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Everything posted by Cold Evil
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AI spawning anyway causing FPS lag from hell due to the amount of areas. Controlled it by adding a hint on the custom init. Should i type nil for player?
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- ai spawn script pack
- aissp
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Help with creation of a randomized mission script
Cold Evil posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I'm about to learn how to script etc. but I stumbled upon some problems. I want to make a Random mission to appear on a random marker. At the moment I want three missions to work "Destroy the Weapon Case", "Assassinate" and "Patrol". And I need serious help to do this :) Here is what I have managed so far. I've placed hidden markers on the map which represent the target areas: Marker_1 Marker_2 Marker_3 Marker_4 Marker_5 Then I have placed 3 Objective Markers named: OBJ_1 OBJ_2 OBJ_3 These markers are used for marking missions. The thing is that I want 3 separate objectives at the same time. At the same place or a different location. That would be the simple mission generator. Now to the missions itself, to make it possible to add more missions easy I what to have the missions read from a file, each time instead of having them hard coded. Patrol: be present in a location of 300 meters in 15min with no enemies. Destroy the Weapon Case: A weapon case randomly spawns within an area of 600 meters. When destroyed mission is complete. Assassinate: Kill one OppFor officer or whatever class name that are present. How can I achieve this? Walk me through the steps. :) -- I plan on uploading this to Armaholic at scripts as "Community Simple Random Mission Template". So people don't have to rewrite it. -
Help with creation of a randomized mission script
Cold Evil replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cool thx! -
I actually have a problem with the simpleCache script i want the AI to only spawn when playable unit is near, the basic function of the script. :) I've have allot of gamelogics that look similar to these: nul = [this,2,true,2,[8,2],200,[0.5,0.6,0.8,1,0.8,0.6,0.9,1,0.8,0.8],nil,nil,1] execVM "LV\fillHouse.sqf"; nul = [this,0,200,[true,false],[true,false,false],false,[10,2],[3,2],"default",nil,nil,2] execVM "LV\militarize.sqf"; There are 20 gamelogics like this. And then i have the simpleCache: nul = [[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20],[player],400,true,true] execVM "LV\LV_functions\LV_fnc_simpleCache.sqf"; Have i done somthing wrong here? I also use the Ambient combat.
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- ai spawn script pack
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How to make advanced BASE ReSupply script system
Cold Evil replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was thinking of making this manually. So when you need more ammo at the main base you fly to the edge turn around and fly back to base simulating a cargo transport. The trigger only need to be trigger by a specific class name or unit name and the other trigger should only be allowed to trigger IF the first trigger have been set true by the same vehicle. Simulating the supply transport. -
How to make advanced BASE ReSupply script system
Cold Evil posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I what to do a “resupply†script. I want the MainBase to have restricted amount of ammo. By adding boxes with custom ammo, weapons and equipment inside. But I also want to make it possible to resupply them by using a scripted resupply only affect a certain unit. I want it to work like this: 1: When class name I_Heli_Transport_02_F or name ReSupplyHelo enters Trigger: Supply it turns true. (In theory the helo is supplied with ammo weapons and equipment.) 2: When class name I_Heli_Transport_02_F or name ReSupplyHelo enters Trigger: ReSupply it turns true. This makes both Trigger Supply and ReSupply true. (This means that: BOX1, Init:â€nul =[this] execVM "BaseAmmo.sqf";†(Runs it resupply script.) And both triggers turn false and waiting for another delivery.) I know how I do this one way when a random blufor unit enters the trigger. The trigger resupplies the boxes, BUT I want it to be in two stages and only effect ONE unit. In addition I also want a similar FOB resupplying system was you can grab ammo form the MainBase and move it to the FOB. In a similar system, but I might do that myself when I get the main supply system to work. And In later stage I also want it to effect the respawn on the Vehicles. Any thought how I can do this? ---------- Post added at 17:51 ---------- Previous post was at 17:27 ---------- So far i only use this, BUT it means that you may resupply it as any blufor and how many times you whant. And that is not what i want. ^^ ReSupply trigger OnAcc use: null =[bOX1] execVM "BaseAmmo.sqf"; And the BOX1 init uses: null =[this] execVM "BaseAmmo.sqf"; -
Need help with respawning custom equipment
Cold Evil replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It did not seam to do anything... It did not change anything for me. EquipmentHeliPilot.sqf waitUntil {!isNull player}; _unit = __unit select 0; removeallweapons _unit; removeheadgear _unit; removevest _unit; removebackpack _unit; removeUniform _unit; _unit unassignItem "ItemRadio"; _unit removeItem "ItemRadio"; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit adduniform "U_B_HeliPilotCoveralls"; _unit addVest "V_TacVest_oli"; _unit addHeadgear "H_PilotHelmetHeli_B"; _unit addMagazine ["16Rnd_9x21_Mag", 16]; _unit addMagazine ["16Rnd_9x21_Mag", 16]; _unit addMagazine ["16Rnd_9x21_Mag", 16]; _unit addMagazine ["SmokeShellBlue", 30]; _unit addMagazine ["SmokeShellBlue", 30]; _unit addMagazine ["SmokeShellBlue", 30]; _unit addMagazine ["SmokeShellGreen", 30]; _unit addMagazine ["SmokeShellGreen", 30]; _unit addMagazine ["SmokeShellGreen", 30]; _unit addWeapon "hgun_P07_F"; Unit init: null = [this] execVM "EquipmentHeliPilot.sqf"; this addeventhandler ["respawn","_this execVM 'EquipmentHeliPilot.sqf'"]; EDIT Never mind!!! I see my error... When i replaced "this" to "_unit" with i forgot to change "__unit" to "_this". The script seams to work thx! -
