

bspendlove
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Everything posted by bspendlove
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Hello! another question yet again! :lol: Creating a unit from a trigger using: if (triggeractivated encounter2) then { _shootingRange = getMarkerPos "shooting_range"; blah blah blaah etc... }; 2 groups: _group1 = createGroup EAST; //Enemy 1 IF 2 enemies are in 1 group, they regroup on eachother, any way to stop this without disableAI? _group2 = createGroup EAST; //Enemy 2 _allGroups = units _group1 + units _group2; This works perfectly: _waypointPos = _group1 addWaypoint [[_shootingRange select 0, _shootingRange select 1, 0],0]; _waypointPos setWaypointType "MOVE"; I guess I can't do: _waypointPos = _allGroups addWaypoint [[_shootingRange select 0, _shootingRange select 1, 0],0]; ?? :P Many thanks, Brandon EDIT: I would create just 1 group for 2 enemies, but they instantly get together and cry... Is their a way to break to formation so they can be as far apart as they want without crying/missing each other?
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2nd Battalion 7th Marines [Realism]
bspendlove replied to bspendlove's topic in ARMA 3 - SQUADS AND FANPAGES
Aviation Training has been discussed over the past 2 months and was in the first stages of planning. Varies of Aviation Documents written by myself have been released for the public to get an idea of how Aviation works in 2/7. Most documents will be re-edited and updated in the future, but we have accepted 2 members who have been with us for awhile for testing the Aviation Training. Minimum Ranks for Aviation MOS's will become in affect in the future, here are a few documents/topics that were specifically made for the Aviation Students: Aviation MOS's in 2/7 Student Naval Aviator (SNA) - Training Program Information Rotary/Fixed Wing used in 2/7 Flight School Document (Being worked on then transferring to the Forums) Student Flight Records (Hoping this will be filled up by next year! :D) MOS Training Codes for 2/7 Please excuse if I have made any mistakes with how the real world works, I have researched a little on the USMC and attempted to arrange it better for myself. -B.Spendlove Please remember, Aviation Students will need to go through Basic Training, and have a discussion with their Team Leader if they are experienced enough on the ground. If we have enough Aviation Students/Pilots, you will be contacted once we have a position. Request for Aviation will come on a first served. -
Who we are: 2/7 are a USMC Milsim/Realistic unit with varies of members around the world. Most of our members are based in America, but we have others from England, Australia and Spain. Our Timezone we operate training/operations is usually based around EST time but we sometimes change our schedule if everyone is already in the Teamspeak and ready to start Training. Training is usually required for new recruits so we can learn your stage in Milsim Experience and how well you can adapt to a different unit if you have came from another. After basic recruit training, you can discuss further options in the future for specialized training such as: Field Medic Light Machine Gunner Recon Grenadier Anti-tank Aviation Upon joining our unit, the administration team and higher ranking officers will always take notes and listen out for those who are doing good. We will notice people and not ignore them, if you feel like you can participate for a specific area in training and you have proved yourself, you would normally be put on a full month of Leadership in training course which will gear you up for the more in-depth part for this unit. We try our absolute best to stay organised and keep things in shape with our members and operations. Upon joining the Unit, you will be assigned to a Rifleman and you will need to work your way through the ranks if you are going to request for Recon/Aviation. Training for these departments are much more serious than our Recruit training, training can range from 3 weeks and up so you will be required to have dedication. Features: Ranking System based on the USMC. Public Insurgency Server + Training Server Series of MOS's with hand-written Guides/Manuals Consistent Training and Operations each week Mod list for Operations including: ALiVE, ACE3, Blastcore, Task Force Radio, Varies of Aviation mods and much more to enhance our experience Teamspeak: 208.67.1.115 Forums with active members + Personnel files (PERSCOM) PUBLIC SERVER: 208.67.1.115 Port 2302 Contact/Websites: Questions: [email protected] Teamspeak: 