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Everything posted by Purzel
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Condition: If player/unit has its weapon in his/its hand, then...
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great! Tomorrow i will test this! -
Condition: If player/unit has its weapon in his/its hand, then...
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Please help, i´ve no idea how this works... I´m the "copy & paste" scripter..., but I don´t understand anything about scripting.. I need this as a condition... I don´t know, how to change those codes to a working condition. -
How do I get own radio-Texts, and own .ogg-files played in MP
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Where Do I have to put this? Looks like in description.ext... ??? Sorry, but I dont have any clues about scripting but some easy scripting stuff... Is there a special .ogg-format (e.g. 22Khz, mono, etc..?) which I have to use? I´ve seen a mission ("STARS Midnight Flash") in the ArmA3/Steam-Workshop from User "Grollig", which has exactly that stuff, what I need. But its not downloadable, just the abonnement-thing... I´ve tried to contact him, but he has been not online for a while... So I need your help. -
How do I get own radio-Texts, and own .ogg-files played in MP
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I want to do the following things, before a helicopter reaches the landing zone: A simple radio-chat between a spotter (Sierra) and the chopper-pilot (Alpha), but the player should hear the Radio-Chat AND read it in sidechat. - Sierra calls Alpha, that he can hear the copper approaching. - Alpha answers - Sierra tells Alpha, that the landing zone is marked by smoke, - Alpha tells Sierra that he can see blue smoke, - Sierra confirmes blue smoke and tell Alpha, that the LZ is hot. - Alpha confirmes the last radio chat. This is what I did until now: Sierra and Alpha each are marked as its own groups by Alpha = group this; this setGroupId ["Alpha"]; and Sierra = group this; this setGroupId ["Sierra"]; Both are each synchronized to a callsign-module (callsign Alpha and callsign Sierra) In description.ext the recorded radiochat.oggs are listed. class CfgMusic { tracks[]={}; class radio2 { name = "radio2"; sound[] = {\radio\Alpha1.ogg, db+10, 1.0}; }; class radio4 { name = "radio4"; sound[] = {\radio\Alpha2.ogg, db+5, 1.0}; }; class radio5 { name = "radio5"; sound[] = {\radio\Alpha3.ogg, db+5, 1.0}; }; class radio7 { name = "radio7"; sound[] = {\radio\Alpha4.ogg, db+5, 1.0}; }; class radio9 { name = "radio9"; sound[] = {\radio\Alpha5.ogg, db+5, 1.0}; }; class radio1 { name = "radio1"; sound[] = {\radio\Sierra1.ogg, db+10, 1.0}; }; class radio3 { name = "radio3"; sound[] = {\radio\Sierra2.ogg, db+10, 1.0}; }; class radio6 { name = "radio6"; sound[] = {\radio\Sierra3.ogg, db+10, 1.0}; }; class radio8 { name = "radio8"; sound[] = {\radio\Sierra4.ogg, db+10, 1.0}; }; }; A trigger is set on map with the following activation: nul=[] execVM "approach.sqf"; the approach.sqf is written as this far: Sierra sidechat "Alpha, we can hear you approaching!"; sleep 5; Alpha sidechat "Sierra, go ahead!"; sleep 5; Sierra sidechat "Alpha, we are marking the landing zone with smoke!"; sleep 10; Alpha sidechat "Sierra, we can see blue smoke!"; sleep 5; Alpha sidechat "Sierra, we can see blue smoke and units at landing zone!"; sleep 5; Sierra sidechat "Alpha, we confirm blue smoke at landing zone - LZ is hot!"; sleep 5; Alpha sidechat "Sierra, Affirmative- LZ is hot!"; What I want is to get the spoken .ogg-files in between this lines, so every readable radio-chat goes along with the spoken radio-chat... How do i get this done? I have no clue about that issue. I´ve played around with "playsound", but I don´t get it...! :-( Thanks for any help! Greetz Purzel -
THX guys - I´ve got it...! :)
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I´ve tried this script. It´s working very fine in SP, but not in MP (on our Server). Do you have any clue, why it´s not working? My parachute-team will get kicked of the chopper, but no parachutes opens... (only in MP!). I´m not good in scripting, so please take a look over it... :-) Actual I´m playing under ArmA3-V1.22, maybe that´s the problem. Another question: Your script depends on a unit, starting in a flying chopper with a certain height. What, if the MP-unit should be able to rerarm at some ammocrates before it gets into the chopper...? Then I guess your script cannot work, because of the pre-defined parachute-opening-height. The unit starts at ground-level (0m) and ascents with chopper to let´s say 150m, but the script will set the unit into the parachute when it´s at at 100m (on the way ascending to 150m) Do you have an idea, how to fix this? Greetz Purzel
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[/color]Nope, "DoMove" does not work. the soldier is walking toward WP2 then stops. WP seems to be set in correct way and order. Another question: How do i get the correct high at a objects position? In mission.sqm there´s another height-value than in the WP-attribute-window: For comparison: versus So which is the difference between the values? Ist the height measured "over sea level" or over "ground level"? Maybe that could help. Unfortunatly the building is build on a slope. Its the "ghost hotel" northwest of the salk lake on Altis. How can i get the needed value? And: Is a waypoint e.g. a 3m sphere with or a 3m cylindrical thing from ground to sky? Maybe someone could give it a try and let a unit walk around the railing in the first floor of the entrance (as seen in the second picture from the first post)...
