I make this happen? b) When "a" works: if my unit manages to escape to a third trigger-area, I want that same enemy group to go back to their original vehicle and speed to another location (chasing them as if it were to intercept them at some location). How do I force this enemy group to go back to their vehicle and make them move elsewhere again? Option "b" is bonus. "A" is far more important.
  6. I know but thanks. It won't do. I need to analyze something.
  7. Perhaps yea, The native commands must reside somewhere.
  8. First I'll post the script, then I'll ask the question: //Random location fire script. Place code below in the "ON ACT" field of the trigger after placing a number of named markers on the map for that specific trigger. //nul = [Gun1,[marker1, <marker2>, <marker3...>],60] execVM "randomfire.sqf"; //In ON ACT.: /* markerArray = ["t1", "t2", "t3"]; nul = [Mk1, markerArray, 6000] execVM "randomfire.sqf"; */ private ["_gunname","_markerArray","_fortime", "_gunnername", "_targetToFireAt"]; if (!isServer) exitWith {}; _gunname = _this select 0; //Maybe the gunner needs to come from elsewhere to man it first. So wait until it has manned the gun. waitUntil {!isNull gunner _gunname}; _gunnername = gunner _gunname; _markerArray = _this select 1; //where to shoot at? _fortime = _this select 2; //how long does the gun fire? while {_fortime > 0} do { if (!alive _gunnername) exitwith {}; _targetToFireAt = _markerArray call BIS_fnc_selectRandom; _gunname doWatch (getmarkerpos _targetToFireAt); _gunname action ["useWeapon", _gunname, _gunnername, 1]; sleep ceil(random 3); //At 0 the gunner doesn't seem to shoot. Or he shoots only once. _fortime = _fortime - 1; _gunname setvehicleammo 1; }; Now here's the scenario: a) team walks into a sector. Enemy gunner far away shoots at markers in that sectors. Trigger based when arriving in a sector. B) team runs away from fire but enter a new sector. Same gunner should aim at new markers in that new sector. c) Script is set to fire for 30 seconds with unlimited ammo. Problem: Only the first trigger for the first sector works. Trigger is set to "repeatedly". But when the 30 seconds are over, triggering the second sector which calls the same script as above, doesn't do anything. Besides that, even when the 30 seconds aren't over (because in the final release the gunner will fire indefinetly), I want the gunner to switch markers when the second trigger is triggered. How the heck do I do that? So basically: d) Abort shooting and aim at new marker-set. e) shoot there according to the script above. And so forth. Bascially, each time a team runs into a new sector, a new trigger is triggered to aim at that sector. Cheers!
  9. LOL, it's not. In fact, I improved that very script.
  10. I placed an independent near a gun called Mk1. In debud console I do this: GUER countSide nearestObjects [Mk1,["Man"], 20]; It returns nothing. So I tried this: side (nearestObjects [Mk1,["Man"], 20] select 0); It returns GUER. So far so good. Then I did this (substituting GUER with code): (side (nearestObjects [Mk1,["Man"], 20] select 0)) countSide nearestObjects [Mk1,["Man"], 20]; Now it returs 1, which is correct. Why the hay doesn't the first line work? You'd think it should work.
  11. Lol no wonder it's confusing. Check this out: https://community.bistudio.com/wiki/Side vs https://community.bistudio.com/wiki/side Great.
  12. OK, I have simplified the mission. The triggers aren't synced to anytihng now. Just a bunch of triggers calling the above script. In ON ACT it looks like this: nearAAF = nearestObjects [Mk1, ["I_soldier_base_F"], 50] ; if(count nearAAF > 0 ) then {nearAAF select 0 assignAsGunner Mk1; nearAAF orderGetIn true }; markerArray = ["t1", "t2", "t3"]; nul = [Mk1, markerArray, 600] execVM "randomfire.sqf"; Now here's the weird thing. The gunner shoots at every marker in when triggered. So initially it shoots at t1, t2 and t3. If I trigger another area, the gunner shoots at t4 AND... the previous three triggers! It seems as if mutliple scriptinstances are running at the same time! I don't want to. The gunner at Mk1 needs to aim at the new sets of marker(s).
  13. Thanks. How could I have known? Is there a command for that too?
  14. Sigh what an uphill struggle to get ARMA 3 mission editing going for a beginner. So many caveats. Here's a simple one: Place a AAF on the map, next to MK30. I called it Gun1. Then execute this in the debugwindow: nearestObjects [Gun1, ["IND_F"], 20]; Then it returns an empty array. IND_F oughtta be the classname for an AAF solider so what am I to do. It's in the classname I guess. What is going on here?
  15. Thanks, I made a ticket, but I just heard that RHS doesn't officially support the insurgents in the mod. It seems to be a third party thing.
  16. Cool this will help me a lot. Edit: nope, doesn't work. Returns an empty array. I'm testing it on an insurgent from the RHS mod. It's type is RHS_g_soldier_F. So I'll try to find it's base (is there a trick?). But thanks for the idea! Edit: I_Soldier_base_F happens to be the base of RHS_g_soldier_F but doesn't work.