208.67.1.115 Forums for Signing up: http://2ndbattalion7thmarines.com/forums/ Enlistment: We require you to sign up to the forums to enlist for the unit, if you are looking to enlist for a recruit and go through training, please create an account on our forums and enlist here: http://2ndbattalion7thmarines.com/forums/index.php?app=perscom&module=enlistment Our request: 15+ Years of Age Teamspeak + Working Microphone Dedicated Members to attend Training/Operations (Real life situations come first!) Respect to randoms in the Public Server Be active on the Teamspeak/Forums if you can Communication (Communication is key! If you have a problem, ask a high ranking officer to pull you in a private channel) We don't accept Teamkilling unless we are having a small TM Deathmatch on the Training server Training: During training, you will be required to participate in a series of courses to give you an understanding how we run things: Firing Range Killhouse Simulation (Simple test to show us how you are at the current time in training) Bounding Range (Bounding and Recessive bounding) Breaching House (Explanation on Breaching) Grenade Range Vehicle Depot Short explanation on Aviation Training Formations Short explanation on Specialized training Outro (Simple welcome to the unit) If you have any questions, or require more information, please don't hesitate to email me (above)
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addWaypoint to multiple Groups
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I should sleep more often and not go to bed at 6am, I get so tired during the day... Thank you lol -
Hello! I have been having a look over at: https://community.bistudio.com/wiki/HUD#Available_Conditions: and had noticed "stall". Would I be able to use this to tell everyone in the server that someone is stalling? (Mainly for 2-3 players in Aviation Training) something on the lines of: _player = player; _veh = vehicle; while (_player _veh is stalling) { //Hint to all players someone is stalling their aircraft... }; or would I have to use something like: condition = "stall"..... OR I am guessing I would have to do a bit more work and calculate it by values like speed/angle etc.. What kind of lines would I be looking at ? :D
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Check if Aircraft is Stalling
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Damn, very nice work! This is really interesting to work with, I can't thank you enough. I see what you mean about going past the required speed to lift off (including landing). I guess I can let my pilots off until they start stalling below 150 xD It may take me a long while to edit it to what I have in my head, but I have nothing else to do for awhile :D Thank you -
I remember I used to create additional files for my map addons in Arma 2 OA so the mission.sqm did not get cramp up all the time. When I used to make separate files for the bases in Arma 2 OA: if (isServer) then { _vehicle_0 = objNull; if (true) then { _this = createVehicle ["Fence_corrugated_plate", [2191.1504, 6259.3984, 0.21464808], [], 0, "NONE"]; _vehicle_0 = _this; _this setDir -46.031673; _this setPos [2191.1504, 6259.3984, 0.21464808]; }; }; ARMA 3: class Item0 { position[]={2776.8301,0.218246,1721.21}; azimut=359.86301; offsetY=0.0051269499; id=70; side="EMPTY"; vehicle="Land_BagFence_Long_F"; skill=0.60000002; init="this allowDamage false;"; }; etc.. Can you still create an additional file in a similar format as above or would I just use createVehicle again in Arma 3?....
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Hello! I am just having some issues with such code, need someone else's eyes to tell me what I am doing wrong! xD _posArray = [[2903.08,6022.17,6.77022],[3025.04,5973.28,10.5211]]; checkpoint1 = createVehicle ["Sign_Circle_F",[_posArray select 0],[],0,"CAN_COLLIDE"]; //Also tried: createVehicle ["Sign_Circle_F",_posArray select 0,[],0,"CAN_COLLIDE"]; I was inputting all the co-ordinates for my checkpoints like such: checkpoint3 = createVehicle ["Sign_Circle_F",[3114.27,5916.77,7.38084],[],0,"CAN_COLLIDE"]; But I feel having the co-ordinates in an array would be much neater. I've tried: _posArray = [[2903.08,6022.17,6.77022],[3025.04,5973.28,10.5211]]; _pos1 = _posArray select 0; // I've also tried _pos1 = [_posArray select 0]; checkpoint1 = createVehicle ["Sign_Circle_F",_pos1,[],0,"CAN_COLLIDE"];
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OK now that is much better :) Before I continue to add all the directions into an Array, would a similar format work for setting each direction?
