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Everything posted by Grumpy Old Man
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First contact with the arma franchise has been through day-z. Enjoyed the hell out of it during the early days, was quite an experience meeting other players, fending off those zombies while trying to gather supplies, get armed and on top of that somehow trying to get a grasp of the gritty A2. The more popular day-z became, the more uninteresting it became to me, since most servers got flooded by folks just interested in shooting each other (way better gamemodes out there for that kind of playstyle). Then I played my fair share of Takistan life in a rather small but active server, north government vs southern rebels, oh the times... After that I discovered the editor and slowly descended into the depths of .sqf scripting. I have looked upon all sqf has to hold of horror, and even the skies of spring and flowers of summer must ever afterward be poison to me. Cheers
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Need Help Making Simple Money System
Grumpy Old Man replied to npmproductions13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Might find this useful: Already checks if the transaction drops below 0 and if the player can actually carry the item, if any of those fails the transaction won't happen. Pretty basic and easy to build upon. Cheers -
scripts ramdon remoteExec
Grumpy Old Man replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check the quotation marks. Cheers -
Only Server Host Teleporting or Hearing Sounds
Grumpy Old Man replied to pliskin124's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't post an entire page containing of 2-3 lines of minor, already solved issues every 20 minutes, instead condense it so people can figure out at first glance what's going on. Will most likely lead to more replies/help. This forum is far from dead, folks simply don't post every 5-15 minutes like it's some social messaging app. Try stuff out, if extensive search engine usage and rummaging through similar topics and the wiki aren't providing a solution, then it's time to post, forum etiquette. To have remoteExec send to all players while being local MP and dedicated server compatible simply use [0,-2] select isDedicated as second parameter, so it will be executed on every client except the server in dedicated environment, in locally hosted MP (where the hosting server has a player) it will be executed accordingly. Cheers -
Making helicopter shoot at area from stationary hovering position
Grumpy Old Man replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works out neat, if a bit robotical. Why waste a single bullet when you can throw ordnance worth 5digits+ on a single unit, heh... Cheers- 19 replies
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[Release] GOM_CB - Carpet Bombing V1.1
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Triggers don't have an init field, you need to put it inside the triggers "On Activation" field. Also make sure the trigger fires by adding this line: hint "Trigger fired!"; If the hint doesn't show, then the trigger doesn't fire. Cheers -
[HELP] Nested if-statements / Multi-dimensional arrays
Grumpy Old Man replied to Zeraw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_i is simply a variable name, in this case it's used by the for loop to hold the current iteration and increases each iteration by the amount chosen by step (default by 1). for "_i" from 0 to 1 do { systemchat str _i; }; //will print //0 //1 for "_i" from 0 to 100 step 10 do { systemchat str _i; }; //will print //0 //10 //etc. You can name it whatever you want, as long as the same variable doesn't exist already. Might as well be _bananas, it doesn't matter. For practical purposes it's common to use _i though. Cheers -
Making helicopter shoot at area from stationary hovering position
Grumpy Old Man replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As long as AI behavior will override most script commands (try to turn on vehicle lights at night outside of "SAFE" AI behavior etc.) and other AI components remain inaccessible through scripting, it's not really worth investing the time. Cheers- 19 replies
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- cas
- helicopter
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Missing Get Commands for Triggers and Waypoints?
