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doc. caliban

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Everything posted by doc. caliban

  1. Going nuts with the lack of clear documentation on this. The EH fires when a player fires a weapon. It works fine. The EH has several parameters, one of which is the ammo type. Q: Does the EH fire every time a player fires and returns all the parameters as variables that I can then use in the code block? or Q: Do I set one of the parameters to the ammo class name that I want and the EH only fires if the player fires using the specific ammo class? So basically I have no idea if the parameters are generated by the EH or if they are things I define for the EH to use to determine if it fires or not. I've wasted way too much time screwing around trying to work it out on my own. Thanks! -Doc
  2. Can someone help me with using one of the ACE event handlers? <snip> I got it working!
  3. Hello. I'm not sure which subforum this belongs in, but it's related to my personal mod, so I'll put it here. The rifle I primarily use in my mod can fire both subsonic and standard ammo. Currently, to change ammo types I have to either use the action menu (space, scroll down to "reload with whatever", and hit space again), or do it in the inventory by dragging a mag of the desired type to the weapon. I would LOVE a ways to bind this to a keybind like CTR-R for reloading but use the other ammo type. Ideas?
  4. Hello. During a MP mission, I am wanting to run a block of code when a certain magazine is fired from, but only once. Scenario: My players use a couple of weapons that can fire both standard and subsonic ammo. I want to switch OPFOR from SAFE to AWARE if a non-subsonic round is fired. I know the code for making the switch to AWARE, so I'm only looking for a solution to triggering it. I was looking at the FiredMan EH but I'd have to attach it to each player, and the code would need to then remove the EH from all players when the EH fires the first time. That seems overly complicated. Using a trigger or mission-level EH would be simpler, and have it only run on the server would be ideal. What would be a clean, simple solution for this? The trigger can be based on the magazine or ammo class name. Thanks! -Doc
  5. I have a portable generator and 4 work lights in a location. I want the lights to go out if the generator is shot. This kills the lights: private _lamps = nearestObjects [generator, ["Lamps_base_F"], 50]; { for "_i" from 0 to count getAllHitPointsDamage _x -1 do { _x setHitIndex [_i, 0.97]; }; } forEach _lamps; I want to use the "hit" event handler or a trigger to run that code when the generator is shot. I'd like it to be as few moving parts as possible, like if the whole thing could be contained in the generator's init, I have so many other things I'm doing with the mission that I'm losing productive time trying to keep figuring this one out on my own. Any help is appreciated! -Doc OK, figured out where to place the code in the EH. Seems obvious now, but I've never used one before. Place this in the generator's init field, give the generator the variable name "generator", and set the distance to whatever you want. The work lights in that range will go out. this addeventhandler ["hitPart", { _lamps = nearestObjects [generator, ["Lamps_base_F"], 50]; { for "_i" from 0 to count getAllHitPointsDamage _x -1 do { _x setHitIndex [_i, 0.97]; }; } forEach _lamps; }];
  6. doc. caliban

    Hide yellow object icons in 3d view?

    After using Eden for YEARS I finally discovered the solution to this by accident! If you create a layer and place your entities inside of it, you can hide the entities and their icons by clicking the "Toggle Layer Visibility" button in the lower-right of the left-hand pane. (Entities Pane) It looks like a folder with an eye on it. What I had never noticed is that the button immediately to the left of that one, "Toggle Layer Transformation" (Folder with a lock on it) disables editing of the entities in that folder and hides all the yellow icons while leaving the entities on the map. Perfect!
  7. I have a layer that I can hide which has a ton of trees I've added to the map. I don't want to have to hide them but their yellow indicator icons on the map make a huge mess. Is there a way to disable/hide those in the editor?
  8. I have a custom version of the Nightstalker that I use in a private mod. When using the sight on top of the scope, it zooms in pretty far. I want it to behave like the sight on top of the DMS, which does not zoom in at all. The default config for zoom is: opticsZoomMin=0.25; opticsZoomMax=1.25; opticsZoomInit=0.75; I've tried several variations in the numbers, and have read about the settings in the config reference, but I am just not understanding it properly. Any help would be greatly appreciated!
  9. doc. caliban

