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Ferdilanz

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About Ferdilanz

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  1. Hello all, I'm looking for some kind of script to add an ACE Interact to a prop that enables AI-features "Move" and "Target" as well as sets Captive to false after a 10 second wait in order to make an INDFOR surface-to-air missile trailer and its associated Radar trailer hostile to OPFOR. I read on the forum somewhere that using setFriend is wonky and unreliable, which is why I want to use setCaptive and disable "Move" and "Target" in the editor until a player (in a co-op environment for context) ACE-Interacts with the "Item_Laptop_Unfolded" object. This object does not already have an ACE-Interact menu which is why I'd like to ask here for someone willing to make that script for me to use in the mission I'm making. If there are any questions, I'd be happy to answer them within reason. For clarity's sake, I want to add an ACE-Interact to "Item_Laptop_Unfolded" that enables the AI attributes "Move" and "Target" as well as sets Captive "AAtrailer1" and "AAtrailer2" to false. Thanks in advance.
  2. Got this solved by artemoz on the Arma official discord. The server owner and I fixed the implementation and smaller oddities and expect to fully deploy this immediately. //groupTeleport.sqf //teleports the group with the leader upon a click of the map only once and then disables itself //removeAllActions _leader //(group leader Init) this addAction ["<t color= '#FF0000'>Deploy Group</t>",{vehicle player setPos (getMarkerPos "marker_0"); [_this select 0,_this select 2] remoteExec ["removeAction", 0, true];},nil,1.5,false,true,"","true",1,false]; //framework from mrcurry on BIS forums params ["_leader", "_caller", "_id", "_args"]; //don't know what to do with these params other than _leader // commenting the line below because the intent seems to restrict the TP ability from outside // and setting "tp1" to true here defeats that purpose (?) //_leader setVariable ["tp1",true]; //_leader is the target I want this run on //SOLUTION FROM artemoz ON ARMA DISCORD // do nothing if teleport is not allowed if !((_leader getVariable ["tp1",true]) && (call TMF_safestart_fnc_isActive)) exitWith {}; openMap [true,false]; //script from pierremgi on BIS forums onMapSingleClick " params ['_pos','_units','_shift','_alt','_dir','_leader','_dist']; _units = units player; _leader = leader group player; _teleport = _units apply {[_x, _pos getpos [_leader distance _x,_leader getDir _x]]}; { [_x#0, _x#1] remoteExec ['setPos', _x#0]; } forEach _teleport; openMap [false, false]; onMapSingleClick ''; "; // moved calculation of the final position straight here //_x#0 setPos (_pos getpos (_x#1)); // To make it work with other players/non-local units. Effectively calls `_x#0 setPos _x#1` wherever _x#0 is local (in theory) // to clear the map click event handler if user closes the map some other way waitUntil {sleep 1;!visibleMap}; onMapSingleClick ''; Moderators can mark this as SOLVED.
  3. //framework from mrcurry on BIS forums params ["_leader", "_caller", "_id", "_args"]; //don't know what to do with these params other than _leader _leader setVariable ["tp1",true]; //_leader is the target I want this run on openMap [true,false]; while { (_leader getVariable ["tp1",true]) && (call TMF_safestart_fnc_isActive) } do { //script from pierremgi on BIS forums onMapSingleClick " params ['_pos','_units','_shift','_alt','_dir','_leader','_dist']; _units = units player; _leader = leader group player; _teleport = _units apply {[_x,[_leader distance _x,_leader getDir _x]]}; { _x#0 setPos (_pos getpos (_x#1)); openMap [false, false]; } forEach _teleport; "; }; while { (_leader getVariable ["tp1",true]) && !(call TMF_safestart_fnc_isActive) } do { _leader setVariable ["tp1",false]; //removeAllActions _leader; }; I've refined the script even further including the SafeStart check but even when SafeStart is over, I can still teleport. This was a major problem in other mods that incorporate teleportation. The testing I've done revealed: I cannot teleport before the action in the contextMenu is activated. I can teleport just fine while SafeStart is active. I can teleport while SafeStart has ended and while not activating the contextMenu action, which is not an intended outcome
  4. //groupTeleport.sqf //framework from mrcurry on BIS forums params ["_leader", "_caller", "_id", "_args"]; //don't know what to do with these params other than _leader _leader setVariable ["tp1", true]; //_leader is the target I want this run on openMap [true,false]; while { _leader getVariable "tp1" } do { //script from pierremgi on BIS forums onMapSingleClick " params ['_pos','_units','_shift','_alt','_dir','_leader','_dist']; _units = units player; _leader = leader group player; _teleport = _units apply {[_x,[_leader distance _x,_leader getDir _x]]}; { _x#0 setPos (_pos getpos (_x#1)); } forEach _teleport; "; }; _leader setVariable ["tp1", false]; openMap [false, false]; so the previous script didn't work. just kept opening and closing the map about every frame. I put this addAction ["<t color='#0000FF'>Group Teleport</t>","groupTeleport.sqf",[],6,false,true]; in the leader's Init field. I revised it slightly as seen above (moved openMap [true,false] from the while loop) and it's working properly for the most part, but the problem with this is that it doesn't even run the last 2 lines. It grants the leader a permanent ability to teleport regardless the addAction's activation. Now, I have an older mouse that sometimes de-clicks when my finger is still holding down the mouse button and re-clicks shortly after. This causes me to teleport while moving the map with my clicked mouse. I just need the _leader's tp1 variable set to false after the teleport completes.
