Valixx
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Everything posted by Valixx
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F3 Mission Development Framework (F2 for ArmA 3)
Valixx replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This error is spaming througout the mission. If i disable the Group ID in init.sqf, then: -
Proof Reading a Tutorial
Valixx replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would be interested too. I'm writing some guides at my forum and i'll publish some scripts from my mission later on :) The community here helped me alot, especially kylania so i'm giving something back to them. -
Are the task modules bugged or is it my fault? (Coop on dedicated server)
Valixx replied to fuerst_von_butz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well i've uploaded it to my server hoster and it works. I've only tested the two first tasks because the mission itself is not to play alone :P Everything synced as stated above. Nothing more, nothing less. I set it to all playable units so i dont have to sync the group leader. but if you want, you can do it. -
Are the task modules bugged or is it my fault? (Coop on dedicated server)
Valixx replied to fuerst_von_butz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At the moment i got 11 ( eleven ) tasks in my mission. They're all synced correctly and are working fine. I set the owner to "All playable units" on every task. When i succeed the first task, the second appears, when i succeed the second, the third appears and so on. I got it working after looking for quite long time on the internet to find the right synced things. I could find nothing so i decided to test it out myself and finally got it working. Here's how i did it: 2x Set Task State Module ( Succeeded & Assigned ) 1x Set Task Destination Module ( So that i should show up on the map - Its buggy, sometimes it shows, the other times it won't ) 1x Create Task Module 1x Trigger Let the sync begin: 2x Set Task State -> Create Task Set Task Destination -> Create Task Set Task State ( Succeeded ) -> Trigger Optionally you can sync the trigger now with your group leader or whatever. I didn't because i set everything to "all playable units" but it will only show the first task until completed, then the second and so on. Now, if you want the 2nd task assigned when the first is complete, then sync: The trigger from the first mission to the 2nd task. That's it. Repeat that step for all tasks. Now you got a chain of tasks ready to be played. Well.. for my mission it works..it's just awesome. :P Cheers, Valixx -
Detect named unit in trigger area
Valixx replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well i'm not sure if i'm right :P Heres a hostage mission i've created right now for you. You can edit it in the editor. You spawn infront of a trigger.. if you run into it, the 2 hostages are following you. You need to bring them to another place. If you run into the trigger, they will be released out of your control. Look in the editor and preview. Edit: I think your 4th step is false. You have to sync it, not group. -
Detect named unit in trigger area
Valixx replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have to put it in the trigger condititon. -
Detect named unit in trigger area
Valixx replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try on condition: (alive name1) || (alive name2) or (alive name1) or (alive name2) It is only a suggestion. I got (!alive name1) && (!alive name2) in my mission and it works. Cheers -
The =BTC=Revive script has a carry wounded feature.
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MP map friendly player markers
Valixx replied to Alo Keen's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I don't know if you are still maintaining the script but here is a suggestion: Your script is showing also AI. Could you build-in a possibility to show only the players? -
I'm feeling stupid right now because it was so simple :/ Thanks again kylania!
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Hey Ice_Rhino. I've got a note infront of my keyboard with the following sync order: 2x Set State ( Assigned & Succeeded ) -> Create Task Destination -> Create Task State Succeed -> Trigger Hope this helps!
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Any update on the beta error? :)
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Thanks galzohar. ---------- Post added at 21:41 ---------- Previous post was at 21:27 ---------- Sorry guys for bothering you.. but i have again one question. If the player spawns that heli, and he lands somewhere on the island.. is it despawning there too? I've placed all the helis etc in the editor and passed this in the init field: veh = [this, 10, 120] execVM "vehicle.sqf" . Is it possible to pass this line of code to every spawned heli? Sry again :butbut:
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Oh okay. One question tough, what is the "select 3 select 0" doing? What is it targeting/selecting? Big thanks kylania!
