MurrayL
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AI-controlled INDFOR mortar won't fire with doArtilleryFire?
MurrayL posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to get an AI INDFOR mortar unit to fire on a position using this trigger: mortar1 doArtilleryFire [getMarkerPos "mortar_target_1", "8Rnd_82mm_Mo_shells", 5]; The unit just sits there and does nothing. If I send the command again using the local exec console, you can see the guy twitch a little bit, but he still doesn't fire. If I replace the unit with an identical BLUFOR Mk6, it fires perfectly. Is this some kind of bug with the INDFOR unit, or am I missing something? I'm not using any mods, I checked that I was using the correct ammunition type (using getArtilleryAmmo), and inRangeOfArtillery returns true, so I have no idea why he won't fire! EDIT I just found this forum thread: 'doArtilleryFire/commandArtilleryFire - unreliable as hell now?' Tried changing my Independents are Friendly Towards... to BLUFOR instead of Everyone, and now the guy fires with no problems. No idea why that creates a problem, but that's Arma for you. -
I'd like to be able to spawn and configure a module from a script during a mission. Does anyone know how to do this? I think I can create the module using: createVehicle ["ModuleStrategicMapORBAT_F", position player, [], 0, "NONE"]; But I don't know how to set the parameters of the module!
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ORBAT Modules with join-in-progress (JIP)?
MurrayL posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been trying to integrate the ORBAT system into my A3 co-op group's mission template, to replace the MARTA module for map markers. It's all working nicely - the markers show the right info, and they follow the units around on the map. The only problem is that it only works if all players are in-game when it starts. If someone joins in-progress (JIP) as a squad leader (for instance, if someone's game crashes and they have to rejoin), the ORBAT module completely ignores their movement. I've tried using script in unit Init lines to remove and re-add synchronization between the unit and the ORBAT module, but it makes no difference. The only other way I can think of maybe getting it to wake up is to deleteVehicle on the module and then re-create it, but I don't know how to spawn a module (and set its parameters) in script. Has anyone had any success with this? I'd also like to point out that it's utterly ridiculous that official BIS modules don't update for players who join-in-progress. It's not just ORBAT - it's the tasks modules, high command, and others too. It's a complete farce. </rant> -
Finding animation names for existing models?
MurrayL replied to MurrayL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Aha! That's just what I needed, thanks. I had no idea the config browser was a thing until now, and you've probably saved me hours of fist-shaking in the future. -
Finding animation names for existing models?
MurrayL posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
After an hour of struggling with collision detection, I've finally managed to get a unit to stand inside a field toilet (Empty / Objects (Construction) / Field Toilet) without being pushed outside. I'd now like to set up a trigger so that it opens the toilet door when it activates. I'm guessing I'll want to use fieldToilet1 animate ["door",1] , but I have no idea what the animation is called! I've checked the animations viewer in-game, but it only shows animations for men, not for other objects. I've tried using the module to open doors in a radius, but it doesn't seem to have any effect on the field toilet. Is there any way to find out the name of the animation I want? Perhaps some way to print it to chat when I use the 'open door' command, or even just a way to get access to a list of every animation on an object? There's got to be some way to do this, right?