  5. hmm, so assuming this works, I believe I can add an openMap at the beginning and end to force the map open when the Action in the context menu is triggered and closed after the TP is done. The server owner has a type of "SafeStart" when briefings are held in a Safe Area and players are generally safe from damage. The "player addAction" I plan to have the mission maker put into the player's init so it'll execVM the squiff (this line is found easily on the internet). When the SafeStart ends, the server owner says he already has a trigger for something else. I found another script for enablement and disablement here on the forums so I'm using that for the sake of reliability. //(group leader Init field) this addAction ["<t color='#0000FF'>Group Teleport</t>","mission_pbo\addons\groupTeleport.sqf",[],6,false,true]; //mission.pbo\addons\groupTeleport.sqf //framework from mrcurry on BIS forums params ["_leader", "_caller", "_id", "_args"]; //don't know what to do with these params other than _leader _leader setVariable ["tp1", true]; //_leader is the target I want this run on while { _leader getVariable "tp1" } do { openMap [true,false]; //script from pierremgi on BIS forums onMapSingleClick " params ['_pos','_units','_shift','_alt','_dir','_leader','_dist']; _units = units player; _leader = leader group player; _teleport = _units apply {[_x,[_leader distance _x,_leader getDir _x]]}; { _x#0 setPos (_pos getpos (_x#1)); } forEach _teleport; "; openMap [false, false]; }; and we do object setVariable ["tp1", false]; when the server SafeStart ends, which will trigger a Trigger. Not sure what to do with all those params at the top from mrcurry's script. Do I need to change anything?
  6. I don't want to say yes because I don't want to look like some lazy begging noob who wont at least make the attempt to learn something, but the truth is that I did want someone to help me in such a fashion that I could take the missing elements (provided by a forum user) and put those elements into the established base I originally posted.
  7. It doesn't work. And I don't know what to do to make it work. Think I'm just going to give up. I really can't do this.
  8. fnc_teleportGroup = { params ["_group", "_position"]; openMap [true,false] private _leader = leader _group; { private _dir = _leader getDir _x; private _dist = _x distance2D _leader; _x setPos (_position getPos [_dist, _dir]); } forEach units _group - [_leader]; _leader setPos (_position getPos [0, 0]); openMap [false,false] }; onMapSingleClick[group player, [getPos _leader, getPos _leader]] call fnc_teleportGroup; Does this look right? In the last line, the brackets have the x and y of the group leader but not the z because I think the z is implied in the script anyway? Just autosnaps to the terrain? Don't know why the openMap commands are indented like that.
  9. 1. Yes, but they want this done on a mission level for convenience as they are not just the operator but also boots on the ground. 2. Not intentional at all. 3. I'm sure. 4. Was kinda hoping someone with more knowledge would do this right because I don't want to get it wrong and cause some horrific mission failure because I'm 7 years out of practice.
  10. Hello, A server owner has tasked me with creating a script to teleport him and his group of admins to a position on the map determined by a mouse click. We're doing this via "player addAction" and he already has a trigger set up to "removeAllActions player" when done. The owner needs the action to first open the map, where he will LeftAlt-LMB click on a position, and the script to teleport him and his group to that position without breaking formation. For the sake of simplicity, could the addAction possibly be put in the Init field of a playable character which execVM's a squiff? I also found this elsewhere on the forum: fnc_teleportGroup = { params ["_group", "_position"]; private _leader = leader _group; { private _dir = _leader getDir _x; private _dist = _x distance2D _leader; _x setPos (_position getPos [_dist, _dir]); } forEach units _group - [_leader]; _leader setPos (_position getPos [0, 0]); }; [group player, [x,y,z]] call fnc_teleportGroup; How can this be modified to both open the map on the addAction's activation and close it after the teleport is done? I want the xyz to be replaced with the leader's relative coords. Like a translation of a shape whose vertices are members of the group, except done with a script. I used to be able to do this but in the years since 2015 I have lost my ability and patience to write scripts myself. Big, ginormous thanks in advance.
  11. I recently decided to start making bases for my singleplayer survival modes. I finished one, and saved it, but the button to publish it was grey'd out. I don't know if it's because I used mods to make it, or what, but I don't even know if it's a thing that's been implemented yet. If anyone's curious, I'll add a link to download and poast screenshots. Armaholic is down and I don't want to upload a scenario to the Workshop so the forums sounded like the best place to me. Requires CUP Terrains Malden 2035 (official addon, for the resources) Helicopters DLC (helipad lights) RHS US Armed Forces (turrets) Screens Download File contents Installation
  12. After both communitypatch .exe's wouldn't work, I went into ArmA 3 to see what version of IFA3 I actually had. Turns out the conversion took me from 1.05 (I bought IFL-1944 just to have WW2 in ArmA 3) to Iron Front - A3 - 1.10. So this is why none of the patch exe's would work for me... 1.10 wasn't a valid starting point. Now I can't even update to IFA3 1.13. I've hit a wall and there's nothing I can do about it. I request for anyone to please allow 1.10 to be a valid starting point for an update exe... I can't wait for the Invasion 1944 crew to move their metaphorical rear-ends into ArmA 3 from ArmA 2 OA; so this is all I can have for now. Now until that mod crew gets its rear in gear, please fix what isn't available: an update from 1.10 to 1.13 (and also happy 1-year to my forum account!) Thank you and sincerely, MishaMilanich Maj. Addan Deith Steam: /id/3VegasModder343
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