Valixx
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Everything posted by Valixx
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Hey guys. I'm looking for a script to create sidemissions / random objectives. I've found something in the Arma 2 forums from kylania but obviously it isn't working in Arma 3. http://forums.bistudio.com/showthread.php?141233-Really-Stange-Missing-Errors&p=2237389&viewfull=1#post2237389 Do you know something else? Cheers, Valixx
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Problems with Variables, %1 placeholders etc.
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks tryteyker. This step is working right now. Now I've got another problem, I'll post it later if I don't get it sorted out. Thanks again! Cheers, Valixx -
Problems with Variables, %1 placeholders etc.
Valixx posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys. Got a quick question and I'm trying for over 3 hours now >.< Here's what I got: My Variables: _townName = ["Pyrgos", "Dorida", "Chalkeia", "Charkia"] call BIS_fnc_selectRandom; _missionName = format ["Clear Town %1", _townName]; _missionDesc = format ["Clear the Town %1 from all CSAT units. We count on you!", _townName]; _hqText = format ["We got Intel that the enemy is hiding in %1. Approach with caution and eliminate everyone. HQ out!", _townName]; _markerTown = ["town_%1", _townName] call BIS_fnc_selectRandom; Task generation: _taskhandle = player createSimpleTask [_missionName]; _taskhandle setSimpleTaskDescription [_missionDesc, _missionName, _missionName]; _taskhandle setSimpleTaskDestination (getMarkerPos _markerTown); player setCurrentTask _taskhandle; The task destination is always at the lower left corner on the map... Can any1 help me out? -
Hey Ferocious. I've only changed the things like names for the mobile respawns etc... I'll post my configuration. ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_r_new_system = 0; //WIP - set 1 to activate it BTC_r_wait_for_revive = 1;//If BTC_r_new_system set to 1 you can choose if you want or not a revive time available after death (Similar to wounding system in ACE) BTC_r_action = 0;//[NOT IMPLEMENTED] - 0 if you don't want the healing animation (ACE style), 1 if you want the animations (You can't stop the animation) BTC_r_med_fa = 1;//0 for only first aid kit, 1 if you don't have a medikit you need a first aid kit, 2 only medikit BTC_r_cpr_time = 60; BTC_r_trans_ratio = 100; BTC_revive_time_min = 5; BTC_revive_time_max = 600; BTC_who_can_revive = ["Man"]; BTC_loop_check = 0; BTC_disable_respawn = 0; BTC_respawn_gear = 1; BTC_active_lifes = 1; BTC_lifes = 100; BTC_spectating = 2;//0 = disable; 1 = units group; 2 = side units; 3 = all units BTC_spectating_view = [0,0];//To force a view set the first number of the array to 1. The second one is the view mode: 0 = first person; 1 = behind the back; 2 = High; 3 = free BTC_s_mode_view = ["First person","Behind the back","High","Free"]; BTC_black_screen = 0;//Black screen + button while unconscious or action wheel and clear view BTC_action_respawn = 0;//if black screen is set to 0 you can choose if you want to use the action wheel or the button. Keep in mind that if you don't use the button, the injured player can use all the action, frag too.... BTC_camera_unc = 1; BTC_camera_unc_type = ["Behind the back","High","Free"]; BTC_respawn_time = 5; BTC_active_mobile = 1;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 1;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_injured_marker = 1; BTC_3d_can_see = ["Man"]; BTC_3d_distance = 30; BTC_3d_icon_size = 0.5; BTC_3d_icon_color = [1,0,0,1]; BTC_dlg_on_respawn = 1;//1 = Mobile only - 2 Leader group and mobile - 3 = Units group and mobile - 4 = All side units and mobile BTC_objects_actions_west = [teleportSign01]; BTC_objects_actions_east = []; BTC_objects_actions_guer = []; BTC_objects_actions_civ = []; if (isServer) then { BTC_vehs_mobile_west = [MHQ_One, MHQ_Two];//Editable - define mobile west BTC_vehs_mobile_east = [];//Editable - define mobile east BTC_vehs_mobile_guer = [];//Editable - define mobile independent BTC_vehs_mobile_civ = [];//Editable - define mobile civilian };
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Requesting Help - Scripting
Valixx replied to ov3rj0rd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the Wasteland creators/authors ... are using this -> http://forums.bistudio.com/showthread.php?94280-R3F-Artillery-and-Logistic-Manual-artillery-and-advanced-logistic-(mission-script) -
Same here with the watches.. over 9000 in my backpacks.. :> EDIT: Deleted previous version, replaced with the new one, configured the =BTC=_revive_init.sqf file and i'm not respawning with those damned watches anymore. yay. :) Thanks for the fix.