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Hi, I´ve got a little problem... I set a bunch of Waypoints (WP) through a house. I did this by setting a unit on a certain position Radio command: copyToClipboard format ["this setPosATL %1;this setDir %2;",getPosATL player, getDir player]; then paste the data into the units INIT-field. By the same way I set a bunch of "helper"-objects at the desired WP-positions. Then I set the same count on waypoints, named them WP1 -WPx, switched into the mission.sqm and copied/pasted/overwrite each "helper"-objects position-data into the according WP-position-data. e.g.: Helper-Marker11: What is this red marked (different to the bold written) position stuff? Anw why cant I find this line at the WP...? BTW: It doesn´t change anything, if I insert that red line to the WP... Waypoint 11: Then I loaded the mission again into the editor and there it is: Every WP is exactly at the helpers position it should be. At the beginning the unit stands at the 1.floor, and all its waypoints are at this 1.floor level. BUT: The unit is NOT walking the desired waypoints-route in 1. floor, but walks into the 2.floor, walks through a wall over the second stairway, falls down and dies on the stairs. The unit not even tries to overwalk the first WP, its turning around and goes away. See picture for better understanding... You can see, that the unit is moving BELOW the Helper/WP-Position (but then keep standing!): Or see him walking the wrong way... I thought with this method I had a clean waypoint-setting. Waypoint-size is "1", so there is no reason to walk into another level. Any suggestions how to fix this? Greets Purzel
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Condition: If AI-Unit is wounded, then trigger something
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, its me again, the scripting noob... (I will never see the light...!) I´m not sure, how to get a condition, if someone is wounded. In my mission an AI-unit should surrender to human Multiplayers, if the AI-unit is wounded and then follow the human team. A warlord is at a meeting, he will flee if shots are fired,maybe shot back at my team, but if our (human) team gets him (undeadly!) hit, he should drop his weapon and surrender. My trigger until now: Condition: that´s why I´m here... a big "?" Activation: EAST setFriend [WEST, 1];Warlord JoinAsSilent Team1; Is it possible to "setfriend" just ONE Unit..? How do I let him drop his weapon? Is it possible to let him surrender with his hand behind his back oder up in the air? How can I get him integrated into the team, so i can command him to get into e.g. an extraction chopper, but his buddies should fire at my team, but not at him... Any suggestions? I´m not that firm with english language, so i have no clue, for what I have to search and much more no clue about scripting! Sorry for that. Thanks for help Purzel -
Condition: If AI-Unit is wounded, then trigger something
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! -
Condition: If AI-Unit is wounded, then trigger something
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Story/Situation: Team Bravo should get Warlord, he will flee, if shots in his closer range are fired. So team "Bravo" will be forced to shoot him, but let him alive! After that, he should stand still, surrender and is intergrated into team "Bravo", so the leader and its team has to get close to him, and the leader of "Bravo" can send him into an extraction chopper. When "Warlord" arrives in base the mission should end. What I´ve got until now: Trigger 1: Condition: (damage Warlord)>0.1 On Activation: removeallweapons Warlord ;[Warlord] JoinSilent Bravo; Warlord action ["surrender"]; ---- > makes the warlord surrender and join to team "Bravo". I can see him as Member No.8, but cannot give him orders like "get in chopper"... So i decided to create a new trigger and try around: Trigger2: Condition: (leader Bravo) distance Attarim <3 On Activation: Attarim setcaptive false; 1 setRadioMsg "Alpha Radio"; hint " You can now call a chopper for extraction."; But it seems as if "Warlord" once is in "surrender-mode", he is uncontrollable... I dont know how to fix it. Greetings Purzel -
Condition: If AI-Unit is wounded, then trigger something
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great ! THANK YOU! But: If he´s in captive state, he won´t obey my commands, I cannot let him walk (e.g. to exfil-chopper) my warlord (unit_AI) just stands there and won´t move. Any suggestions how to fix it? I thought of a second trigger, with something like this: Condition: Team1 distance Warlord <3 Activation: ??? warlord setcaptive false; warlord action ["Talk", Team1]; I tried around with some commands, but the command "warlord setcaptive false;" at the end of the activation field wont make him commandable to me? Or he is fleeing... waaaah! -
Radio Alpha should be visible only when condition XY is met...
