brians200
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It does work with A3MP maps If you want to use the "All" location, you cannot give it a number afterwards. iedArray = [ ["All","West"] ]; If you predefine a location, you must add it to the IED array. predefinedLocations = ["city_Anar",[06000,07200],1000]; iedArray = [ ["city_Anar",5,10,"West"] ]; If you don't feel like predefining a location, you can just use its proper name. iedArray = [ ["Anar",5,10,"West"] ]; -
The methodology works, as that is what I do to detect explosives in my IED script. Whether I had a typo or not, is another story.
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you send me your mission as well? I ask, because it is naming variables with decimal places, which it shouldn't be doing... -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am not sure how creating that mine icon works.. I suspect it involves having to change the config files to define the item as a mine. But if anybody knows for sure, feel free to let me know. Have you edited any of the files? Can you check your rpt file and see if there are errors when that happens? You will have to define the explosive bullets in the array in EPD\IED\ied.sqf explosiveBullets = ["B_20mm", "B_20mm_Tracer_Red", "B_30mm_HE", "B_30mm_HE_Tracer_Green", "B_30mm_HE_Tracer_Red", "B_30mm_HE_Tracer_Yellow", "B_30mm_MP", "B_30mm_MP_Tracer_Green", "B_30mm_MP_Tracer_Red", "B_30mm_MP_Tracer_Yellow", "B_35mm_AA", "B_35mm_AA_Tracer_Green", "B_35mm_AA_Tracer_Red", "B_35mm_AA_Tracer_Yellow", "B_40mm_GPR", "B_40mm_GPR_Tracer_Green", "B_40mm_GPR_Tracer_Red", "B_40mm_GPR_Tracer_Yellow"]; -
revive A3 Wounding System (AIS by Psycho)
brians200 replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you think you can look into the squad leader losing his squad leader position when he goes unconscious? It makes having ai in a squad a pain.- 914 replies
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are close. 0 to 2 inclusive would be floor random 3 You don't need to worry about that warning for this instance. Only the server is running that code. It is warning that if my computer generates a number and your computer generates a number, they probably aren't going to be the same. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Change Log: Version 1.6 Added a tinnitus and disorientation effect, based on how far away you are from the IED. Special Thanks to IndeedPete Renamed the debug variable so it is unique to the script to prevent conflicts with other scripts. In the current state, you can put a random number in the IED array for randomness. ["Lakka", floor random 2, floor random 8, "West" ] As for your other request, I will work on that when I have some time again. Trying to finish up my masters degree. I will create some ways to spawn IEDs mid mission when I get some time again. I will also add other options for spawning them around towns. I will look into respawning areas when I get some more time. For the second part, you can kind of use the random function still, but I can expand it further when I am not busy. For right now, if you wanted 1 to 5 real ones, you can use 1+floor random 5 as your argument. I am not sure I follow what you are asking for. You can already place a marker of size 1000 and get completely different results every time the server starts. As far as finding the all the roads on the map, the only method I know of so far is using the nearRoads command, which takes a long time to run if you give it the size of the map. If somebody could point me to where it is in the config or similar that would be excellent. As far as determining road type, I am not sure how to do that either. nearRoads returns an object that only uses a number when you try to print it. It doesn't allow you to use typeof, so I would need some guidance there as well... As I have told the others, I will look into when I get some more time. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am looking for the opinion of the people that use this. Would you like to have a tinnitus and a disorienting effect if you are close to the explosion? Something like: If you are within 40 meters, you get tinnitus and a disorienting effect. If you are within 75 meters, you get tinnitus. Inspiration comes from here. http://forums.bistudio.com/showthread.php?172864-Any-idea-how-this-was-done -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The only way to detect an IED is to move up to it with the appropriate gear and you will get the Disarm option if it is real. I have not done any AI programming, so I don't know how to give them options. -
enableSimulation false
brians200 replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you sure it didn't work? I just threw it into a random mission I had and cannot move and the AI cannot move.I had originally mistyped "enableSimulation" with "enabledSimulation", but I fixed that within 1 minute of posting. -
enableSimulation false
brians200 replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Did you wait until the units were alive before stopping them? -
enableSimulation false
brians200 replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is no need for a trigger { _x enableSimulation false} foreach (allunits + vehicles); -
You could always break the headlights on the car they are driving EDIT: It seems to be harder than I thought to break the headlights from a script point of view... Take the Hatchback for example, It has 4 lights on the front, LightCarHeadL01, LightCarHeadL02, LightCarHeadR01, LightCarHeadR02. LightCarHeadL01 and LightCarHeadL02 both share the hitpoint "Light_L". LightCarHeadR01 and LightCarHeadR02 both share the hitpoint "Light_R". If you run _vehicle setHit ["Light_l",1]; , you will see one of the front left ones break, but the other one is still one. I am not sure how to break it. You can add a "Dammaged" eventHandler to the car and no matter where you shoot the headlight, it will show up as "Light_L" or "Light_R", even though there are 2 lights on each one... It seems other cars do the same thing. The Hunter, Offroad, Marshall, HEMTT and UGV for example. The Quadbike and Slammer do not.