  17. Oh but that's tedius to do. Because any soldier from a certain faction will do. Is there a shortcut for that? Otherwise I have to add every single soldierclass.
  18. Hi. I have a scenario where an AI infantry man runs towards a gun, and mans it. This is activated by a synced trigger. In that trigger I have in the field "ON ACT" this code: waitUntil{ !isnull(gunner Mk1)}; nul = [Mk1, "t1", "t2", "t3", "t4", "t5", "t6", 600] execVM "randomfire.sqf"; But that's not working. The script "randomfire.sqf" executes immedatily. Sleep doesn't work either. It's not allowed for to place sleep or the waituntil keyword in the SQF file itself. So I must have it delayed in the trigger itself. Also, "COUNTDOWN" and "TIMEOUT" is not useful either as it delays (or counts down) the entire triggering of the trigger. The trigger needs to triggered right away (so the ai unit runs towards a gun) but the activation of the custom script after it has reached gun must be delayed until the gun has been manned. Thanks and cheer everybody!
  19. Ah I see. I'll remember this for the next time. The moments of using either call or spawn is too andvanced for me as of now. I'm a beginner. This is my first attempt. But thanks!
  20. It was CBA messing. Updated to 2.0. But nevertheless, suspending, therefore "sleep" is not allowed in the ON ACT field. I just tried again. Here's the proof I just did 30 seconds ago (again). 14:13:59 Suspending not allowed in this context 14:13:59 Error in expression <hint "test"; sleep 2; hint "another test";> 14:13:59 Error position: <sleep 2; hint "another test";> 14:13:59 Error Generic error in expression So quite a lesson learned here for me.
  21. Wait a minute. I think somethitng is wrong with my Arma 3. I'm gettng this RPT error when I have placed only 1 infantry guy. No triggers no nothing, just one guy: 13:41:51 Starting mission: 13:41:51 Mission file: test 13:41:51 Mission world: Stratis 13:41:51 Mission directory: C:\Users\Administrator\Documents\Arma 3 - Other Profiles\Tengu\missions\test.Stratis\ 13:41:53 Attempt to override final function - bis_functions_list 13:41:53 Attempt to override final function - bis_functions_listpreinit 13:41:53 Attempt to override final function - bis_functions_listpostinit 13:41:53 Attempt to override final function - bis_functions_listrecompile 13:41:53 Attempt to override final function - bis_fnc_missiontaskslocal 13:41:53 Attempt to override final function - bis_fnc_missionconversationslocal 13:41:53 Attempt to override final function - bis_fnc_missionflow 13:41:54 "Tengu/BIS_fnc_log: [BIS_fnc_loop] "Initialized"" 13:41:54 No owner 13:41:54 Error in expression </*--------------------------------------> 13:41:54 Error position: </*--------------------------------------> 13:41:54 Error Invalid number in expression 13:41:54 Error in expression </*--------------------------------------> 13:41:54 Error position: </*--------------------------------------> 13:41:54 Error Invalid number in expression 13:41:56 No owner 13:41:56 Error in expression </*--------------------------------------> 13:41:56 Error position: </*--------------------------------------> 13:41:56 Error Invalid number in expression 13:41:56 Error in expression </*--------------------------------------> 13:41:56 Error position: </*--------------------------------------> 13:41:56 Error Invalid number in expression 13:41:57 No owner 13:41:57 Error in expression </*--------------------------------------> 13:41:57 Error position: </*--------------------------------------> 13:41:57 Error Invalid number in expression 13:41:57 Error in expression </*--------------------------------------> 13:41:57 Error position: </*--------------------------------------> 13:41:57 Error Invalid number in expression Something is wrong.
  22. Yes exactly Ranwer135. I did exactly that at one point as suspending commands are not allowed in many places fo the editor, the ON ACT field of a trigger being one of them. I was just hoping I overlooked something :). No, you can't use sleep in the ON ACT field of a trigger. I moved it to the script as you can read in the comment above and the script code itself. I think it's solved quite elegantly. See my remark to Ranwer135 for the scope of my query here. It's basically solved. I wish to thank you all for participating. Have a wonderful weekend!
  23. I mean DELAYING an execVM command. I forgot a word or two. But I'll try your latest advice! OK I made a simple test with this: markerArray = ["t1", "t2", "t3"]; waitUntil {!isNull gunner Mk1}; hint "gunner arrived"; The error in the rpt file I get is: 11:23:24 Suspending not allowed in this context 11:23:24 Error in expression < = ["t1", "t2", "t3"]; waitUntil {!isNull gunner Mk1}; hint "gunner arri> 11:23:24 Error position: <!isNull gunner Mk1}; hint "gunner arri> 11:23:24 Error Generic error in expression So suspending functions like "sleep" and "waitUntil" is not allowed int he ON ACT field. That's the conclusion that I'd draw from this.
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