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, I´ve no clue, how to disable a Radio-Alpha-trigger until a certain condition is met. I want to get the Exfil-chopper via Radio Alpha, but it should only appear, when my targets are eliminated. I need this for a MP-mission. My trigger for the target-is-dead-condition is a switch-type: condition: !(alive Target1) and !(alive Target2) and !(alive Target3) on activation: Hint "Call a chopper for exfil"; and here should be the Radio Alpha trigger created (I guess!?). But how? Radio Alpha should have "Heli setfuel 1" on activation. I dont know how to realize this. Thanks for your help. Greetz Purzel -
BW-Mod: Evade & escape / Ausweichen und entkommen...
Purzel replied to Purzel's topic in ARMA 3 - USER MISSIONS
Sorry, it´s MP and SP, but you better play in COOP... I don´t know if I have to deactivate all other mods, if I dont use them in that mission. What about "blastcore", its only an effect mod,but I dont know if YOU will need it too, when I build a mission, with that mos activated. In the mission required mods are: BWA3 -CAF -CBA -TaskForceRadio -xmedsys because they´re used in the mission. -CBA_A3 -xactionUI -xeventsystem -xlib are needed for the functionality of TFR and XMedSys. cTab is now NOT implemented in the mission, but will in further versions. -
Thanks a lot so far! :ok: So, where do i have to put the initPlayerLocal.sqf...? In the mission-folder? Or on our server? (when server, where exactly?)
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Sorry, but I don´t get it... I just want to have all west MP-slots to have the same SW-frequency everytime I join our server. Is it possible to adjust TFR, that every team-member has that same frequency, even on JIP...? Please tell me exactly where to put what code, I´m a scripting noob... And what if I have another west team (e.g. sniper) which is on a different SW-frequency? I guess I have to put another code on the mission, which is executed after the server delivers the same frequency to all other (not sniper-)players.. Thanks a lot Purzel
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XMedSys - Improved Medical System for A3
Purzel replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Folks, how do I deactivate the earplug-feature, when I am hosting a server for my friends on my PC..? Can I write a code into a .sqf-file? or do i have to deactivate it in a special .cfg-file..? And what code do I use in both cases...? -
Hi there, how do I change the units names from e.g. "Alpha 1-3" to another name like "Eyeball 1-1" for a sniper-team, etc ...? It should work in MP, so every group has an own unique name. thanks for your help. Greetz Purzel
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How can I hange units names
Purzel replied to Purzel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot. I actually forgot to say, that I know how to change the units names itself. I just needed the way to change the group names (Alpha 1-1, etc.), but it does unfortunatly not work. -
Problem with custom-loadout after respawn
Purzel posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi folks, I searched the forum for a working respawn script... I tried most of the scripts in here for a working loadout script, but nothing was working as wanted... Maybe it´s because of the ArmA3-Version 1.14, I don´t know. Im really going nuts now... Fact is: I don´t want any mods for that. Our player should start with that equipment (and should get it again everytime he respawns). Unfortunatly it does not work on our server. Sometimes he looses his clothing and have to fight in underwear, sometimes some of its equipment will not be loaded. Depending of ... - I don´t know! Maybe is the order of the the equipment important. Yes - I know: I have tho assign the Vests and backpacks first to fill them. For that reason I added the clothings as one of the last things to prevend an "overflow" and getting some items not loaded into my characters clothings-slots. And it should work in SP and MP I tried this in the units init: _unit call X39_MedSys_fnc_initializeUnit; [color="#0000FF"](is required to start the XMedSys-Mod for each player)[/color] removeallweapons _unit; removeuniform _unit; removevest _unit; removebackpack _unit; _unit adduniform "U_B_CombatUniform_mcam_vest"; _unit addheadgear "H_Watchcap_blk"; _unit addvest "V_TacVest_blk"; _unit addbackpack "B_Carryall_Base"; _unit addweapon "nvgoggles"; _unit addweapon "Itemcompass"; _unit addweapon "Itemmap"; _unit addweapon "Itemwatch"; _unit addweapon "ItemGPS"; _unit assignItem "NVGoggles"; _unit assignitem "itemcompass"; _unit