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I can't thank you enough. You've been extremely helpful, much easier :D
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Many thanks, all working. :) SOLVED Edit- Does anyone have a suggestion what I could look into to make it a bit neater/what method I should use to create my Checkpoints instead of doing: (or is this fine? I guess it would be more effective to just create a few, and move them upon entering a checkpoint?) _checkpoint1 = createVehicle ["Sign_Circle_F",_posArray select 0,[],0,"CAN_COLLIDE"]; _checkpoint2 = createVehicle ["Sign_Circle_F",_posArray select 1,[],0,"CAN_COLLIDE"]; _checkpoint3 = createVehicle ["Sign_Circle_F",.........etc _checkpoint4 = createVehicle ["Sign_Circle_F",.........etc _checkpoint5 = createVehicle ["Sign_Circle_F",.........etc Etc...? Also if anyone could answer me, after setting the direction of the markers, I've heard it is useful to do something like: _checkpoint1 setPos getPos _checkpoint1; I've been having problems involving with the checkpoints not setting direction for other players for about 15 seconds, then it sets properly... like it doesn't Sync with all the other clients, maybe I just need to learn and read more :D Thank you a ton for everyone's help. It is much appreciated !
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_noeStart = noe_notice_student; _reportBack = getMarkerPos "report_back_location"; private ["_posArray"]; _posArray = [[2903.08,6022.17,6.77022],[3025.04,5973.28,10.5211]]; fnc_create_noe = { { deleteVehicle _x; } forEach nearestObjects [position player,["Sign_Circle_F"], 4000]; titlecut ["Helicopter Checkpoint Training","BLACK IN",10]; titlecut ["","BLACK out",3]; sleep 0.2; { deleteVehicle _x; } forEach nearestObjects [position player,["B_Heli_Light_01_F"], 5]; _spawnStudentHelicopter = createVehicle ["B_Heli_Light_01_F", getMarkerPos "course_01_spawn",[],0,"FLY"]; _spawnStudentHelicopter setDir 123; player moveInDriver _spawnStudentHelicopter; titlecut ["Helicopter Checkpoint Training","BLACK IN",10]; sleep 0.6; //Checkpoints _checkpoint1 = createVehicle ["Sign_Circle_F",_posArray select 0,[],0,"CAN_COLLIDE"]; _checkpoint2 = createVehicle ["Sign_Circle_F",_posArray select 1,[],0,"CAN_COLLIDE"]; _checkpoint1 setDir 122; _checkpoint2 setDir 107; //Checkpoint Scores (Resets to 0 everytime the script has ran...) _1cP = 0; _spawnStudentHelicopter addAction ["<t color='#FF0000'>RTB</t>",{call fnc_clean;},[-1],12]; sleep 2; while {true} do { _countCheckpoints = count nearestObjects [player, ["Sign_Circle_F"], 15]; if (_countCheckpoints > 0) then { playSound "soundCheckpoint"; _1cP = _1cP + 1; { deleteVehicle _x; } forEach nearestObjects [player ,["Sign_Circle_F"], 35]; hint format["%1 / 27 Checkpoints Passed", _1cP]; sleep 2; hint ""; }; }; }; _noeStart addaction ["<t color='#00FFFF'>NOE Course 1</t>",{call fnc_create_noe;}];
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Hmm, strange.. I tried what you put seba, but no luck. Not creating the checkpoint using the: _posArray select 0
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2nd Battalion 7th Marines [Realism]
bspendlove replied to bspendlove's topic in ARMA 3 - SQUADS AND FANPAGES
We have changed over our Dedicated Box, our new Teamspeak IP is: 208.67.1.115 -
Drawing a circle checkpoint...
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, I sort of got what I wanted :D while {true} do { _countCheckpoints = count nearestObjects [player, ["Sign_Circle_F"], 18]; if (_countCheckpoints > 0) then { cP = cP + 1; { deleteVehicle _x; } forEach nearestObjects [player ,["Sign_Circle_F"], 35]; hint format["%1 / 8 Checkpoints", cP]; sleep 1.6; hint ""; }; }; So this effectively deletes the Checkpoints for my Helicopter Course... How about: Show checkpoint 1 (no others)... Once I have entered Checkpoint 1, show checkpoint 2... etc......? -
yet another EDIT... OK so, I have got the createVehicle Sign_Circle_F for a little pilot course similar to the original Time Trials but I want to try another: I want to create the next marker as soon as the player enters a radius near the current one (preferably, 2meters)... something in plain English (not code): player distance > 2 _marker1 then create another marker....
