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Everything posted by jshock
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AI Squad respawn problem.
jshock replied to edathome1982's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Give each unit a Killed Event Handler that either calls or contains the scripting needed to respawn the unit, with the arguements passed by the EH you should easily be able to get the unit's class type. -
How do you edit a unit's inventory/ammo with Virtual Arsenal? It seems limited
jshock replied to GDent's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why use VA then? Why not just a standard gear script? -
Adding flashlight to enemy
jshock replied to TAW_Yonose's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes that could work. -
Adding flashlight to enemy
jshock replied to TAW_Yonose's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{ if (side _x == EAST) then { //add flashlight }; } forEach allUnits; -
Is there a code for "abandoned" vehicles?
jshock replied to majorexperimental's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could have an OR condition being alive OR count of the vehicles crew is == 0 -
Resync Support Modukles on spawn
jshock replied to n_icomach's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes that would be your module name and that could go in your init.sqf. -
Making script JIP compatible
jshock replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It could be that your creating the marker locally, and since your using an addAction, that means whomever executes the action can see the marker, but no one else. I may be mistaken as to the "locality" of createMarkerLocal, but just my idea. Out of pure laziness in my current project I just placed an editor marker down "outside" of the map on the black outline portion, named it "blah" and then in the script I just have a setMarkerPos (getPos _obj) command, works fine, and covers JIP/respawn etc. (as far as I'm aware). -
why does respawn type #2 and #3 not work in the editor! only in MP.
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well myself and Dreaded Entity were talking the other day and he had brought up a good point that Arma 2 had been out for numerous years, and in those years came about "permanent" bugs that were left/forgotten/"unfixable" and patch after patch came about and made it impossible to fix them because the game was built around them essentially. So, when Arma 3 came about they essentially "started over" leaving behind most of the structure that Arma 2 and earlier games had because of all the unfixables, so to come back full circle, the respawn in the editor could just be a feature on the back burner because as we have all noticed there is a lot more to be optimized in this game, so I'm sure BI's priorities are more focused on that then to add more functionality on top of the bit of a mess that A3 is at the moment. All that said, I'm trying my best to not bash BI/A3 too much, because as you said there is nothing like it out there, not many (if any) other games allow the gamers to actually go in and directly alter the game, but also the engine in some aspects. With that leaves BI sort of on its own, with no real "help" on the outside when it comes to fixing things up. So, in short, it's not a bug or lack of functionality, but rather a future addition (should it be a popular enough idea). But I speculate...just my opinion on the matter... -
Resync Support Modukles on spawn
jshock replied to n_icomach's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Define issue? As in it is synced to them at start but when respawned it's not synced? -
How to mount a gun when creating weapons with a script?
jshock replied to Smoerble's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could use BIS_fnc_taskDefend to accomplish both patrols and mounting static weapons. -
Broadcasting variables frequently without publicVariable
jshock replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Actually, I just thought and put down, now that I think about it, I'm not too sure how fnc_MP would brodcast :p. But did some digging and found this thread, in which Cuel recommended replacing some of the publicVariable commands to get/sets. -
Broadcasting variables frequently without publicVariable
jshock replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Globalize the variable maybe or use BIS_fnc_MP? -
Spawned Units and Commands
jshock replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You would have to set the UAV createUnit return value as global or use setVehicleVarName or even get/set variable, I think. Of course assuming that you are in a scripting environment :p. -
Help with ending a TVT mission
jshock replied to DanBonehill's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is expecting the task IDs to be passed in, try putting " " around your task1, task2, etc. Or try and use the BIS function, taskCompleted, in the same manner you are checking for it with the "== Succeeded": _count = 0; if ([_x] call BIS_fnc_taskCompleted) then { _count = _count +1; } forEach ["task1", "task2", ...]; if (_count >= 2) then {/* end mission stuff */}; -
Debug Console Function Name?
jshock replied to benargee's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He is looking for a way to have the debug come up without "pausing" in SP or MP, basically just have it come up in a GUI type way, I think. And the only way I can think of this is to use MCC, but I don't know. -
Trigger - Kill Everything East in Trigger Area
jshock replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it's all the Opfor units within a trigger area, however the trigger is activated via radio call condition. And I can agree not only is this pretty simplistic, but I'm definitely sure it's information that is already out there. i.e. http://forums.bistudio.com/showthread.php?183934-Unit-Present-Radio-Activation&p=2789797&viewfull=1#post2789797 -
For VAS just do add this line in the script: _crate addAction ["<t color='#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf"]; As far as altitude, try changing the following line to this, and then change the 300 around to whatever, I could still be wrong with it though, not too sure: _parachute = createVehicle ["B_Parachute_02_F", [(_trigPos select 0), (_trigPos select 1), 300], [], 0, 'FLY'];
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There may be a couple errors, but it's a start. In radio trigger onAct: nul = [] execVM "ammoDrop.sqf" ammoDrop.sqf: _trigPos = getPos a1; _parachute = createVehicle ["B_Parachute_02_F", [(_trigPos select 0), (_trigPos select 1), ((_trigPos select 2)+300)], [], 0, 'FLY']; _crate = createVehicle ["B_supplyCrate_F", position _parachute, [], 0, 'NONE']; _crate attachTo [_parachute, [0, 0, -1.3]]; _crate allowdamage false;
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Well, what is your means by which you want the ammo drop to come in? Radio trigger, add action, certain set of conditions, and would you want it to come to a pre-determined position or on a click of the map? Then maybe we can help you a bit more.
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You should be able to just use the createVehicle command for a steerable parachute, then the ammo box (at your altitude of 300m), then use the attachTo command to attach the parachute to the ammobox. Reference this script to get an idea: http://www.armaholic.com/page.php?id=23595
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[Release] Additional Features For User-Placed Markers
jshock replied to conroy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem, I just came across it myself a few weeks ago when I was bored and browsing about. Nice script btw :). -
[Release] Additional Features For User-Placed Markers
jshock replied to conroy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can request a name change to your thread via RTM (Report to Moderator) according to the sticky thread located, well, at the top of this forum, it's entitled: Proper Use of the Report to Moderator System. :) -
Well first off, when he says using the dceExcludedGroups array, it means it already exists you don't need to create it. Secondly, if you were trying to create a array, they use "[ ]" not "{ }". (unless I'm missing something) Thirdly, I haven't used DCE, however seeing how it uses it's own in-game editor module have you check to make sure there isn't an Excluded Groups field within that modules parameters? Or that there is another module for DCE exculsion?
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Question about _playerCount changing onPlayerConnected
jshock replied to hogscraper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It could be a locality/JIP issue with the player along with the owner command, according to the owner command wiki. It will return 0 if it doesn't get the ID local object from the machine. -
Make AI playable based on player count
jshock replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would have followed up with trying addSwitchableUnit, until I read and saw that in multiplayer it crashes whatever instance of Arma trying to switch. And since there isn't a "playable" argument in the createUnit array, I will have to say this is now out of my scope of knowledge, hopefully someone else has a workaround :p.