Vegatry
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Large Number of AI and heavy firefight, physic simulation and game engine limitation?
Vegatry replied to wasserkool's topic in ARMA 3 - GENERAL
It can, using technique such as spawning units via trigger, disable units simulation and etc. For MP, Headless Client could support up to the scale of hundred AI without overloading the server FPS. -
Check if BIS_fnc_Unitplay was finished?
Vegatry replied to Vegatry's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well its a nay, the scripts continues after the function. Which my poor little character eject from the heli high from 100m and splash on the ground...looks pretty dead. -
Check if BIS_fnc_Unitplay was finished?
Vegatry replied to Vegatry's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks mate :D -
Check if BIS_fnc_Unitplay was finished?
Vegatry posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Goal: How do I check if BIS_fnc_Unitplay was finished so I could execute codes such as bail out the AIs or deleteVehicle and etc.. Questions/Addition infos Or does it automatically detect if its was finished and jump to the next line of codes? I unPBO the official showcase "Commanding" and founded following code in its initMission.hpp file, but it still seem to be confusing to me... Anyone help me slove the puzzle? I tried with ["my helo name", "finished"] on its third parameter just as how BIS did, but doesn't work. _data = call compile preprocessFileLineNumbers "Littlebird.sqf"; If (!([] call BIS_fnc_isCampaign)) Then {[bIS_Littlebird, _data, [bIS_Littlebird, "finished"], false, false, 0, 40] spawn BIS_fnc_unitPlay} Else { BIS_Littlebird disableAI "anim"; BIS_player action ["Eject", BIS_Littlebird]; unassignVehicle BIS_A1; [bIS_A1] orderGetIn false; BIS_A1 action ["Eject",BIS_Littlebird]; BIS_player setPos [2147.14,1877.83,0.00130177]; BIS_player setDir 320; BIS_A1 setDir 320; BIS_A1 setPos [2152.7,1879.28,0.00130939]; BIS_Littlebird setPos [(getPos BIS_Helipad select 0), (getPos BIS_Helipad select 1), 0.25]; BIS_Littlebird setDir 210; "BIS_mrkStart" setMarkerPos (getPos BIS_helipad); }; -
[Quick Question] Check player is in combat?
Vegatry replied to Vegatry's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks mate, just saved my day digging in the wiki.(Didn't find what I want while searching it previously.) ;) -
[Quick Question] Check player is in combat?
Vegatry posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there any command, eventhandler, or functions that detect specific units/groups, or simply player is in combat? -
Help Debug on a hideobject script.
Vegatry replied to Vegatry's topic in ARMA 3 - MISSION EDITING & SCRIPTING
:o Cheers mate, just notice what a foolish errors I had made. -
Just as Rocksteady said { if(side _x == civilian) then { removeGoggles _x; }; } foreach (allUnits);
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Help Debug on a hideobject script.
Vegatry replied to Vegatry's topic in ARMA 3 - MISSION EDITING & SCRIPTING
:j: bump -
Intention: The purpose was I want the AI used for creating an ambient basement hidden when a checking trigger is activated to increas frame rates. (I want to save them for later use which deleteVehicle is not an option) May anyone help me debug it a bit, or any ideas to reproduce the script? (Example mission would be the best) Many thanks. Update: The error is known caused by the false usage of switch-case. The following script is my first attempts, which is pretty shitty and unshaped. As I expected, it failed to work :butbut: Its activated via trigger's onAct on Act = nul = ["dum1"] execVM "AIcache.sqf"; AIcache.sqf: _dummygroup1 = [dummy1, dummy2,dummy3,dummy4,dummy5,dummy6,dummy7,dummy8,dummy9,dummy10,dummy11,dummy12,dummy13,dummy14,dummy15,dummy16,dummy17,dummy18,dummy19,dummy20,dummy21,dummy22,dummy23,dummy24,dummy25,dummy26,dummy27,dummy28,dummy29]; _dummygroup2 = [dummy30,dummy31,dummy32,dummy34]; _typeOfDummy = toLower (_this select 0); switch(_typeOfDummy) do { case "dum1" { { _x enableSimulation false; _x hideObject true; } forEach _dummygroup1; }; case "dum2" { { _x enableSimulation false; _x hideObject true; } forEach _dummygroup2; }; }
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[QuickQuestion] Something about BIS_fnc_UnitCapture
Vegatry replied to Vegatry's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks bud ;) -
Looking for a partner
Vegatry replied to rhinonathan45's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perhaps taking a look on F3 Folk Framework, its very easy to use for MP scenarios designing [url]http://ferstaberinde.com/f3/en//index.php?title=Main_Page[/url] -
[QuickQuestion] Something about BIS_fnc_UnitCapture
Vegatry posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does Unit capture 'capture' any usage of weapon? (Such as firing a missile) Or does it simply track target's movement only. :confused: -
F3 Mission Development Framework (F2 for ArmA 3)
Vegatry replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
good job to Wolfenswan! Finally AI caching is here! -
removeheadgear this; If you are using an array, replace "this" by the array you're using. Let's say _unit this select 0; you just need to change it to removeheadgear _unit;