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M1ke_SK

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Everything posted by M1ke_SK

  1. 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
  2. there is also limitation of Arma, where when you dismount from vehicle, it will automatically equip weapon, making you "armed" for enemy
  3. https://community.bistudio.com/wiki/BIS_fnc_stalk
  4. M1ke_SK

    Enemy AI Hunt Player

    use BIS_fnc_stalk
  5. try for individual unit _unit setVariable ["ace_map_hideBlueForceMarker", true, true]; for group { _x setVariable ["ace_map_hideBlueForceMarker", true, true]; } forEach (units _group);
  6. maybe play with aspect ratio Render To Texture #(argb,512,512,1)r2t(surface,aspect)
  7. you can probably achieve that with combination of doWatch and forceWeaponFire
  8. 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
  9. 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.
  10. waitUntil { sleep 1; time > 7200 }; // your code
  11. M1ke_SK

    Looped Custom Sounds

    you will probably add heavier condition to loop with checking if any of player is near
  12. M1ke_SK

    Looped Custom Sounds

    yes, when you delete object, loop will end and sound will stop
  13. M1ke_SK

    Looped Custom Sounds

    object's init: this spawn { while { alive _this } do { _this say ["light", 10]; sleep 9; }; };
  14. Updated to version 1.2.2 Changelog: v1.2.2 - prevent attaching objects and sounds to object if class is not Land_MetalBarrel_F
  15. 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
  16. waitUntil { allPlayers findIf { typeOf _x in ["B_Helipilot_F"] } == -1 };
  17. M1ke_SK

    Uav script

    @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); }; } } ];
  18. M1ke_SK

    3Den Stringtable Viewer

    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?
  19. script_handler = [parameters] execVM "scriptname.sqf"; waitUntil { scriptDone script_handler }; https://community.bistudio.com/wiki/scriptDone
  20. M1ke_SK

    profileName to objVar

    https://community.bistudio.com/wiki/profileName https://community.bistudio.com/wiki/vehicleVarName https://community.bistudio.com/wiki/format
  21. First error reported was in the May. So something in ACE changed that broke functionality of the script ¯\(°_o)/¯
  22. 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
  23. 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.
  24. 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];
  25. 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_... )
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