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HELP: Repawn with custom load out (all units are different)
Valixx replied to Tactical_Idiot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey kylania. Got a question. I'm using this one too. Could we change the code in a way, that i don't need to name every unit in the editor and in the init.sqf.. simply put this addMPEventhandler ["MPRespawn", {(_this select 0) call Marksman_Stuff}]; in the init field? -
I have no drop while using the version 5.0.9. // UPSMON - Urban Patrol Script Mon // Version: 5.0.9 // Author: Monsada (chs.monsada@gmail.com)
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You can find some of the classnames here: http://www.assaultmissionstudio.de/index.php?topic=934.0 "optic_NVS" is a classname.
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Hey guys. 1. Could someone explain how to use the addMPEventhandler MPRespawn? I got pre-configured gear.sqf files and i want them to execute everytime the unit respawns. 2. Is it possible to target the class of the soldier too? squadleader.sqf for the Squadleader, at.sqf for the Rifleman(AT) and so on? Cheers, Valixx
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addMPEventHandler MPRespawn
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm using my script like this: _unit = _this select 0; if(!local _unit) exitWith{}; removeallweapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; _unit addbackpack "B_TacticalPack_blk"; _unit addHeadgear "H_Shemag_khk"; and so on :) -
addMPEventHandler MPRespawn
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm asking to use the MPRespawn because when i respawn in my mission, my soldiers have over 120 Watches in their inventory. Could be =BTC=Revive.. don't know yet. Therefor i want the files to execute everytime. Thanks for the answer. -
How to use a variable in a briefing?
Valixx replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey. I called my briefing "briefing.sqf" and this is some of the code i've used. waitUntil {!isNull player && isPlayer player}; player createDiaryRecord ["Diary", ["Mission", "TEXT"]]; Maybe you can use variables there. -
Maybe put it in the init.sqf? call compile preprocessfilelinenumbers "shk_taskmaster.sqf";
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Is the following script multiplayer ready? :/
Valixx posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
If anyone could help me out that would be awesome. /* ================================================================================================================== Begin creating the tasks ================================================================================================================== */ /*========== Creating the first task ==========*/ //Private needed for mp? private ["_missionName", "_missionDesc", "_marker", "_markerEOS", "_markerTown", "_markerCap", "_markerAirfield", "_taskhandle"]; //DEFINING SOME THINGS _missionName = format ["Clear Town Telos"]; _missionDesc = format ["Clear the Town Telos from all opfor soldiers. Approach with caution though, according to the Intel they got heavy armor."]; _markerEOS = format ["town_telos_eos"]; _markerTown = ["town_telos", "town_agira", "town_charkia"] call BIS_fnc_selectRandom; _markerCap = ["town_name1", "town_name2", "airfield_name1", "airfield_name2", "cap_name1", "cap_name2"] call BIS_fnc_selectRandom; _markerAirfield = ["town_name1", "town_name2", "airfield_name1", "airfield_name2", "cap_name1", "cap_name2"] call BIS_fnc_selectRandom; //CREATING THE MARKER _marker = createMarker [_markerEOS, getMarkerPos _markerTown]; _marker setMarkerShape "ELLIPSE"; _marker setMarkerColor "default"; _marker setMarkerSize [150,150]; //WAITING