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Everything posted by jshock
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After talking with him in the PCSL (Public Community Scripters' Lounge), he wanted a trianlge to use with a function that was shared on this forum a while back regarding a "curved", flanking waypoint function. So he needed to find the apex point for that curve to get his desired result, I did not get feedback on whether or not my solution worked however.
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You could use BIS_fnc_relPos for both A and B, and take the back azimuth of one of the angles and put it in the other relPos, then the point at which they meet would be C. _ptA = [getPos A, 100, 45] call BIS_fnc_relPos; _ptB = [getPos B, 100, 225] call BIS_fnc_relPos; if (_ptA == _ptB) then { _ptC = _ptA; }; //both "lines" extending from A and B are 100m long, except opposite angles of eachother, their endpoints being C (maybe) Another term I believe is the reference angle:
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How to use Virtual Arsenal like the Virtual Ammobox System?
jshock replied to Frankdatank1218's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Reference this page, especially the BIS_fnc_addVirtualItemCargo function. -
Lifeman's Storage Functions (Release)
jshock replied to Naiss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, that does make more sense, thanks :p. -
Lifeman's Storage Functions (Release)
jshock replied to Naiss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm confused by what you mean by storing? Does it lock the vehicle to a certain player, make it so that even if the player leaves and comes back his vehicle is still there? Sorry, it's just a bit unclear to me. -
How to put IED's on the road hidden, and how to create a basic infantry ambush?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea I made that mistake with a mortar script that I made up for an operation for my old unit months back, started with ~400 objects on the map (editor placed), after that script ran there were more than 3000 objects (by the time it became unplayable), all of which were being created on each of the clients (which was 25+), it got ugly fast, lol. -
Using virtual arsenal with any mission.
jshock replied to JuggernautOfWar's topic in ARMA 3 - QUESTIONS & ANSWERS
Seeing how it's a Steam Workshop mission, your going to have to go into your C:\Users\User\Documents\Arma 3 - Other Profiles\ProfileName\Saved\steam folder, find that mission, extract the pbo, and alter it from there with all the BIS VA system stuff that's necessary, then save it in your own SP missions folder (cause I think Steam would just re-overwrite the new file that you put in it). It won't be under scenarios of course, but you'll be able to play it with the VA :D. -
spawning guerrilla camps from vehicle cfg viewer.
jshock replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_camps_classes = ["CampA","CampB","CampC","CampD","CampE","CampF "] call BIS_fnc_selectRandom; _campGroup = [_spawnPos, RESISTANCE, (configfile >> "CfgGroups" >> "Empty" >> "Guerrilla" >> "Camps" >> (_camps_classes))] call BIS_fnc_spawnGroup; Selects a random camp type, and spawns it on a position. -
How to make other people Zeus in-game?
jshock replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I see a admin only access GUI that has an input/drop down list of player names that are selectable then it executes the function you put together a few posts up. But I've not done GUIs ever, so, yea, there's a concept though :p. -
Insurgency Style Markers & BIS Respawn Points
jshock replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It still does return integers, but who said you need to use that return value :p. But yea both count and forEach still filter through code exactly the same way otherwise :D. -
How to make other people Zeus in-game?
jshock replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't believe it's possible to have multiple in-game admins, but you could easily have a few Zeus enable playable slots with UID checks on them so only your admins can join in those slots. -
How to put IED's on the road hidden, and how to create a basic infantry ambush?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You know, I thought the same right after I went to bed :p. -
how to add night vision to divers??
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Or use the onPlayerRespawn.sqf if your feeling adventurous :p. And don't worry both Dreaded's and my method are dedi compatible :D. -
I haven't seen them before either, probably because I don't pay that close attention, but it is an interesting issue no the less.
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Draw Arguments from .txt file
jshock replied to ohally's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And just to add some more from the BIKI on execVM command: -
How to put IED's on the road hidden, and how to create a basic infantry ambush?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There isn't a reason for it not too, unless I'm just too tired atm to see any possible issues with that :p. -
How to Make New Sides (BLUFOR/OPFOR/INDEPENDENT/NEW)
jshock replied to LOzan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not quite sure what would happen if a bunch of negatively rated units were grouped together, I know for a fact they would attack and be attacked by everyone, but I'm not sure if the "inner" group of them wouldn't attack one another. Only one way to find out :p. -
How to put IED's on the road hidden, and how to create a basic infantry ambush?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry try it minus the "bomb=": "M_Mo_82mm_AT_LG" createVehicle (getPos thisTrigger); ---------- Post added at 05:44 ---------- Previous post was at 04:07 ---------- Just some fun for the ambush group. In the trigger's onAct after the IED created vehicle: nul = [thisTrigger, 50] execVM "ambushGroup.sqf"; In the ambushGroup.sqf file: _area = (_this select 0); _distance = (_this select 1); _center = createCenter EAST; _rndConfig = ["OIA_InfTeam", "OIA_InfSquad", "OIA_InfTeam_AT"] call BIS_fnc_selectRandom; _pos = [(getPos _area), _distance, random(359)] call BIS_fnc_relPos; _grp = [_pos, _center, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> (_rndConfig))] call BIS_fnc_spawnGroup; [_grp, (getPos _area)] call BIS_fnc_taskAttack; It will spawn a random group of a fireteam (4 men), squad (8, if I remember correctly), or an AT team (4 men), in a relative defined distance away from the trigger (exampled as 50m), in a random direction in relation to the trigger (ambush could come from any direction), they will then attack the trigger position (where the IED went off). *Untested -
Draw Arguments from .txt file
jshock replied to ohally's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow...it was really that simple wasn't it...lol (well maybe :p) _uid = getplayerUID player; _tccc_file = "\1cpb\tccc_quals.txt"; [_tccc_file, _uid] spawn { private ["_tccc_file","_TCCC", "_uid"]; _tccc_file = _this select 0; _uid = _this select 1; _TCCC = call compile preprocessFile _tccc_file; if (_uid in _TCCC) then { Hint "You ARE TCCC"; } else { Hint "You are not TCCC"; }; }; -
Trigger that detects infantry only
jshock replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Condition field: (this && {isTouchingGround _x} count thisList > 0) -
Draw Arguments from .txt file
jshock replied to ohally's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He already has that on line 8 of the OP, but it doesn't seem to be working, unless it's another issue? -
Insurgency Style Markers & BIS Respawn Points
jshock replied to Kolmain's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any particular reason why you took out the count loop for all units? Because the count loop, at least how I understood it, went through all units making sure to update every unit's position as they moved around, changing/creating markers as it loops, so I'm not sure just checking one unit will work the way your wanting it too? -
How to put IED's on the road hidden, and how to create a basic infantry ambush?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is a 100% hidden IED: http://i.imgur.com/ZXMDY1t.jpg (116 kB) -
Draw Arguments from .txt file
jshock replied to ohally's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I just typed that out, you can still use call compile preprocessFile, it still gets a return value, so just try out making it an sqf that returns the array of IDs, then call compile, then it should fill your "_TCCC" variable with the array, or at least I hope :p. -
Draw Arguments from .txt file
jshock replied to ohally's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahh, read over the file located on the server part :p. Could you make the .txt an .sqf that looks like the below: _IDs = ["##", "##", "##"]; _IDs;//return the array of ID's Then in your player_init.sqf: _IDs = [] execVM "\1cpb\tccc_quals.sqf"; Sorry if this isn't what your looking for, I'm getting tired and brain dead :p. EDIT: And actually, you've already done this, it's just a .txt instead of an .sqf.