    AI Facts & Myths Compilation List

    Great topic! Thank you for all the work you've put into compiling this. Regarding hearing, in my limited testing I don't think that the AI hear the supersonic crack of ammo which is kind of disappointing. I could be wrong, but I've tried firing both supersonic and subsonic ammo from a suppressed weapon past an AI and get no reaction either way. (Definitely close enough for the round to still be supersonic, but far enough that they don't hear the suppressed weapon.) And example would be a subsonic 9mm round from 100m away, and a .338 round out of a suppressed MAR-10 from the same distance. No reaction either way with the rounds going right over their heads. Our little group mod includes custom ammo for 9mm and .45 ACP that is modeled on real life ballistics of subsonic and +P loads, and we use the subsonic when it would be appropriate in a mission to do so. Sadly, the AI don't seem to notice either way. I wonder if an event handler could be used that triggers awareness if an AI unit hears whatever sound file is used for the sonic crack? That would be a great bit of additional realism. -Doc
  10. doc. caliban

    Ravage

    I am trying to give spawned AI bandits more magazines for us to loot. My idea is to use something like this in the right place: _currentMag = currentMagazine _unit; _unit addMagazines [_currentMag, floor(random 6)]; I tried adding it to fn_addWeapon.sqf in ravage.pbo but I get intermittent results, and always some kind of error when the first bandits spawn. Sometimes the bandits have multiple magazines as per my code, but most of the time they have the single reload that they have by default. EDIT: I just tried adding it to spawn_bandits.sqf as well but with no luck. I would like this to apply to both faction AI groups, and to individual renegades. I think that my idea is sound, but I am not implementing it correctly. Suggestions? -Doc SOLVED: I added this to the end of fn_addWeapon.sqf: _magarray = primaryWeaponMagazine _unit; if !(_magarray isEqualTo []) then { _mag = _magarray select 0; _unit addMagazines [_mag, ceil(random 8)]; }else { _magarray = handgunMagazine _unit; if !(_magarray isEqualTo []) then { _mag = _magarray select 0; _unit addMagazines [_mag, ceil(random 8)]; }; }; There may be a better way to do it, but so far this is working perfectly. -Doc
  11. doc. caliban

    Ravage

    Can I add the additional condition of the MP player being within a minimum distance? That way a gunshot down the street won't trigger the enableAI "Move" line. I'd need to add something like {_x distance playableUnit <25} so that the MP player would have to be within 25m AND become a target. Not sure how to do that. Edit: {_this distance _zTarget <50} would probably be simpler. I just don't know how to add it properly... I'm trying various synaxes... Edit 2: I give up for now as the trial and error starts becoming a waste of time. This is what I have and it seems like it should work, but I get an error saying it's missing a ; on the line testing for distance. I've not done any scripting since early 2017 so I don't remember enough to understand where the problem is. sleep .5; { _x disableAI "MOVE"; _x spawn { waitUntil {sleep 1; !isNil {_this getVariable "_zTarget"}}; waitUntil {sleep 1; true {_this distance _zTarget <30}}; _this enableAI "MOVE" }; } forEach units ZedGroup; Would love to solve this on my own, but I've blown over an hour dealing with a syntax error. Not worth it. 😕
  12. doc. caliban

    Ravage

    The code works as expected, but I would like to tweak it if possible. As it is, the units in ZedGroup maintain position until they have a target, but that can be gunfire from bandits, players, etc. Is there a way to set it up so that they only respond to direct sight of a player? The idea being that the condition of every zombie is not identical and predictable. Maybe some have crap hearing compared to others, or have something more wrong with them and require near-direct contact to get a response from, etc. Is there a way to test for a playable unit being the target and keying off of that? Thank you again for the help! EDIT: This may have been suggested before, but... could the run speed and walk speeds be randomized so that each type of zombie (runner or walker) has a slightly randomized max movement speed? That would keep them from getting clumped up in groups and lines as they pursue targets.
  13. doc. caliban

    Ravage

    Thank you so much, @haleks and @whiteface73! I'll start trying to get that implemented today!
  14. doc. caliban

