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Everything posted by jshock
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Help me please with waypoints
jshock replied to cash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You need to sync [_grpheli,1] waypoint with [[_troops, 1]] waypoint not, [[_troops, 0]], then you need to add a "GETOUT", waypoint to the _troops and sync that with the [_grpheli,2] waypoint. There is one small change in this than what I sent you back via PM (create pilot line): _grpheli = createGroup west; _pilot = _groupheli createUnit ["B_Helipilot_F", (getMarkerPos "barracks"), [], 0, "NONE"];//<< My pilot createUnit _heli = createVehicle ["B_Heli_Transport_01_camo_F",getMarkerPos "helispawn",[],0,"NONE"]; //_____________________________________________________________________________________// _pilot = leader _grpheli; _pilot assignAsDriver _heli; [_pilot,1] orderGetIn true; _troops = createGroup west; _soldier1 = "B_Soldier_F" createunit [getMarkerPos "barracks",_troops,"",1,"COLONEL"]; _soldier2 = "B_Soldier_F" createunit [getMarkerPos "barracks",_troops,"",1,"PRIVATE"]; _soldier3 = "B_Soldier_F" createunit [getMarkerPos "barracks",_troops,"",1,"PRIVATE"]; player joinAs [_troops, 4]; _wpPilot1 = _grpheli addWaypoint [position _heli, 0]; [_grpheli,0] setWaypointType "MOVE"; _wpPilot2 = _grpheli addWaypoint [getMarkerPos "HeliPad", 1]; [_grpheli,1] setWaypointType "LOAD"; _wpPilot3 = _grpheli addWaypoint [getMarkerPos "LZ", 2]; [_grpheli,2] setWaypointType "TR UNLOAD"; _wpTroops1 = _troops addWaypoint [getMarkerPos "HeliPad", 0]; [_troops,0] setWaypointType "MOVE"; _wpTroops2 = _troops addWaypoint [position _heli, 1]; //<<This index also needed to be 1, not 0 [_troops,1] setWaypointType "GETIN"; [_grpheli,1] synchronizeWaypoint [[_troops,1]]; _wpTroops3 = _troops addWaypoint [position _heli, 2];//<<New waypoint [_troops, 2] setWaypointType "GETOUT";//<<Type of waypoint, get out of chopper [_grpheli,2] synchronizeWaypoint [[_troops, 2]];//<< syncs to the transport unload And to add to what TKTom is saying, There are two types of "createUnit" commands, there is the createUnit (older), and the newer(ish) createUnit array, the difference between the two is that the "older" version does not return a unit object, however the "newer" version returns the unit object. So what this means is when you have your createUnit array code line "=" to a variable (in this case _pilot) the return value coming from the code line will now be equal to the variable (_pilot). So when createUnit array returns the unit object, _pilot is now equal to the unit, and when we say that the older createUnit command isn't returning a value (because it doesn't) this means that every other time you used _pilot in the script, _pilot is not defined. -
Script to make tripmine inactive but present
jshock replied to VALROKOFFICIAL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well then I can say I'm at a loss, my only other thought is to maybe use this, but it gets complicated: disableCollisionWith -
Script to make tripmine inactive but present
jshock replied to VALROKOFFICIAL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I assume "[name]" is the variable name of the mine? In the init field of the mine you just put: this enableSimulation false; -
Where to find pictures of all in game items?
jshock replied to fusion13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The Arma 3 Assets page also has pictures if all items, uniforms, vehicles, objects, etc. -
Help me please with waypoints
jshock replied to cash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That as well as the "FORM" that you currently have as the last argument in your current syntax is incorrect, because that is suppossed to be the rank of the unit, i.e. "PRIVATE". So it looks like you just mixed up your syntax :p, always fun. So, your _pilot creation line should look like: _pilot = _groupheli createUnit ["B_Helipilot_F", (getMarkerPos "barracks"), [], 0, "NONE"]; -
Help me please with waypoints
jshock replied to cash's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How are you calling this script and what do you mean by not working, exactly, my obvious guess would be that the pilot is not getting moved into the _heli, but I'm just making sure that is the "not working" part :p. -
Fast rope A3, is there a good mp script?