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Drawing a circle checkpoint...
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
:D I finally got the chance to go ahead and try as I've been extremely busy with other stuff. Got it working with: while {true} do { if ((player distance (getPos checkpoint1)) <= 8) exitWith { deleteVehicle checkpoint1; _cPass = _cP +1; hint format["%1 / 8 Checkpoints",_cPass]; sleep 3; hint ""; }; }; Although I may take a different approach (and much neater when I figure it out!) checkpoint1 = createVehicle ["Sign_Circle_F",[2903.08,6022.17,6.77022],[],0,"CAN_COLLIDE"]; checkpoint2 = createVehicle ["Sign_Circle_F",[3025.04,5973.28,10.5211],[],0,"CAN_COLLIDE"]; checkpoint1 setDir 122; checkpoint2 setDir 107; sleep 2; while {true} do { if ((player distance (getPos checkpoint1)) <= 8) exitWith { deleteVehicle checkpoint1; _cPass = _cP +1; hint format["%1 / 8 Checkpoints",_cPass]; sleep 3; hint ""; }; }; Could I create something like... (How would I approach something like this below... It wouldn't work of course! xD but it may give an idea what I want to do) checkpoints = [checkpoint1, checkpoint2, checkpoint3, checkpoint4] ^^ These will be the Checkpoint locations? Then something like... (player distance (getPos checkpoints)) <= 8 ^^ Instead of selecting each checkpoint, how could create this IF statement to effect ALL the checkpoints? -
Delete all vehicles in range when spawning.
bspendlove posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a helipad with a whiteboard for pilots to spawn the specific model helicopter, they can manually delete them but I am trying to work out something like this: If someone spawns another helicopter on the helipad, check to see if their are any vehicles in a range radius of about 20m, if so then delete current vehicle and then spawn the helicopter. The range radius can either be from: heli_sign which is a whiteboard near the helipad or the heli_spawn marker Here is the main script I have created so far, I just need to integrate it. :) //Execute Camera [] exec "Scripts\PilotTraining\camera\camera_main.sqf"; _range = 3; _direction = 10; _s = heli_sign; sleep 0.025; _spawnHeli = "RHS_AH1Z_CS" createVehicle getMarkerPos "heli_spawn"; m_pos = getMarkerPos "marker name"; vehiclename = createVehicle ["classname",m_pos, [], 0, "NONE"]; _spawnHeli setDir _direction; vehiclename lock 0; player moveInDriver _spawnHeli; _spawnHeli addAction ["<t color='#FF0000'>Hit V-Rotor</t>","Scripts\PilotTraining\hitvrotor.sqf",[1],0,false,true,""," driver _target == _this"]; _spawnHeli addAction ["<t color='#FF0000'>Hit H-Rotor</t>","Scripts\PilotTraining\hithrotor.sqf",[1],0,false,true,""," driver _target == _this"]; _spawnHeli addAction ["<t color='#FF0000'>Engine Failure</t>","Scripts\PilotTraining\enginefail.sqf",[1],0,false,true,""," driver _target == _this"]; _spawnHeli addAction ["<t color='#00FF00'>Repair/Refuel</t>","Scripts\PilotTraining\repair.sqf",[1],0,false,true,""," driver _target == _this"]; //Clean Up/Delete Vehicle _spawnHeli addAction ["<t color='#00FF00'>Delete Vehicle</t>", {deleteVehicle (_this select 0)}]; Thank you in the future. -
Drawing a circle checkpoint...
