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Everything posted by M1ke_SK
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Old Man - crate with unlimited cargo space
M1ke_SK replied to sukhoi191's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In Old Man scenario, they are using script witch spawn locally this item VirtualReammoBox_F you can use these, they have almost unlimited cargo (they are available in editor) VirtualReammoBox_small_F VirtualReammoBox_F -
Change Player Side if They Have a Weapon
M1ke_SK replied to rileyrazor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
there is also limitation of Arma, where when you dismount from vehicle, it will automatically equip weapon, making you "armed" for enemy -
How to make AI Hunt a player down while he is on the move?
M1ke_SK replied to Tyl3r99's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/BIS_fnc_stalk -
Enemy AI Hunt Player
M1ke_SK replied to chrisbaker1981's topic in ARMA 3 - MISSION EDITING & SCRIPTING
use BIS_fnc_stalk -
ACE BFT disable for specific group
M1ke_SK replied to Cockheaven's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try for individual unit _unit setVariable ["ace_map_hideBlueForceMarker", true, true]; for group { _x setVariable ["ace_map_hideBlueForceMarker", true, true]; } forEach (units _group); -
Rugged Screen - Remove Static?
M1ke_SK replied to JasonO99's topic in ARMA 3 - MISSION EDITING & SCRIPTING
maybe play with aspect ratio Render To Texture #(argb,512,512,1)r2t(surface,aspect) -
Is there a way to tell a AI to raise the barrel of a artillery by a number of degrees?
M1ke_SK replied to ChlckenWlng's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can probably achieve that with combination of doWatch and forceWeaponFire -
activate trigger by opening crate
M1ke_SK replied to silentleopard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1. name your container in editor "container1" (without quotes) 2. put this code to initServer.sqf in mission root directory (if it does not exist, create one) //initServer.sqf container1 addEventHandler ["ContainerOpened", { params ["_container", "_unit"]; _container setVariable ["opened", true, true]; }]; 3. put in condition of your trigger this code container1 getVariable ["opened", false] 4. profit -
How long is too long for a script to execute?
M1ke_SK replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not very much information to go on how OP want to use it tho. This is general idea that works for every case. It depends on use. From what I see, he is using it for some counting ETA to some wave, so you probably want to have precise counter there. -
How long is too long for a script to execute?
M1ke_SK replied to VulturARG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
waitUntil { sleep 1; time > 7200 }; // your code -
Looped Custom Sounds
M1ke_SK replied to Crimson Mage's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you will probably add heavier condition to loop with checking if any of player is near -
Looped Custom Sounds
M1ke_SK replied to Crimson Mage's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes, when you delete object, loop will end and sound will stop -
Looped Custom Sounds
M1ke_SK replied to Crimson Mage's topic in ARMA 3 - MISSION EDITING & SCRIPTING
object's init: this spawn { while { alive _this } do { _this say ["light", 10]; sleep 9; }; }; -
[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated to version 1.2.2 Changelog: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F -
[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From what I understand you need to create random bombs with different object (classes) - place some markers on map where you want your bombs to spawn and name them "marker_0", "marker_1", ... - write names of markers into _markers array - define your class names of objects in _classes array - put this script into initServer.sqf file in root of your mission. if it does not exits, create it //initServer.sqf [] spawn { // your defined classes of object _classes = ["IEDLandSmall_F", "Land_MetalBarrel_F"]; // create markers on map where you want bomb to spawn _markers = ["marker_0", "marker_1", "marker_2"]; // create bomb object _bomb = createVehicle [selectRandom _classes, getMarkerPos (selectRandom _markers), [], 0, "NONE"]; // assign bomb functionality to object _b = [_bomb, 10, true, false] execVM "bomb\bomb.sqf"; }; - don't forget to comment line #9 in file bomb.sqf //null = [_object] spawn bomb_fnc_attachObjects; otherwise script will attach C4 to object and you don't want to have them on your IEDs -
