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Posts posted by Grumpy Old Man
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That's the weird randomizer script from BI messing with custom textures.
Just add your command a bit later into the mission and you should be fine (a delay of 1-2 seconds will do)
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Yeah I dont have a init sqf so do I just make a file call it init.sqf and just drop the code in and it should work..Why not go ahead and try it?
Yes it should work
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Chopper lights are bugged since arma3 came out, unfortunately no response from the devs yet...
Check this out if you want to help:
http://feedback.arma3.com/view.php?id=15487
For the landing the most basic thing would be to use
dostop choppername; { unassignvehicle _x; [_x] allowgetin false; [_x] ordergetin false } foreach assignedcargo choppername;The chopper will land autonomously without having to spawn anything.
It will also search for a fitting spot to land in without crashing (most of the time at least)
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Well everything you need to know is here:
https://community.bistudio.com/wiki/attachedTo
This is what I use to delete a strobe light that's attached to a floodlight which is attached to a popup target.
_target addEventHandler ["Hit", {_obj1 = attachedobjects (_this select 0) select 0; _obj2 = attachedobjects _obj1 select 0; deletevehicle _obj2;}];_obj2 refers to the strobe #lightpoint and is used by the deletevehicle command.
Working flawless. What's keeping you from using it?
Cheers
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A lot of things can be broken on devbranch.
Can't really help without knowing what's going on in your mission, since all these steps should be working.
Last thing I can think of would be that you forgot to copy the init line to the init.sqf in your mission, other than that, no idea.
Steps to install upsmon are in the "upsmon known problem and hints !R.txt" in step 4.
Did you look there already?
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Too bad, I've been trying to find the source of the randomization to no avail, I guess it's actually impossible like Tajin said.
Made a ticket to request a script command for this, just in case.
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Yeah, I've been trying that as well, but having trouble figuring out the syntax.From what I know so far it would be easier to just create a small GUI for that,
since I can't recall having played a single mission that had multiple diary subjects within each other.
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Running 340+ units in 70+ groups just fine with 6.0.7.1
Have you tried enabling UPSMON debug in the UPSMON INIT.sqf or can you upload your mission?
http://i.imgur.com/wSPUeRB.jpg (360 kB)
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Maybe selectDiarySubject could do what you want?
Haven't done much with the diary yet since I'm still struggling to find a way to create subjects within each other but it might do the trick.
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strobe is an object, try isnull instead.
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Something like
_veh = Mohawk1; _marker = createMarker [name _veh,getposASL _veh]; _marker setmarkertype "mil_arrow"; while {alive _veh} do { _dir = getdir _veh; _alt = getposASL _veh select 2; _marker setmarkerpos getposASL _veh; _marker setmarkerdir _dir; _text = format ["""%1"", HDG: %2, %3 ASL",name _veh,round _dir,round _alt]; _marker setmarkertext _text; sleep 3; };should do it.
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I wouldn't call a 50% hit rate "genius".
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Any chance of a demo mission showing multiple ways on how to set this up?Thank you.
It's pretty basic, take a look into the info folder.
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There are a few objects that won't work with attachTo.
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I played a mission, so ive placed 3 AntiAir Tanks of NATO-Forces to secure the sky, through my scope i saw how the cockpit is fleshing with blood due the hits of the AA-Tanks. But the AI must have some kind of mental powers, so while the Kaiman was easy hovering to the ground with his must-be-dead crew the chopper starts again with shooting and killed my whole team 8 AI´s.In my opinion it should explode much much faster, it cant be that the AI survive such an amount 0f bullets and and still have the time to land the chopper when 3 AA Tanks shooting the hell out of him
Tried it out, the Kajman exploded after the Cheetah AI fired ~40 rounds at him, with at least 20 hits, sounds fair enough.
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Use this in the objects init field:
this enableSimulation false;
This should make them stay put but won't react to physx anymore when throwing a grenade at the table or ram it with a vehicle.
I'd really love to see BI implement physx properly and to all objects...
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Try to set it to some random color cobra, you can't texture the box of the truck, only the cab and tires, the box will always look the same, no matter which number you use.
At least not that I know of.
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Yeah, might be the only solution.
Gonna look into Icemans guide, thanks!
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Hey folks,
Since civilian vehicles got randomized license plates I wondered if it's possible to return them to a script?
How can I get this number?
Can't really find anything in the addon config files
The only thing I came across was in the vehicle cfg of cfgClasses: configfile >> "CfgVehicles" >> "C_Van_01_box_F" >> "PlateInfos"
This seems to enable the license plate randomization, but no clue how to return them once in game...
Cheers
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No idea, doesn't seem to have a hiddenselection for it.
Weird.
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Ahh, but don't you need atleast 1.5 for the chopper to know the side of the units?This depends on overcast, daytime, and if the unit that gets to know about the targets has NVGs on.
Unfortunately even a number of 4 will not be enough if it's night with full overcast, the chopper crew will only know that there are targets, not that they're hostile when the chopper is a bit further away.
If it's bright daylight, no overcast and the squad is out in the open a 1 should be enough.
@Pepe Hal
Go and try sitting in the kajmans cargo seats and have it fly over a blufor squad out in the open, the kajman will immediately fire on the squad.
Now go back to the editor, move yourself out of the cargo and observe the kajman flying over the squad without having you as player in the cargo or group.
Nothing will happen, the kajman will continue with his waypoints without engaging.
There has to be a big impact on AI increasing their skills when a player is in their group/same vehicle, I even checked the difficulty skill slider, was the same for friendly and hostile AI.
Something fishy going on here...
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Sorry but I don't understand how this can improve their behaviour.You're just revealing squad members to each other? Being part of the same group, they should already "know" about each other, shouldn't they?
The script snippet reveals every single squad unit to the chopper.
The "_x" simply refers to the "foreach units group".
Read it again ;)
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Thanks Varanon, I feared this would be the case...
createDiarySubject might be the answer to your question. ;)I know about createDiarySubject, I wanted to create multiple instances of these subjects, to keep an extensive diary going, which is only possible with a proper separation.
As of right now I can only create one subject with one entry, or am I doing something wrong?
If I use "Diary" for the creatediaryrecord I can either make this record into the Briefing section or into a custom predefined section made by the creatediarysubject command, which goes straight on top of the map menu.
I want to have something like Briefing - Year 1 - Month 1 - Week 1 - randomtext goes here
if that does make any sense.
Or are there other ways to do this? Maybe with a simple GUI?
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I'm desperate for this, anyone?
Civ script for Opfor to attack.
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Forget all about the setcaptive command, it will make most triggers/conditions unusable that check for a units side and is way too complicated to set up.
If you want a reliable method that's easy to setup simply use addRating.
put
into a units init field and it will get shot, works for all sides
this will put a unit to the "ENEMY" side and set it hostile to everyone