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How to retrieve clan name set by Squad.xml?
brians200 replied to brians200's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, those commands won't work though, because "player" isn't considered a config. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is not enough for me to go on.. Can you send me your mission in a pm? -
This is an adaption of the code I use in my IED script for detecting grenades being thrown at them. I didn't have time to test my changes, so let me know if you get an error. ProjectileDetection.sqf _range = 35; _origin = [5000,5000,0]; //some location you care about _fired = []; while {true} do //some condition to keep detecting { _list = _origin nearObjects ["IRStrobeBase",_range]; //IRStrobeBase= superclass of ir grenades if (count _list >=1) then { _ammo = _list select 0; if (!(_ammo in _fired)) then { [_ammo, typeof _ammo, getpos _ammo, _origin ] spawn STROBE_WATCHER; _fired = _fired + [_ammo]; }; }; sleep 0.1; //remove dead projectiles _fired = _fired - [objNull]; }; StrobeWatcher.sqf _item = _this select 0; _class = _this select 1; _position = _this select 2; _origin = _this select 3; _updateInterval = .1; _radius = 49; //squared while {(alive _item)} do { _position = getpos _item; if(_origin distancesqr _position < _radius) then { //IR STROBE IS IN THE AREA YOU CARE ABOUT }; sleep _updateInterval; }; //IR STROBE turned off here.
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How to retrieve clan name set by Squad.xml?
brians200 replied to brians200's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The only progress I have made on this is that every thing under the config for cfgVehicles has the following entries configFile >> CfgVehicles >> AllVehicles >> SquadTitles >> name = clan_sign configfile >> "CfgVehicles" >> "AllVehicles" >> "selectionClan" I have not figured out a way to retrieve these off of the player though... They could potentially be the wrong things anyways, but it is a lead? -
COOP 32 - Resistance (FIA vs CSAT)
brians200 replied to lkincheloe's topic in ARMA 3 - USER MISSIONS
The AA titan missiles are still broken. While attempting to lock, it will restart about half way through the lock sequence... -
Graphical Glitch with pre-placed bodies since 1.10?
brians200 replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I teleported my friend to me once and had a similar situation, except it killed him. http://i.imgur.com/DzTmlyO.jpg (572 kB) -
HALO Jump Group player group together
brians200 replied to zuff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[group player,"haloGroupJumpEach", true, false] call BIS_fnc_MP; This will save you a line of code is all. -
HALO Jump Group player group together
brians200 replied to zuff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You need to run haloGroupJumpEach.sqf on each person's computer. Right now, you are putting every person in that group at 200 meters over the spot you clicked and then you are only running the second script on yourself with execVM. What I would do is pass the group to the function and if the current player is in it, run the rest of the code. First, compile the haloGroupJumpEach code, so you don't have to compile it over and over as you use it.. Do this in the init, where each player runs it. haloGroupJumpEach = compile preprocessfilelinenumbers "haloGroupJumpEach.sqf"; Then replace your execVM with the BIS_fnc_MP call; hint "Click on the Map where you'd like to HALO jump."; openMap true; onMapSingleClick { onMapSingleClick {}; {_x setPos [(_pos select 0),(_pos select 1), 200];} forEach units group player; _group = group player; //you can probably put this in the call, but could be useful outside for debugging purposes [_group,"haloGroupJumpEach", true, false] call BIS_fnc_MP; //[parameters, function to call, everybody, not persistent] hint ''; openMap false; }; Then in your function, check the player's group and exit if they aren't in the appropriate one. if(group player != _this) exitwith {}; removeBackPack player; player addBackpack "B_Parachute"; [] spawn { waitUntil {(getPos player select 2) < 150 || animationState player == "para_pilot" && alive player}; player action ["OpenParachute", player]; }; -
What's up with setOvercast?
brians200 replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have found that if you use the skiptime command, you can get it to be exactly what weather type you want. skipTime -24; 86400 setOvercast 1; skipTime 24; This will instantly change the overcast to exactly what you set it to. Hope this helps. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You are more than welcome to have some AI bots come running to the area if you wish. If the object named ied_# becomes null, you know that that IED went off. Then you can send AI over to there. Correct me if I am wrong, but doesn't adding items to ARMA 3 require players to download mods? You are probably thinking about TankBuster's work that is linked on the first post. If my first assumption is wrong and somebody can point me to some decent documentation, I will consider adding support for stuff like that. As it stands, I don't want people to have to download yet another mod just to play a map. If we can get adding items working, I would also like to add the IED models bis already has in the game. I don't currently use them, because they have the red triangle on them and if you try to use the default deactivate, it throws a script error. That would already be on top of mine... -
Hello, I am having trouble with the people inside the reinforcement helicopters refusing to get out once they land on the ground. There is nothing in the rpt indicating any error. This is the command I am using. nul = [_pos,2,350,[true,false],[false,false,false],true,[15,20],[3,0],"default",nil,nil,groupNumber] execVM "LV\militarize.sqf"; sleep 15; call compile format["waituntil{sleep 1; ({alive _x} count units LVgroup%1) < 8};", groupNumber]; ["Reinforcements inbound!", "messageEverybody", true, false] call bis_fnc_mp; nul = [_pos,false,2,4,false,false,[_pos],"random",2500,true,false,8,"default",[false,true,false,true],call compile format["LVgroup%1",groupNumber],nil,groupNumber,false] execVM "LV\reinforcementChopper.sqf"; sleep 5; nul = [_pos,false,2,4,false,false,[_pos],"random",2500,true,false,8,"default",[false,true,false,true],call compile format["LVgroup%1",groupNumber],nil,groupNumber,false] execVM "LV\reinforcementChopper.sqf"; sleep 5; call compile format["waituntil{sleep 1; ({alive _x} count units LVgroup%1) < 5};", groupNumber]; In terms of reproducing this error, it seems to sometimes happens if you shoot at the chopper, but it sometimes happens even if you don't shoot at it. EDIT As a temporary fix, you can force them to get out using. if(vehicle _x != _x) then {_x action["getOut", vehicle _x];}; //eject works too You probably want to put a small sleep in there, like sleep .5; or else they will all get out at once. Another problem I noticed is that the AI helicopter pilots do not use flares to try to protect the chopper. Is there an option to allow this again?
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You can always change what items the IEDs are hidden in ;) This was a great way to get some more explosions going in our server.