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah yes! My brain was half asleep! So I managed to make a small course, but I feel I am approaching the code not very neat.. example: _noeStart = notice_student; fnc_create_noe = { { deleteVehicle _x; } forEach nearestObjects [position player,["Sign_Circle_F"], -1]; titlecut ["Helicopter Checkpoint Training","BLACK IN",10]; titlecut ["","BLACK out",3]; spawnStudentHelicopter = createVehicle ["B_Heli_Light_01_F", getMarkerPos "course_01_spawn",[],0,"FLY"]; spawnStudentHelicopter setDir 123; player moveInDriver spawnStudentHelicopter; titlecut ["Helicopter Checkpoint Training","BLACK IN",10]; sleep 0.6; //Checkpoints checkpoint1 = createVehicle ["Sign_Circle_F",[2903.08,6022.17,6.77022],[],0,"CAN_COLLIDE"]; checkpoint = createVehicle ["Sign_Circle_F",[3025.04,5973.28,10.5211],[],0,"CAN_COLLIDE"]; checkpoint1 setDir 122; checkpoint2 setDir 107; sleep 2; }; fnc_clean = { sleep 1; { deleteVehicle _x; } forEach nearestObjects [position player,["Sign_Circle_F"], -1]; this removeAction action_clean; }; _noeStart addaction ["<t color='#00FFFF'>Start NOE Test</t>",{call fnc_create_noe;}]; Must be a cleaner way, instead of keep creating checkpoints. Maybe I will use the: (player distance (getPos checkpoint1)) <= 2 To move the current checkpoint to the next location? -
Drawing a circle checkpoint...
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So for my object I could do (I'll code it later xD): (marker1 will be changed, because it now represents an object in worldspace) So to get Position from an object would I have to use getPos as shown merely below? (player distance (getPos _marker1)) <= 2 { (not code format, but this is my idea...) play sound... sleep 1; setPos of _marker1 to another position.... } -
Drawing a circle checkpoint...
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ahh, I see. I didn't want to create a marker on the map but now I know that :) Thank you I have figured out to get the Sign_Circle_F so I can fly through it with a helicopter. but I now need to figure out how to play a sound when entering, deleting it and creating the next one in another position (or moving it) Also, sorry again, I should of made myself more clear. I created the Sign_Circle_F in the worldspace Is their a way possibly to create an object in the world space with this: https://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/Red_circle_50%25.svg/2000px-Red_circle_50%25.svg.png so I can use it similar to the Sign_Circle_F? Or at least change the colour of the default one? -
Drawing a circle checkpoint...
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, should of been more clear... Is this for drawing markers on the map? I want the Sign_Arrow_Large_F to be drawn somewhere on the airfield... -
How to make a list to delete from?
bspendlove posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Currently I have: { deleteVehicle _x; } forEach nearestObjects [getMarkerPos "formation2",["B_Soldier_02_f"],25]; I want to create a list of vehicles in my Heli/Plane spawn script and delete all vehicles around my marker in this list -> (MH-9, AH-9, A-10, etc...) I am not up to scripting knowledge but this is my view: _currentSpawns = ["AH-9". "MH-9", "Other class names... etc..."] { deleteVehicle _x; } forEach nearestObjects [getMarkerPos "formation2",[_currentSpawns],25]; I am currently not in my house and can't try this, but would something like this work??? -
How to make a list to delete from?
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you both a ton, it is working now. I will have a long read, thank you for that link. :) -
How to make a list to delete from?
bspendlove replied to bspendlove's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The array list with the Classnames don't seem to work: _vehicleNames = ["B_Heli_Light_01_armed_F","B_Heli_Light_01_F","B_Heli_Attack_01_F","B_Heli_Transport_01_F", "O_Heli_Light_02_F","O_Heli_Light_02_unarmed_F","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F","I_Heli_Transport_02_F","I_Heli_light_03_F","I_Heli_light_03_unarmed_F"]; fnc_spawn_ah9 = { { deleteVehicle _x; } forEach nearestObjects [getMarkerPos "heli_spawn",_vehicleNames, 50]; sleep 1; _spawnHeli = "B_Heli_Light_01_armed_F" createVehicle getMarkerPos "heli_spawn"; _spawnHeli setDir _direction; _spawnHeli lock 0; player moveInDriver _spawnHeli; [] exec "Scripts\PilotTraining\heli_functions.sqf"; }; so I could change the createVehicle to select from the array but I will do that later, I want to make sure all vehicles around the heli_spawn are being deleted (only classes in the _vehicleNames list) but it won't delete them. I've tried to create a separate function to delete vehicles: fnc_delete_all = { { deleteVehicle _x; } forEach nearestObjects [getMarkerPos "helistudent",[_vehicleNames select 0], 10]; }; But that doesn't seem to work when used in addAction. Instead of using _vehicleNames and actually writing the classname of the vehicle, it works perfectly but I thought it would tidy things up a tiny bit :P