DarkRise
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Need help for SP revive script
DarkRise replied to DarkRise's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can't try it now but what about the selectPlayer or selectNoPlayer ? If the animation works for the AI and I remove the input of the player on the unit during the animation, it become an AI, and the animation will works ? thank you for your answer, you help me a lot ^^ ! -
Need help for SP revive script
DarkRise replied to DarkRise's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, it works, finally !! But I found two problems, the wounded can be auto-revive (so is there a way to remove the action just for _wounded ?). And if the unit take the damage too fast, the script is not executed, and the unit die. And I've found nothing on google but if you know how I can execute the animViewer animations by the player, it could be very usefull for me ^^ ! I have already tried playMove/switchMove, and there is too many BIS functions... :'( -
Need help for SP revive script
DarkRise replied to DarkRise's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, thanks for your answer but it doesn't seem to work. I've try to rewrite some of the DRRevive.sqf code, but I can't get something that work. Are you sure this code is for a Single Player usage ? -
Hi, nobody answer to my problem on my post (http://forums.bistudio.com/showthread.php?167823-Need-help-for-SP-revive-script) so I ask here because this is almost the same problem and it can be useful to the author of this thread. I don't know which command I should use to do what I want : I created an action via the addAction function that make the caller of the action execute the "Acts_TreatingWounded_in" animation and some others. The command playmove work for AI but not for the player (just don't work or, with switchMove, the player is stuck in a stand animation during the period of the animation). Is anyone have an idea ?
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Hi all, desperate to see that BI don't want to add a SP revive function in Arma 3, I decided to create one for my mission but I can't use the one of Norrin because there is a bug with my mission : my team become invincible x) ! So, I'm almost done with the script but some problems remain : I have four playable units : unit1, unit2, unit3 and unit4. unit1 is the team leader/player. 1 - there is my first script (named "test.sqf") and First problem : I don't know how to apply this script to all the members of my team so for the example, I choose unit3 : _damage = damage unit3; _Hurt = _damage > 0.5; if (_Hurt) then {unit3 execVM "injured.sqf"} else {execVM "test.sqf"}; For this, I want to know how can I get the damages of unit1 to unit4 and check if _damage > 0.5 to execute injured.sqf for all of the units who are hurt. 2 - Injured.sqf, same problem than test.sqf : unit3 allowDamage false; unit3 playMove "AinjPpneMstpSnonWrflDnon_rolltoback"; sleep 3; unit3 playMove "AinjPpneMstpSnonWrflDnon_InhuredHealed"; unit3 DisableAI "MOVE"; unit3 addAction ["Revive", "Heal.sqf", nil, 6, true, true, "", "(_target distance _this) < 2"]; 3 - Heal.sqf - the most Important = First, I don't know if the 3 variables are correct (_wounded = the wounded / _medic = the caller of the action / _revive = the ID of the action); _medic playmove ... seems to do nothing (I think the problem is _medic) and finally, player playmove "animation_name" doesn't work, but work with an AI, do you have an idea ? : _wounded = this select 0; _medic = this select 1; _revive = this select 2; _medic playmove "Acts_TreatingWounded_in"; sleep 3; _medic playmove "Acts_TreatingWounded01"; sleep 5; _medic playmove "Acts_TreatingWounded02"; sleep 8; _medic playmove "Acts_TreatingWounded03"; sleep 9; _medic playmove "Acts_TreatingWounded_Out"; sleep 4; _medic setDamage 0; sleep 2; unit3 playMove "AinjPpneMstpSnonWrflDnon_rolltofront"; sleep 3; unit3 playMove "AmovPpneMstpSrasWrflDnon_AmovPercMstpSrasWrflDnon"; unit3 setCaptive false; unit3 allowDamage true; _wounded removeAction _revive; Thanks for the help ^^ !
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"playSound3D" and customs files - HELP
DarkRise replied to DarkRise's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was actually looking at it, but I think I will try it tommorow because it's 11:30 pm in France, I am on the editor from 4 hours, I can't do 1 hour more x), thank you for your help, I keep you informed ;). EDIT : Hi, finally it works !! I've just placed this code in a trigger or in an initialization field and the playSound3D use the .ogg file from the pbo mission : MISSION_ROOT = call { private "_arr"; _arr = toArray str missionConfigFile; _arr resize (count _arr - 15); toString _arr }; playSound3D [MISSION_ROOT + "Sounds\Music\Signal.ogg", Hunter, true, getPos Hunter, 9, 1.1, 50]; MISSION_ROOT = call { private "_arr"; _arr = toArray str missionConfigFile; _arr resize (count _arr - 15); toString _arr }; is to define the mission root : when I export the mission to single missions, it will take the "Sounds\Music\Signal.ogg" from the pbo file. playSound3D [MISSION_ROOT + "Sounds\Music\Signal.ogg", Hunter, true, getPos Hunter, 9, 1.1, 50]; is the function itself : it take the file from the "MISSION_ROOT\Sounds\Music\" folder, play it from the Hunter (named Hunter in the editor), in Interior (I don't notice any difference...), place the music on the Hunter, I choose 9 for the volume, increase the frequency to 1.1 (because the music I choose was to slow, but you can leave it at 1) and finally 50 for the audible range. I placed some repair specialists with some repair animations, and it looks great ! Thank you for your help, hope it will be useful for others ^^ ! -
"playSound3D" and customs files - HELP
DarkRise replied to DarkRise's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for your answer but it's not that I wanted. I just want to use the playSound3D function because I want to play a music only in a small area near the vehicle,as if the radio of the car was on, i don't know if my idea is clear, sorry. Thanx for your answers. -
"playSound3D" and customs files - HELP
DarkRise posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi everyone, I'm new to the arma 3 editing and I just wanted to do a simple thing : I placed a "Hunter GMG" and I use this command to play a music : playSound3D ["C:\user\"user"\documents\arma 3 - other profiles\"myprofile"\WIP_Altis.Altis\Sounds\Music\Signal.ogg", Hunter, true, getPos Hunter, 9, 1.1, 50]; And it works. But when I export my mission to the mission folder, if I remove the file from the above path, because a person who download my mission will not have that file, the music don't play anymore. So here's my question, can I, with this function, use the "description.ext" file ? I already tried : class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {Signal}; // Definition for each sound class Signal { name = "Signal"; // Name for mission editor sound[] = {\Sounds\Music\Signal.ogg, 1, 1.0}; titles[] = { }; }; }; It works with playSound, say3D, say,... but not with playSound3D :mad: ! Did you know how can i do please ? Thank you for your help. PS: English is not my mother tongue, I hope I don't do many errors :o !