FOR THE PLAYER TO SPAWN sleep 10; // TASK AND NOTIFICATION _taskhandle = player createSimpleTask ["taskTownTelos"]; _taskhandle setSimpleTaskDescription [_missionDesc, "MM: Clear the Town Telos", "MM: Clear the Town Telos"]; _taskhandle setSimpleTaskDestination (getMarkerPos _markerEOS); player setCurrentTask _taskhandle; //SHOW NOTIFICATION ["TaskReceivedMM",["",_missionName]] call bis_fnc_showNotification; //CALL EOS Script null = [[_markerEOS],[0,0],[0,0],[0,0],[1,1],[0,0,0],[0,0,150,EAST]] call EOS_Spawn; //SOME SIDECHAT FOR THE TASK PAPABEAR=[West,"HQ"]; PAPABEAR SideChat "We got Intel that the enemy is hiding in Telos. Approach with caution and eliminate everyone. Papabear out!"; //WAIT UNTIL THE MARKER COLOR IS GREEN, THEN... waitUntil {sleep 2; getMarkerColor _markerEOS == "ColorGreen"}; //...SET THE TASK STATE TO SUCCEEDED AND SHOW NOTIFICATION _taskhandle setTaskState "Succeeded";["taskFinishedMM",["",_missionName]] call bis_fnc_showNotification; //DELETE THE MARKER AFTER THE TASK IS FINISHED deleteMarker _marker; //CREATE AND ASSIGN THE SECOND TASK - seperated into files for better usability execVM "ADG\missions\task2.sqf"; -
Make sure that every enemy is dead in a mission?
Valixx replied to SQUAWK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Take a look here if you need something. http://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 http://community.bistudio.com/wiki/Operators ______ Selten een Lux ze gesin an Arma^^ -
Make sure that every enemy is dead in a mission?
Valixx replied to SQUAWK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey. You can make the trigger area bigger or check with: !alive Name1 && !alive name2 && !alive name3 and so on.. Cheers, Valixx PS: Och en Lux? :P -
Choose random position out of given markers
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks kylania. -
Choose random position out of given markers
Valixx posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys. After a little break, i got a question. :/ Is it possible to get a random position out of given markers? I've placed a lot of markers on altis and they are set up like: town_name1 town_name2 airfield_name1 airfield_name2 cap_name1 cap_name2 and so on.. If you need more information, please ask. -
Enemy occupation system (eos)
Valixx replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
See below where to change the chance @ Dproject420. private ["_MarkerName","_chance ","_prob "]; _MarkerName=(_this select 0); _chance = (random 10); _prob = 2; //20% - HERE YOU CAN CHANGE THE CHANCE! if (_chance < _prob) then {null = [[_MarkerName],[1,1],[1,1],[1,1],[1,1],[0,0,25,EAST]] call Bastion_Spawn; }; -
Choose random position out of given markers
Valixx replied to Valixx's topic in ARMA 3 - MISSION EDITING & SCRIPTING
omg i'm so stupid :mad:... totally forgot the "call BIS_fnc_selectRandom" function... Thanks kylania. *ashamed* If i got further questions, i'll ask in this thread if you don't mind. Cheers, Valixx ---------- Post added at 20:04 ---------- Previous post was at 19:19 ---------- Next question.. If i don't remember all of the placed markers, is there a way of getting the names? Like "getall markers starting with town_".. -
Well if you can use a module for that, there's no need for a script. But everyone can choose what he wants, right :P
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see post below - kylania
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Trouble with vehicle/air extraction
Valixx replied to Kieran's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe this? Never used before :/ waitUntil { triggeractivated triggerName }; or waitUntil { triggeractivated this }; ?? -
Damn.. thanks to you both for the heads up :)