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Thanks for your reply. You're just awesome..i wish i could script like that.. Well i have a sign in-game with a logo.jpg saying: Vehicle Spawn. On that sign, the player can choose from all the helicopters etc. which one he wants. And therefore my question to put it into the helispawn.sqf because something like this i can't put that into the init field..i think.. So if i want to add more, then i can make it like this? [color=#000000][color=#0000BB]_humingbird [/color][color=#007700]= [[/color][color=#DD0000]"helicopter_attack_spawn"[/color][color=#007700], [/color][color=#DD0000]"Class 1"[/color][color=#007700]]; [/color][/color][color=#000000][color=#0000BB]_pawnee [/color][color=#007700]= [[/color][color=#DD0000]"helicopter_attack_spawn"[/color][color=#007700], [/color][color=#DD0000]"Class 2"[/color][color=#007700]];[/color][/color][color=#000000][color=#007700][/color][/color] Then in switch: [color=#000000][color=#007700]case [/color][color=#DD0000]"pawnee"[/color][color=#007700]: { [/color][color=#0000BB]_spawn [/color][color=#007700]= [/color][color=#0000BB]_pawnee select 0[/color][color=#007700]; [/color][color=#0000BB]_veh [/color][color=#007700]= [/color][color=#0000BB]_pawnee select 1[/color][color=#007700]; };[/color][/color] and in-game in the init field of the sign: this addAction["<t color='#11FF11'>Spawn XX Heli</t>", "ADG\helispawn.sqf", ["pawnee"]]; Cheers, Valixx
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Thanks again for the 2nd time kylania. :) It's working. I've got two further questions tough if you don't mind. If it can't be achieved, that's fine. 1st: When the players are spawning a heli and they don't get in, is it possible to make it despawn? 2nd: Can i put everything into an .sqf file inside the mission folder and only get the things on the sign like: Spawn Heli 1, Spawn Heli 2. _____ Maybe, like this for the 2nd one: this addAction["<t color='#ff1111'>Spawn Heli 1</t>", "ADG\helispawn.sqf"]; And in the helispawn.sqf: [color=#000000][color=#007700]{[/color][color=#0000BB]veh [/color][color=#007700]= [/color][color=#0000BB]createVehicle [/color][color=#007700][[/color][color=#DD0000]"class1"[/color][color=#007700], [/color][color=#0000BB]getmarkerPos [/color][color=#DD0000]"helicopter_support_spawn"[/color][color=#007700], [], [/color][color=#0000BB]0[/color][color=#007700], [/color][color=#DD0000]"NONE"[/color][color=#007700]]}[/color][/color]; [color=#000000][color=#007700]{[/color][color=#0000BB]veh [/color][color=#007700]= [/color][color=#0000BB]createVehicle [/color][color=#007700][[/color][color=#DD0000]"class2"[/color][color=#007700], [/color][color=#0000BB]getmarkerPos [/color][color=#DD0000]"helicopter_support_spawn"[/color][color=#007700], [], [/color][color=#0000BB]0[/color][color=#007700], [/color][color=#DD0000]"NONE"[/color][color=#007700]]}; [/color][/color][color=#000000][color=#007700]{[/color][color=#0000BB]veh [/color][color=#007700]= [/color][color=#0000BB]createVehicle [/color][color=#007700][[/color][color=#DD0000]"class3"[/color][color=#007700], [/color][color=#0000BB]getmarkerPos [/color][color=#DD0000]"helicopter_support_spawn"[/color][color=#007700], [], [/color][color=#0000BB]0[/color][color=#007700], [/color][color=#DD0000]"NONE"[/color][color=#007700]]};[/color][/color] . I think that would spawn all 3 of them right? It's only my try to get better in scripting. Correct me please :)
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Hey. I have a sign with this addAction["<t color='#ff1111'>Spawn Heli</t>", "ADG\helispawn.sqf"]; ... to spawn the heli. He's spawning but there is an AI inside and the heli is flying. How can i get rid of the pilot and spawn an empty heli? This is the code i have in the helispawn.sqf: waituntil {!(isnil "bis_fnc_init")}; _spawnpoint = getmarkerPos "helicopter_support_spawn"; _createHeliSupport = [_spawnpoint, 316, "B_Heli_Light_01_armed_F", WEST] call BIS_fnc_spawnVehicle; Cheers, Valixx
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Hey Guys. This is the task: Clear Agia Marina. If the marker ( named "marker1" ) turns green, the task ( id "tsk1" ) should be set succeeded. After that, the next task ( synced with triggers etc ) is assigned. Everything works but the "task succeed" thing... This is what i got, Trigger -> Condition: if (getMarkerColor "marker1" == "ColorGreen") then { Hint "Successfully cleared the town, good job soldiers!";}; Trigger -> On Act: tsk1 setTaskState "Succeeded"; I've tested everything.. even together in the condition box or the on act box.. like so: if (getMarkerColor "marker1" == "ColorGreen") then { Hint "Successfully cleared the town, good job soldiers!"; tsk1 setTaskState "Succeeded";}; The hint appears, but the task won't update/succeed. There is the starting sound when the task is being updated but it is looping the first second of the sound like, ding ding ding ding :confused: Does anyone know what the problem might be?