assignitem "itemgps"; _unit assignitem "itemmap"; _unit assignitem "itemwatch"; _unit addmagazines ["30Rnd_65x39_caseless_mag", 10]; _unit addweapon "arifle_MXC_Holo_pointer_snds_F"; _unit addPrimaryWeaponItem "optic_Arco"; _unit assignItem "optic_Arco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; (unitBackpack _unit) addmagazineCargo ["DemoCharge_Remote_Mag",2]; _unit addmagazines ["16Rnd_9x21_Mag", 3]; _unit addweapon "hgun_P07_snds_F"; _unit addweapon "Rangefinder"; _unit addmagazines ["HandGrenade", 3]; _unit addmagazines ["SmokeShell", 3]; _unit addmagazines ["SmokeShellGreen", 1]; _unit addmagazines ["SmokeShellRed", 1]; _unit addmagazines ["SmokeShellPurple", 1]; _unit addItem "tf_anprc152_471"; [color="#0000FF"](this used for the mod "Task Force Radio" and one of the personal radios and needs to be on the last slot.)[/color] _unit assignitem "tf_anprc152_471"; I tried the same with this in the units init: null = [this] execVM "loadout.sqf"; this addeventhandler ["respawn","_this execVM 'loadout.sqf'"]; and this in the loadout.sqf waitUntil {!isNull player}; _unit = _this select 0; _unit call X39_MedSys_fnc_initializeUnit; [color="#0000FF"](is required to start the XMedSys-Mod for each player)[/color] removeallweapons _unit; removeuniform _unit; removevest _unit; removebackpack _unit; _unit adduniform "U_B_CombatUniform_mcam_vest"; _unit addheadgear "H_Watchcap_blk"; _unit addvest "V_TacVest_blk"; _unit addbackpack "B_Carryall_Base"; _unit addweapon "nvgoggles"; _unit addweapon "Itemcompass"; _unit addweapon "Itemmap"; _unit addweapon "Itemwatch"; _unit addweapon "ItemGPS"; _unit assignItem "NVGoggles"; _unit assignitem "itemcompass"; _unit assignitem "itemgps"; _unit assignitem "itemmap"; _unit assignitem "itemwatch"; _unit addmagazines ["30Rnd_65x39_caseless_mag", 10]; _unit addweapon "arifle_MXC_Holo_pointer_snds_F"; _unit addPrimaryWeaponItem "optic_Arco"; _unit assignItem "optic_Arco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; (unitBackpack _unit) addmagazineCargo ["DemoCharge_Remote_Mag",2]; _unit addmagazines ["16Rnd_9x21_Mag", 3]; _unit addweapon "hgun_P07_snds_F"; _unit addweapon "Rangefinder"; _unit addmagazines ["HandGrenade", 3]; _unit addmagazines ["SmokeShell", 3]; _unit addmagazines ["SmokeShellGreen", 1]; _unit addmagazines ["SmokeShellRed", 1]; _unit addmagazines ["SmokeShellPurple", 1]; _unit addItem "tf_anprc152_471"; [color="#0000FF"](this used for the mod "Task Force Radio" and one of the personal radios and needs to be on the last slot.)[/color] _unit assignitem "tf_anprc152_471"; if(true) exitWith{}; Maybe someone of the scripting bosses may take a look over it and give me a clue... I don´t know whats going wrong... -
ArmA3: How do i get a custom face running on our server?
Purzel posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi folks, when I connect with a customface (face.jpg in users/.../arma3) I´ll get kicked from the server. "Player kicked off, customfile face.jpg (81111 B < 0B).". (btw: In SP it works fine...) So how do i allow custom faces on the server? "MaxCustomFileSize = 0;" should be the command for that and to find in a file called "basic.cfg". I took a look around the server, but I can´t find the basic.cfg, which restricts the file limit. Can I just create one new (where? Same folder as config?) and do i have to put another line into the server.cfg to start the basic.cfg? The highest folder-level I can reach is the "arma3"-folder. But I can´t find a server.cfg in there... And yes - we want to play with customfaces. I would appreciate any help! thanks! Greetz Purzel [ Edit: ] I found it, it wasnt on my PC just on the server. I thought, all folders and files would be mirrored all the way. Please delete Thread. -
ArmA3: How do i get a custom face running on our server?
Purzel replied to Purzel's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Solved: The "face.jpg" isn´t allowed to be bigger than 100kb. -
XMedSys - Improved Medical System for A3
Purzel replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do i use the earplugs? I use this command in the loadout.sqf: _unit additemcargo ["x39_earplug", 6]; Do I need just one? or two earplugs? And is it generelly possible to deactivate the "ringing ears"...? This is not needed by me. -
Nope, I do NOT use the "dev build"!
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Does anybody know, how to get rid of that strange text lines (leader,...blabla) in the lower left corner (above the team-pictures): I don´t know why, but suddenly it appeared there: Any clues? Greetz Purzel http://abload.de/img/arma32014031811584794wvkyg.jpg (158 kB)