nighteyes13
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Add Radio Extraction Options via Scripting
nighteyes13 replied to nighteyes13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks DreadedEntity that's a massive help. -
Add Radio Extraction Options via Scripting
nighteyes13 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I'm trying to find out how to add options in to the radio / command menu at 0-9 (Custom). The end goal is so the squad leader in a Co-Op mission can call extraction and select the LZ like so 0 - 9 (Custom) - Call Extraction at LZ - LZ Alpha - LZ Bravo - LZ Charlie - etc - Other Options So far I have not been able to find how to add this by scripting. All I have found is adding a trigger in the editor with Radio Alpha etc Any help / code snippets / telling me what I should be googling for will be greatly appreciated. Thanks -
Zenophon's ArmA 3 Co-op Mission Making Framework
nighteyes13 replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Zen, I've been using your framework to create my first mission. It's awesome! Thank you for all your hard work I've been using Dev branch so thought I'd give you a heads up about a potential issue coming with Heli DLC. Fire from Vehicle (FFV) positions are treated differently from Cargo positions. So when spawn vehicles (Zen_SpawnHelicopter and Zen_SpawnVehicle) using your framework all the FFV positions are filled by crew members. Also as an addition to the framework it would be cool to have a Zen_OrderSingLoadInsert and Zen_OrderSingLoadExtraction function that can be used to drop off / pick up items. Finally do you know why the following drops an error in line h_extract saying (missionNamespace getVariable '_helicopterAlpha') is void? _helicopterAlpha = [_heliSpawnPosAlpha, "B_Heli_Transport_03_F", 100] call Zen_SpawnHelicopter; _trg = createTrigger["EmptyDetector",getPos player]; _trg setTriggerActivation["ALPHA", "PRESENT",true]; _trg setTriggerText "Call Extraction at LZ Alpha"; _trg setTriggerStatements["this", "hint 'Radio has been triggered'; _task_Extract = [(group A11), 'Get to the extraction point.', 'Extract', 'LZ3', true] call Zen_InvokeTask; _h_extract = [(missionNamespace getVariable '_helicopterAlpha') , ['LZ3', 'LOITER'], (group A11),'normal', 100] spawn Zen_OrderExtraction;", ""]; Thanks for the help and this framework is really easy and fun to use! -
How to order a Squad to Get in multiple vehicles several times.
nighteyes13 replied to nighteyes13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for your responses JohnnyBoy and F2k Sel, Using only waypoints did not work for me. A GETINNEAREST and LOAD waypoint synced together did not work. As F2k Sel said there is an issue with the TRANSPORT UNLOAD waypoint, if the solider squad gets out of the vehicles because of the TRANSPORT UNLOAD waypoint the solution will not work. So how I got this to work is as follows. a) Have a trigger in the location that you want the soldiers to get out with the following in it: null = execVM "out.sqf"; out.sqf unassignVehicle S1; unassignVehicle S2; unassignVehicle S3; unassignVehicle S4; unassignVehicle S5; unassignVehicle S6; This will cause an Disembark order and the squad to get out. Then have a LOAD waypoint synced with another the solider squads MOVE or GETINNEAREST waypoint. in the solider squads ON ACT waypoint have: S1 assignAsCargo T1; S2 assignAsCargo T1; S3 assignAsCargo T2; S4 assignAsCargo T2; S5 assignAsCargo T3; S6 assignAsCargo T3; [s1,S2,S3,S4,S5,S6] orderGetIn true; This will work any number of time ONLY IF the soldiers have disembarked due to the unassignVehicle command. I was unable to get the unassignVehicle command to work from the ON ACT scripting box. Obviously this is not a generic implantation yet so I will do some more work on it. Id like to make this into a generic get in function such as GETINTRANSPORT(TRANSPORT_SQUAD, SOLIDER_SQUAD) and GETOUTTRANSPORT(SOILDER_SQUAD) -
How to order a Squad to Get in multiple vehicles several times.
nighteyes13 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I've been trying to get the following situation to work Heli Mohawk helicopter Solider Squad made up of 6 riflemen; [s1, S2, S3, S4, S5, S6] (player is S1 in this squad) Transport Squad made up of 3 Hunter HMG [ T1, T2, T3] Goal Solider Squad Starts in Heli as Cargo Heli Flys Solider Squad into FOB and Unloads them Solider Squad Moves to Transport Squad Solider Squad Gets In Vehicles in Transport Squad Transport Squad Moves to Location Solider Squad Gets Out Soliders continue to mount and dismount from the transport during the patrol I trying to get this to work I came across a number of threads discussing this however nothing I have tired works constantly. Heres what Ive got Part 1: Heli Transport to base created using move waypoints then a transport unload waypoint synced the Soilders squads getOut waypoint: Heli Init = S1 MoveInCargo [Heli, 15]; S2 MoveInCargo Heli; S3 MoveInCargo Heli; S4 MoveInCargo Heli; S5 MoveInCargo Heli; S6 MoveInCargo Heli; Solider Squad getout waypoint has the following in the OnAct unassignVehicle S1; unassignVehicle S2; unassignVehicle S3; unassignVehicle S4; unassignVehicle S5; unassignVehicle S6; Part 2: Solider Squad 2 move waypoints towards the Transport Squad, closest Move Waypoint Synced to Transport Squad Load Waypoint. In the Soilder Squads On Act area of the synced Move waypoint is the following: S1 assignAsCargo T1; S2 assignAsCargo T1; S3 assignAsCargo T2; S4 assignAsCargo T2; S5 assignAsCargo T3; S6 assignAsCargo T3; [s1,S2,S3,S4,S5,S6] orderGetIn true; Transport Squad has a number of move waypoints and then a transport Unload waypoint synced to the Soilder Squad GetOut Waypoint Part 3: Repeats of Part 2 Part 2 works if it is not preceded by part 1. So im guessing for some reason the soldiers do not reslise they are allowed to embark again. I have tried putting the code in a in.sqf and out.sqf and using _handel = execVm "in.sqf"; But that didn't work either I hope I've explained my issue clearly and someone can help. Thanks for taking the time to read this.