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Got a little script problem..
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey thanks for your kind words :) Ive got the task destinations modules and in the description of the task the <marker mkr1>030040</marker> thing. So, if the task destinations is not working, the other one will do it. -
Got a little script problem..
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got it working now. I've set this into the condition box from a trigger: [left][color=#0000BB][font=monospace]getMarkerColor [/font][/color][color=#DD0000][font=monospace]"marker1" [/font][/color][color=#007700][font=monospace]== [/font][/color][color=#DD0000][font=monospace]"ColorGreen"[/font][/color][/left] In the same trigger in the box "onAct": Hint "Lorem Ipsum Dolor Sit Amet"; Then i synced the "things" together and everything is working right now. :) As you can see, i started with advanced things like if&then / waitUntil etc.. in the end its much easier.... The only problem is, the task destination isnt working correctly because of the beta. Sometimes its there, sometimes not..have to wait until BI fixed it. Thanks again for the help! I'll write a tutorial on how to do it for those who also use the EOS Script. It'll be published on my server website ( www.valixx-online.de ). It'll be written in english. Cheers! -
Got a little script problem..
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (getMarkerColor "marker1" == "ColorGreen") then { Hint "Successfully cleared the town, good job soldiers!";}; This is working but tsk1 setTaskState "Succeeded"; isnt. I'll try yours. -
ammo box refill script - foreach loop or something?
Valixx replied to Spunned's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've used an ammorefiller script and it totally messed up my mission. every 2-5 minutes the server had complete ( 100000 ) desyncs... now im using the VAS script and it works fine. Just my 2 cents.. -
Got a little script problem..
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
marker1 is starting out black..if the player enters marker1 it turns red and the enemy is spawning ( using EOS from BangaBob ). When the enemy is defeated, marker1 is turning green. Then the task should be succeeded ( as written above ). Heres a little bit of code from the eos_Init.sqf: if ("Default" == getmarkercolor _currentMKR) then { _currentMKR setmarkercolor "colorRed"; }else{ _currentMKR setmarkercolor getmarkercolor _currentMKR; }; _currentMKR setmarkerAlpha _mkrAlpha; _spotFriendlies = createTrigger ["EmptyDetector",_currentPOS]; _spotFriendlies setTriggerArea [(_SafeZone+ _eosMarkerSizeA),(_SafeZone+ _eosMarkerSizeB),0,true]; _spotFriendlies setTriggerActivation ["ANY","PRESENT",true]; _spotFriendlies setTriggerStatements ["{vehicle _x in thisList && isplayer _x} count allUnits > 0","",""]; waitUntil {triggeractivated _spotFriendlies}; // ZONE ACTIVE. CREAT SUB-TRIGGERS _currentMKR setmarkercolor getmarkercolor _currentMKR; if ("colorGreen"==getmarkercolor _currentMKR) then {_currentMKR setmarkerAlpha _mkrAlpha;} else { _currentMKR setmarkerAlpha _mkrAlphaHighlight;}; _spotEnemies = createTrigger ["EmptyDetector",_currentPOS]; _spotEnemies setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; _spotEnemies setTriggerActivation [_enemyFaction,"NOT PRESENT",true]; _spotEnemies setTriggerStatements ["this","",""]; _spotTaken = createTrigger ["EmptyDetector",_currentPOS]; _spotTaken setTriggerArea [_eosMarkerSizeA,_eosMarkerSizeB,0,true]; _spotTaken setTriggerActivation ["ANY","PRESENT",true]; _spotTaken setTriggerStatements ["{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count allUnits > 0","",""]; -
Empty vehicle with lights turned on
Valixx replied to fuerst_von_butz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! Sometimes it's useful to have the light on :P -
Enemy occupation system (eos)
Valixx replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
*Post deleted*