[Solved] Run SQF when role is not taken in server
M1ke_SK replied to NunesSergio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
waitUntil { allPlayers findIf { typeOf _x in ["B_Helipilot_F"] } == -1 }; -
@Harzach found right command from wiki: This command has effect on a UAV terminal, not on whether a unit is able to connect to a UAV or not. When a unit gets a new UAV terminal, the unit will be able to connect to the UAV again, unless this command is executed again. disableUAVConnectability //initPlayerLocal.sqf //onPlayerRespawn.sqf player addEventHandler [ "Take", { params ["_unit", "_container", "_item"]; // add roles that can control UAVs _roles = ["I_soldier_UAV_F", "O_soldier_UAV_F", "B_soldier_UAV_F"]; if (typeOf _unit in _roles) then { // add terminals from mod if you need _terminals = ["I_UavTerminal", "C_UavTerminal", "O_UavTerminal", "I_E_UavTerminal", "B_UavTerminal"]; // add your whitelisted UAVs _uavs = [uav_1, uav_2, uav_3]; if (_item in _terminals) then { { _unit disableUAVConnectability [_x, true]; } forEach (allUnitsUAV - _uavs); }; } } ];
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Excellent job! However, I miss some strings from "Old Man extension", for example "STR_A3_OM_System_MoneyCheck_info", "STR_A3_OM_HOLDACTION_investigation_Text", ... etc. Can you include those?
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How to "call" script from Scheduled environment?
M1ke_SK replied to Leopard20's topic in ARMA 3 - MISSION EDITING & SCRIPTING
script_handler = [parameters] execVM "scriptname.sqf"; waitUntil { scriptDone script_handler }; https://community.bistudio.com/wiki/scriptDone -
https://community.bistudio.com/wiki/profileName https://community.bistudio.com/wiki/vehicleVarName https://community.bistudio.com/wiki/format
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[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First error reported was in the May. So something in ACE changed that broke functionality of the script ¯\(°_o)/¯ -
[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated to version 1.2.1 Changelog: v1.2.1 - added new config parameter "_disableAce3" to disable ACE3 interaction menu in settings.sqf you can find new config parameter _disableAce3 I set it by default to true, untill issue with ACE mod will be resolved -
[RELEASE] Simple Bomb Defuse [script]
M1ke_SK replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is change/error in ACE function. Need to check those changes, I guess there is already bug report on that on their github. I will check it and probably try to FIX it or add some kind of config to use only VANILLA interaction. -
remove items from array by iteration (not unique values)
M1ke_SK posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to iterate array elements and remove added items. At the end, I am expecting array of NOT added items to unit. When I add item to player, I remove it from array, but in next iteration I skip to next element. Problem: array have 2x "Titan_AT" so array does not have unique keys. _items = ["Titan_AT","Titan_AT","Titan_AA","NLAW_F","RPG7_F","RPG32_HE_F","RPG32_F"]; { systemChat format ["_item: %1 | _items: %2", _x, _items]; if (player canAdd _x) then { player addItem _x; //remove item from _items; //_items = _items - [_x]; //this will delete both "Titan_AT" from array at 1 iteration _items deleteAt _forEachIndex; // this will skip next element on new iteration }; } forEach _items; systemChat format ["not added items: %1", _items]; EDIT: I used second array _items = ["Titan_AT","Titan_AT","Titan_AA","NLAW_F","RPG7_F","RPG32_HE_F","RPG32_F"]; _left = []; { if (player canAdd _x) then { player addItem _x; } else { _left pushBack _x; }; diag_log format [" _item: %1 | _items: %2 | _left: %3", _x, _items, _left]; } forEach _items; systemChat format ["not added items: %1", _left]; -
Blue helmet light introduced in Contact
M1ke_SK replied to HokoB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
is this in Contact DLC? I cannot find it in functions viewer. I don't own Contact DLC yet. PS: Should it be `BIS_fnc_attachChemlight` ( ... biS_... )