    Ravage

    This is what I've come up with. I have a single group of zombies that I place in buildings. (I use the Eden Enhanced "garrison" feature.) The group is named "ZedGroup". In my init.sqf I have, sleep .5; {_x disableAI "MOVE"} forEach units ZedGroup; Then I have a trigger around the building (or whatever size I see fit) that is activated by a player being present, with this in the On Activation: _nearestZeds = player nearEntities ["Man", 10]; {_x enableAI "MOVE"} forEach _nearestZeds; It works perfectly so far. It doesn't matter if it catches any already active zombies in the detection radius since it doesn't affect their behavior. This was the most cut-and-paste zombies and triggers with the least amount of tweaking per-instance that I could figure out. The point was to have a "mopping up" phase of missions where you have to go into buildings where you hear zombies that won't come out on their own. They stay in the structures until you enter the trigger and then they become active. I'd love it if it could be set up that, when the trigger is activated, the zombies only become active if they detect you. That way they stay in the structure until you activate the trigger, but they only get MOVE enabled if they see or hear you after that point. The tough part there is that, as a group, they would all be aware of you... I'm not sure if "detected by" can be limited to a specific unit that detected you? Or does it always affect that unit's entire side? It might be nicer to have the zombies have a specific string in their variable, like bZed, and have the init.sqf apply the disableAI command to any unit with that string. That way they don't have to be grouped. I know that can be done with the "find" command... I'll see if I can figure that out.
  15. doc. caliban

    Ravage

    I would like to place a zombie in a building and have it not be active until triggered. (or spawn it when triggered). I have tried everything I can think of for making it inactive (disabling simulation, movement, hold waypoint, garrisoning, etc) but apparently everything I do is overridden at mission start and the zombie immediately wanders out of the building. I'm guessing I could simply spawn one with a player present trigger, but not sure how to do that. What would the on activation code look like? Also, if I do it that way will it have the proper behavior even though it was spawned after mission init? Thanks!
  16. doc. caliban

    Arma 3 crashes only when flying

    I know this is an old thread, but apparently it's still a current issue. Completely clean installs and verification of every possible related file on the system. Multiple times. No crashes except when flying, and those come anywhere from right away to a half an hour or longer into the game. No mods, with mods, makes no difference. I've only been flying helicopters, but I don't think that matters. I can play for hours at a time with no problems if I'm not flying.
  17. doc. caliban

    0xC0000409 - STATUS_STACK_BUFFER_OVERRUN

    I'm betting this error as above: Flying a helicopter, with or without mods, and I get a CDT after anywhere from 2-20 minutes. Nothing consistent that I can tell that I happen to be doing at the time.
  18. I want to add a UVG in the editor and have it patrol an area. Everything I've tried has resulted in nothing more than it moving a few feet and then stopping, refusing to ever move again. If I place it empty (no ai) and then place a human driver in it, it will work. But I can't add a human gunner because they will just appear as someone standing in the "passenger" seat, and the thing won't move. I took a month break from the game because some of this was so frustrating. I'm an hour into putting together a new mission and ran into this. Maybe I need two months off. -Doc
  19. Figured out a (typically BS) workaround: Place the CSAT UGV. Give myself a CSAT UAV terminal. Switch my side with [player] joinSilent createGroup west (from within zeus, via a trigger, whatever) Now I can open the CSAT UAV terminal and set a bunch of waypoints for the UGV. Switch my side back to west.
  20. Well, crud. My intention was to have an OPFOR UGV patrolling at the start of the mission. Thank you for the confirmation though! I'm getting an itchy uninstall finger. Fk this game, really. So tired of shit like this at every single turn when making missions. Sigh.
  21. The very best solution is for BIS to fix the damn bug already. They claimed it was going to be fixed any moment almost two months ago. It used to work, they broke it, workarounds are not solutions ... fixes are. But that's just my opinion as a former software test engineer. EDIT: That's just me ranting about the bug. You are correct, Rotahoe; using any interface size other than "very small" will work. The issue is that they all used to work, BIS claimed to have identified the problem and fixed it, and was just waiting to hear back from QA. Like I said, that was around 2 freaking months ago. Grrr.
  22. Thanks. The only issue I still haven't figured out how to remove the radio from inventory in the first place. What is the function to use? None of the ones documented seem to work for me. To be clear, I mean in MP where I can manipulate everything else by using _this select 0, and then _this. Does not seem to work for removing a radio though. -Doc
  23. Thanks for the update, and for the tip on running Park via script. I'll try it out soon! -Doc
  24. doc. caliban

    Drag Dead Body Script

    We haven't tried to drag bodies for a couple months of so, but it worked back then and did not work tonight. If I figure out what to do to get it working, I'll post it here. -Doc
  25. I am specifically using knowsabout instead of detected. isServer && ((INDEPENDENT knowsAbout caliban) > 0) That works, where caliban is a specific unit. I need this to work if ANY unit in a specific group. Cannot get it to work. Probably a syntax issue, but I'm spent and just want to play the mission. Any help is appreciated! -Doc
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