Grumpy Old Man replied to Werthles's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're already on the .sqf side of things, there's barely any reason to keep using triggers. Cheers -
remoteExecCall does not work
Grumpy Old Man replied to gc8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Depends on what you want to achieve, you seem confused considering your usage of remoteExecs with isServer checks from inside init.sqf. Cheers -
prevent AI from flanking
Grumpy Old Man replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Simplest solution might be to just block the tunnel entrance. Other than that you'd probably need to make the AI advance manually and disable respective features such as enableAttack etc. Cheers -
Both image and snippet are not mine, the snippet used was most likely by his highness @killzone_kid Cheers
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No Sound with Explosion
Grumpy Old Man replied to CHICKENLICKEN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Vehicles should play an explosion sound, even when using setDamage 1 command, is this a vanilla vehicle or mod asset? Cheers -
Pathfinding is perfectly fine, it's the (for some reason extremely generous) bounding boxes that cause what you described. Outer lines are from boundingBox, inner lines are from boundingBoxReal. Guess we need boundingBoxForReal... Try moving an AI close to this one. Cheers
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They always move within 10cm of where I order them. Cheers
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How to count number of times a unit is hit while keeping the unit invincible
Grumpy Old Man replied to cry me a river's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This was a bit of a headscratcher for me back in the days, since the hit eventhandler ceases to work when a unit is set to allowDamage false. Might as well rename that command to allowGettingHit.. This will do the trick, allowDamage is not needed, the damage upon each hit (even when a bullet hits multiple selections) will be 0 while still allowing the hit eventhandler to work: test addEventHandler ["Hit",{ params ["_unit", "_source", "_damage", "_instigator"]; _hits = _unit getVariable ["TAG_fnc_hits",0]; _hits = _hits + 1; _unit setVariable ["TAG_fnc_hits",_hits]; hint format ["%1 has been hit %2 times",name _unit,_hits]; }]; test addEventHandler ["HandleDamage",{0}]; Cheers -
Damaged car rendering
Grumpy Old Man replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm usually eager to rant on some decisions regarding BI naming conventions but from the looks of it the config contains all possible materials, while the getObjectMaterials command only returns currently used ones. This wouldn't explain the empty damage textures config though. Maybe the engine is handling stuff differently, similar to this (if related at all) there's also no way to get an objects mass without spawning it and using the getMass command. No mass config entry exists. Cheers -
Damaged car rendering
Grumpy Old Man replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's what I used: _vehicle = this; _state = 1; _type = typeOf _vehicle; _selections = getArray (configfile >> "CfgVehicles" >> _type >> "hiddenSelections"); if (_selections isEqualTo []) exitWith {diag_log "vehDamage: No selections found.";false}; _mats = getArray (configfile >> "CfgVehicles" >> _type >> "Damage" >> "mat"); _textures = getArray (configfile >> "CfgVehicles" >> _type >> "Damage" >> "tex"); if (_type isKindOf "CAManBase") then { _mats = getArray (configfile >> "CfgVehicles" >> _type >> "Wounds" >> "mat"); _textures = getArray (configfile >> "CfgVehicles" >> _type >> "Wounds" >> "tex"); }; _debug = []; _hasMats = !(_mats isEqualTo []); _hasTexs = !(_textures isEqualTo []); if (!_hasMats AND !_hasTexs) exitWith {diag_log "vehDamage: No mats and textures found.";false}; _count = 0; for "_i" from 0 to ((count _selections -1) * 3) step 3 do { if (_hasMats) then { _mat = _mats select (_i + _state); _debug pushback (_i + _state); _debug pushback _mat; _debug pushback "----"; _vehicle setObjectMaterialGlobal [_count,_mat]; }; if (_hasTexs) then { _tex = _textures select (_i + _state); _debug pushback (_i + _state); _debug pushback _tex; _debug pushback "----"; _vehicle setObjectTextureGlobal [_count,_tex]; }; _count = _count + 1; }; true This was made quite some time ago so maybe stuff changed, but was no problem to make a damaged vehicle look like new, even with hull damaged to 0.8. With this you can also make a healthy infantry unit have blood all over the place. Just play with the _state number (up to 3 if I recall correctly). Cheers -
Damaged car rendering
Grumpy Old Man replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dig through the config for the regular vehicle textures, on the damaged vehicle simply setObjectTexture to the default one, so even when heavily damaged it will look like a pristine editor placed vehicle. Cheers -
[Release] GOM - Vehicle Tuning V1.01
Grumpy Old Man replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cost functionality isn't yet implemented. Best add this function to one player only and have him offer his services for cash. Cheers -
Keep custom armaments on vehicle after respawn
Grumpy Old Man replied to Needleman52's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You put it in the init field, it needs to be in the expression field as stated above. The tooltips basically give it away. Cheers -
Teleport to Vehicle anyone?
Grumpy Old Man replied to saddle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Depends on how you're applying the addAction, shouldn't multiplicate on its own. Cheers -
Respawn in airborne vehicle
Grumpy Old Man replied to jeroenV1982's topic in ARMA 3 - MISSION EDITING & SCRIPTING
setSpeedMode only affects groups or units/manned vehicles, won't have any effect on empty vehicles. Shouldn't be needed, since the proper syntax of createVehicle already spawns the plane with engines on (without having to spool up) and with a healthy forward momentum: _plane = createVehicle ["B_plane_CAS_01_dynamicLoadout_F", (getPosATL player vectorAdd [0,0,100]), [], 0, "FLY"]; player moveInAny _plane; Should be all that's needed (with adjusted spawn position of course). Cheers -
If conditions in description.ext
Grumpy Old Man replied to gc8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Weird approach, why not just use a simple isClass check inside the respective functions to see if a certain mod is loaded? Compatibility for certain mods can be implemented by the script author, so you already know which classes (i.e. unit/item spawning) will be used, simply add them to an array, then use an isClass check for further procedures. Cheers -
Change mass when sling
Grumpy Old Man replied to DukeVenator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Daytime doesn't matter. Coffee does. Cheers