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POLPOX

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Everything posted by POLPOX

  1. Two brackets are totally same! So, solution: ({not alive _x && side _x == east} count thisList) <= ((({alive _x && side _x == east} count thisList))*0.5);
  2. POLPOX

    Disable GPS Mini Map

    How about remove GPS? The classname is "ItemGPS". To remove: <UNITNAME> unassignItem "ItemGPS"; <UNITNAME> removeItem "ItemGPS";
  3. In killed_killer.sqf line 12 >null =[_unit,],"cashonKillerFunction",_killer,false,true] call BIS_fnc_MP; Comma after _unit may destroy your script.
  4. The third problem will solve with EventHandler GetOut.
  5. I tested in Dev Branch but looks like Splashscreen with trigger won't work, so use this. cutRsc ["SplashBohemia","PLAIN"]
  6. You should check Difficulty Options. In Veteran the radar is not available.
  7. POLPOX

    Reviving dead ai

    I know how to (almost) force ragdoll but don't know how to stay ragdoll so just tested some and I think found the answer: it is impossible. a addEventHandler ["HitPart",{ hint str _this ; _unit = param [0] param [0] ; _vel = param [0] param [4]; if (animationState _unit find "unconscious" != -1) exitWith {} ; _unit allowDamage false ; _unit disableAI "ANIM" ; systemchat str _this ; [_unit,_vel] spawn { params ["_unit","_vel"] ; _createBalloon = { _dummy = "Steel_Plate_L_F" createVehicle [0,0,0] ; _dummy setMass 10e30 ; _dummy setObjectTextureGlobal [0,""] ; { _x disableCollisionWith _dummy ; } forEach allUnits - [_unit] ; hintsilent str _dummy ; } ; private "_dummy" ; while {alive _unit} do { if (isNil "_dummy") then { call _createBalloon ; } ; _dummy setPosATL (_unit modelToWorld (_unit selectionPosition "pelvis") vectorAdd (vectorNormalized _vel vectorMultiply -0.05)) ; _dummy setVelocity (vectorNormalized _vel vectorMultiply 10) ; } ; } ; }]; I tested with this but this is pretttttyyyyy glitchy and they want to change their animations by themselves. Maybe there is a solution but this is my limit.
  8. POLPOX

    Reviving dead ai

    There is no actually revive system, so I just create this. Feel free to use and modify. PLP_fnc_revive = { _pos = getPosATL _this ; _dir = getDir _this ; _type = typeOf _this ; _name = name _this ; _nameSound = nameSound _this ; _face = face _this ; _speaker = speaker _this ; _loadout = getUnitLoadout _this ; _wpnCargo = getWeaponCargo (_pos nearestObject "weaponHolderSimulated") ; deleteVehicle _this ; _group = createGroup side _this ; _unit = _group createUnit [_type,_pos,[],0,"CAN_COLLIDE"] ; _unit setDir _dir ; _unit switchMove "AmovPpneMstpSnonWnonDnon" ; _unit setUnitLoadout _loadout ; _unit addWeapon (_wpnCargo select 0 select 0) ; _unit setName _name ; _unit setNameSound _nameSound ; _unit setFace _face ; _unit setSpeaker _speaker ; } ; player addAction [ "Revive him", { cursorTarget call PLP_fnc_revive ; }, nil,1.5,true,true,"", " !alive cursorTarget and cursorTarget distance player < 5 " ] ; Only problem is the name won't inheritance
  9. POLPOX

    Ai see better at night

    Then how about setUnitTrait? Use camouflageCoef to units. problem is this work for executed unit only.
  10. POLPOX

    Ai see better at night

    Did you tried setSkill? Maybe spotDistance will help you.
  11. POLPOX

    Date/Timestamp in mission.

    I actually found the function! _nil = [] execVM "a3\missions_f_epa\Campaign_shared\Functions\Timeline\fn_camp_showOSD.sqf"; This is it, just execute to show the info. And what do you mean fade-out markers? Images?
  12. What is wrong with you? I just tested customRadioNumber = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "Q-dance Radio", "%UNIT_NAME", [player]]; And customRadioNumber returns 1.
  13. I mean I want use the command with AI vehicle, which player isn't inside. I just tested vehicleName sendSimpleCommand "BACK"; from outside but nothing... maybe there is no solution for my question... thank you guys.
  14. markershape (allMapMarkers select 0) will "POLYLINE" but I couldnt find anything about it. Any info?
  15. POLPOX

    Date/Timestamp in mission.