Need help with respawning custom equipment
Cold Evil posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need help with equipment weapons and items so they respawn after you have died. I have tried the following methods: Unit Init line: player addEventHandler ["Respawn", {_this execVM "squadleader.sqf"}]; Unit Init line: this addEventHandler ["Respawn", {_this execVM " squadleader.sqf"}]; Unit Init line: if(local this) then { removeallweapons this; removeheadgear this; removevest this; removebackpack this; removeUniform this; this unassignItem "NVGoggles"; this removeItem "NVGoggles"; this adduniform "U_B_CombatUniform_mcam"; this addVest "V_PlateCarrier2_rgr"; // ETC… }; The init.sqf file: waitUntil {!isNull player}; waitUntil {player == player}; if(typeOf player == "B_officer_F") then { removeallweapons player; removeheadgear player; removevest player; removebackpack player; removeUniform player; player unassignItem "ItemRadio"; // etc… }; How do I do it? -
Need help with respawning custom equipment
Cold Evil replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to get a gear reset respawn? I think ive tried everything... -
Need help with respawning custom equipment
Cold Evil replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a heavily restricted VAS on the mission. So if you die i don't what people run around with enemy weapons. -
Classname decide what equipment to use when mission start for spawning units
Cold Evil replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Love the solutions! Awesome thx! -
Classname decide what equipment to use when mission start for spawning units
Cold Evil posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi! I'm trying to make the classname to decide what kind of equipment a soldier is carrying when spawned in to the game without using the init line. Cause it does not exist because they spawn in. What I've done so far is experimenting with the INIT.SQF file but that might be the wrong one. But this is what I've done so far. Anyone know how? if(isClass _unit == "O_Soldier_F") then { removeallweapons _unit; removeheadgear _unit; removevest _unit; removebackpack _unit; removeUniform _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; }; -
Classname decide what equipment to use when mission start for spawning units
Cold Evil replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do i launch it from the init? -
Classname decide what equipment to use when mission start for spawning units
Cold Evil replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It does not seam to work. The soldier have all hes gear on him. _unit = _this select 0; if(typeOf _unit == "O_Soldier_F") then { removeallweapons _unit; removeheadgear _unit; removevest _unit; removebackpack _unit; removeUniform _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; }; -
Script for accessing the UAV Termenal
Cold Evil posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi i'm trying to make a laptop to function as a UAV terminal instead of using a UAV terminal GPS thingy. -
Classname decide what equipment to use when mission start for spawning units
Cold Evil replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was to fast! Sorry! Mod plz move it. -
Script for accessing the UAV Termenal
Cold Evil replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do i do this in a multiplayer working fashion for all UAV units near the console? -
Enemy occupation system (eos)
Cold Evil replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to disable a near by zone IF the zone is captured? Similar to: "If zone1 captured then disable zone2, zone3." EDIT: It seams that if you using a helo when entering a AO all troops seams to spawn at the center of the marker. EDIT2: Dose the distance value also count as spawn aria? -
How to only show marker fo a specific Unit?
Cold Evil replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thats realy nice! Thx! -
How to only show marker fo a specific Unit?
Cold Evil replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome it works exactly like i wanted it to do. One question tho is it possible for other officers to not see the marker? -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Cold Evil replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
ah! Awesome found it! Thx -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Cold Evil replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is it possible to pre-program individual radios for a entire team in advance via script? Instead of forcing the player to adjust it when joined? If its possible then how? :) -
How to lock squads until condition met and specific unit to vehicle?
Cold Evil posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! I'm totally new to scripting and I am trying to make a little multiplayer map. The thing i want to do is lock specific vehicles to specific units. For example a helicopter pilot to helicopters or crewman to IFV's etc. One thing I also want to do is lock squad selection until different condition is met. For example: On the server there are 2 squads, Alpha and Bravo with 8 units in each. In order to play in Bravo squad alpha squad must have 4 members. In addition Alpha and Bravo squad have 2 crew man slots that only should be activated when there are 4 or more members in a squad. Is e last one possible? Regards Evul! -
Add custom text or pic to a whiteboard?
Cold Evil posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi! How do i script/edit a mission so that i can have a custom map text or picture on a whiteboard? -
Add custom text or pic to a whiteboard?
Cold Evil replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Totally missed it, but it worked perfectly!