jshock replied to lightspeed_aust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I remember that being an issue, but I think it was fixed, don't quote me on that though. -
[How-to] ArmA 3 Editor: Creating a JIP Proof COOP MP Mission Task Setup
jshock replied to IT07's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I personally use the BIS_fnc_setTask and the BIS_fnc_taskSetState to accomplish multiple tasks, and then it's just about JIP checks or BIS_fnc_MP to get all players and JIPs the tasks. -
Fast rope A3, is there a good mp script?
jshock replied to lightspeed_aust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The ropes are created bythe script on the addAction call. -
Sidechat message not showing
jshock replied to Chairborne's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think your going to have to public variable the sideChat messages, so it's executed on every client. -
Fast rope A3, is there a good mp script?
jshock replied to lightspeed_aust's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Never had any issues with this one: Zealot's Fastrope: http://www.armaholic.com/page.php?id=23961 -
Need Some Help With a Multiplayer Gearscript
jshock replied to bertram's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm just going to throw this out there, it seemed to solve some issues I had similar to this way back a few months ago, put it above all the rest of the code in the init.sqf: if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; if (!isDedicated) then { waitUntil {!isNull player && isPlayer player}; sidePlayer = side player; }; -
How to check altitude of certain position?
jshock replied to galzohar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe this command is what your looking for: getTerrainHeightASL -
Well...what mod do you have on, because that is where the Osprey and C130 is coming from, and most mods have classname files in the mod folder to reference.
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It's nice they include the wreck, and not the actual aircraft, easter egg?!?!?! :icon_wink:
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Script to make tripmine inactive but present
jshock replied to VALROKOFFICIAL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the catch, I responded to this thread this morning, brain was definitely not all there yet :p. -
JBOY Burning/Exploding Barrel script - released
jshock replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You may need a few more exploding barrels for that to happen :p. -
Because it isn't in A3...?
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Script to make tripmine inactive but present
jshock replied to VALROKOFFICIAL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, but I think if you want the mine to still "activate", trip, enableSimulation would also disable that. Unless you were just looking for the mine to be completely disabled, then enableSimulation would be the answer :p. -
You could try looking in the BIS functions list wiki to see if they have something (just do a control find) for Zeus, intel, module, etc., other keywords, and see if something suits your needs. Or you may have to go into the functions viewer under Zeus and extract it out that way. This is probably why most of those threads went into scripting, it's just easier than trying to do it "vanilla". Taking a quick glance into it all, it seems that you will have to possibly use the curator modules/functions as well.
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Script to make tripmine inactive but present
jshock replied to VALROKOFFICIAL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would tell you to use enableSimulation, but that would (I think) stop the mine from triggering at all, but it would solve your elevation problem :). So enableSimulation would get your inactive tripwire, however, it wouldn't still trigger if someone "tripped" it, so you may hve to script in a bit of distance checking or something of the sort with the players. -
If your talking the interactive objects (intel files, photos, blah) and you don't want to us a script, could you jus place one of those down and put in a trigger condition: !alive intel1 && !alive intel2, and so forth the have it fire a hint or other means of notifying the players that the intel has been collected. Sorry if this doesn't work, but I just script the intel in, I don't use the interactive objects provided :p.
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JBOY Burning/Exploding Barrel script - released
jshock replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Great looking script Johnny, cool effects, nice :cool:. -
Making script JIP compatible
jshock replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep, but that should be easy enough with a few JIP checks at the top of the script, I would think. -
Making script JIP compatible
jshock replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now I may be talking out of my knowledge, but, the most recent release of Arma 3 now allows BIS_fnc_MP to use script commands, so you may be able to use that now to help broadcast what needs broadcasting?? In other words put the addAction line right into the parameters for BIS_fnc_MP.