    I dont know actually function used in the campaign, but I found a very similar function. maybe "\a3\missions_f_bootcamp\Campaign\Functions\GUI\fn_SITREP.sqf" will makes you happy. ex. [ ["Bla Bla Bla",""],["","<br/>"], ["Also Can Change Font","font = 'PuristaMedium'"] ] execVM "\a3\missions_f_bootcamp\Campaign\Functions\GUI\fn_SITREP.sqf" ;
  16. POLPOX

    Saving map markers

    To copy: copyMarkers = { private "_array" ; _array = [] ; { if (_x find "_USER_DEFINED #" != -1) then { _array = _array + [[_x,getMarkerPos _x,getMarkerSize _x,getMarkerType _x,getMarkerColor _x,markerText _x]] ; } ; } forEach allMapMarkers ; copyToClipboard str _array ; } ; To paste: pasteMarkers = { { if (_x find "_USER_DEFINED #" != -1) then { deleteMarker _x ; } ; } forEach allMapMarkers ; { _x params [ "_name", "_pos", "_size", "_type", "_col", "_txt" ] ; _marker = createMarker [_name,_pos] ; _market setMarkerShape "ICON" ; _marker setMarkerSize _size ; _marker setMarkerType _type ; _marker setMarkerColor _col ; _marker setMarkerText _txt ; } forEach _this ; } ; These scripts only work for user created markers (not created on any editors, in game created marker). It'll remove all user created markers before paste. Feel free to modify. To use: Copy Markers: call copyMarkers This will copy results to your clipboard. Paste Markers: <paste the result of copyMarkers> call pasteMarkers ex. [["_USER_DEFINED #0/2/3",[4253.79,6348.01,0],[1,1],"hd_dot","ColorBlack",""],["_USER_DEFINED #0/3/3",[4250.69,6245.64,0],[1,1],"hd_join","ColorBlack","AAA"],["_USER_DEFINED #0/4/3",[4010.21,6263.9,0],[1,1],"hd_flag","ColorWEST",""],["_USER_DEFINED #0/5/3",[4149.84,6172.39,0],[1,1],"hd_start","ColorWEST","CCC"]] call pasteMarkers EDIT: The script wont work for drawed line.
  17. Wrong brace position. should be: if (!isServer) exitWith {}; while {true} do { If ((alive mhq) and (speed mhq == 0)) then { "Respawn_West" setmarkerpos getpos mhq; } else { "Respawn_West" setmarkerpos (getmarkerpos "alternativespawn"); }; sleep 6; };
  18. I found some useful animations for the script in the Apex, so I decided to add them to v3. Maybe I can show you guys the scripts in early July.
  19. Report some issue found in current dev. First: Pistoling and left adjusted prone is issuing (same as https://forums.bistudio.com/topic/190875-equip-pistol-and-prone-stance-is-issuing/) See more details for the topic. Second: An AI reloading MX series rifle when acctime < 0.6? is issuing. AI reloading MX under acctime <0.6? is stop their animation a sec. I tested with some other rifles, but looks like this is only for MX series.
  20. Is anyone looking the topic? Of course, the answer is no. Wait, are you looking? Anyway, I announce the new calm animations script project(3.0) is now under developpement. Includes new randomize methods and scalability and maybe less file size than any older calm animations script. Stay tuned:)
  21. POLPOX

    Equip pistol and prone stance is issuing

    In dev, the issue is same as stable. ["Arma 3","Arma3",161,136134,"Development",true,"Windows"]
  22. I found a issue, and feedback.arma3.com is now maintenance so I report the issue here. While equipping pistol, left adjusted prone stance ("AadjPpneMstpSrasWpstDleft") cannot move well. Specifically, I can move the player with W key, A key, and D key as usual, but I cannot move behind with S key. Press D key and S key simultaneous, the player will move behind. This issue does not occur on rifled adjusted prone and pistoled right adjusted prone. Anyone same problem and is there a solution? productVersion = ["Arma 3","Arma3",158,135742,"Stable",true,"Windows"]
  23. Oi, what? Ah, This is bad. Seems I leave the issue for a while. Unfortunately, my motivation was broken for some reason. Then, there is fix. if (toUpper _option != "ASIS") then { private "_finalGear" ; _unit unassignItem hmd _unit ; if (_option == "RANDOM") then { _finalGear = _gears call BIS_fnc_selectRandom ; } else { _finalGear = _option ; } ; if (!_hasWeapon) then { _unit removeWeapon primaryWeapon _unit ; } ; Paste this at same position. It work well, isn't it?
  24. Yeah, use "SIT_U" to sit some unit without weapons. Am I talked about "_U" means "Unarmed" until today? Maybe not... And want remove NVG from unit's inventory, use "removeItem" command like this: _unit unassignItem *nvg classname* ; _unit removeItem *nvg classname* ; Urm, I'm used 2.0 to tell "THIS IS NOT OLD ONE", but, yeah, I think... yes. I'm run out of new things to update, so no updating for a month. Maybe next update to support this?
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