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M1ke_SK

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Everything posted by M1ke_SK

  1. @dedmen I found solution, already used it. Created module and assing curator to admin on start. Thank you for help tho. :)
  2. Yeah, I am missing last bracket there, but you got raw idea how to do it now. waituntill { sleep 1; ( {alive _x && !(_x in yourHelicopterName)} count ( (units yourGroupName1) + (units yourGroupName2) ) ) == 0 };
  3. waituntill { sleep 1; ( {alive _x && !(_x in yourHelicopterName)} count ( (units yourGroupName1) + (units yourGroupName2) ) == 0 };
  4. Have same experience. I usually set interval for 5-10 seconds to avoid that, but don't know how to change that for vanilla revive action.
  5. M1ke_SK

    Combat Patrol

    dont ask for updates. it is agains rules
  6. M1ke_SK

    "Internet" in A3?

    You mean article function? https://community.bistudio.com/wiki/BIS_fnc_showAANArticle
  7. use eventHandlers and put your "moveToHCscript" code there. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorGroupPlaced https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorObjectPlaced
  8. M1ke_SK

    Memories (Laws Of War)

    Use function BIS_orange_fnc_switchPeriod
  9. M1ke_SK

    Targeting improvements

    NLAW is no longer targeting vehicles? Sorry for question, but I noticed just now.
  10. Interesting approach. I will make adjustments. Thank you This is kind of situation, where it is good to try to explain situation you want to achieve, because when you take strait way to solution of your problem in Arma, you end up doing it by complete different way. :D
  11. General idea: Helicopter flying around marker (center_marker) in loiter waypoint. This helicopter randomly shooting from gunner (side gun) at random markers placed around center_marker, or fire random rocket at random of those markers. I don't want to shoot players, but around them to have the feeling being shoot at (suppressed). Idea of make this happen: 1. Helicopter loiter around marker 2. Gunner shooting at random marker (target) 3. Helicopter doing flyover with launching rocket at random target, then resuming loiter. So far I am trying to set loiter and gunner shooting from side of helicopter. Here is what I got so far ( mission example ): https://www.sendspace.com/file/tojdl6
  12. M1ke_SK

    Trip-Wire Event Handler?

    can you disarm this "flare mine" ? There should be possibility to spot mine and disarm it.
  13. M1ke_SK

    Trip-Wire Event Handler?

    I had just in my mind, do some "flare tripwire", instead of exploding. Where if you activate mine, some flare above will occur and guards will come to that place. Good for sneaky night missions.
  14. M1ke_SK

    queue.sqf

    I modified this script little bit and now I am using it for air traffic where plane come to airfield, wait for a bit, than take off to another airfield and so on. Now I have created airlines with scheduled flights on Tanoa! :D
  15. M1ke_SK

    queue.sqf

    Allright, so this script can handle any number of units! You just need to change sleep between moving. 1. Place down some helpers ( or markers), where you want your units to stand in line. You can even do curve line with this thing. 2. Place same amount of units next to these helpers 3. Define names for each unit and helper 4. Run the script note: if you want to use markers, you will need to tweak script little bit (line #27) _x doMove (getMarkerPos (_helpers select _forEachIndex)); Demo mission https://www.sendspace.com/file/slzegw init.sqf (usage) _units = [unit_1, unit_2, unit_3, unit_4, unit_5]; _helpers = [place_1, place_2, place_3, place_4, place_5]; [_units, _helpers] execVM "queue.sqf"; queue.sqf (script) params [ ["_units", []], ["_helpers", []] ]; if (count _units != count _helpers) exitWith { ["queue.sqf | count of units and positions do not match!"] call BIS_fnc_error; }; while { { alive _x } count _units > 0 } do { { if (_forEachIndex == 0) then { _helpers pushBack (_helpers select 0); _helpers deleteAt 0; }; if (_forEachIndex == count _helpers) then { _helpers = [(_helpers select ((count _helpers) - 1))] + _helpers; _helpers deleteAt ((count _helpers) - 1); }; _x limitSpeed 1; _x doMove (getPos (_helpers select _forEachIndex)); } forEach _units; sleep 15; }; Media
  16. @cubyblue you need to use https://community.bistudio.com/wiki/BIS_fnc_advHint
  17. M1ke_SK

    queue.sqf

    @complacent_lizard Something like that ? Feel free to add me on steam for code
  18. Probably with https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage
  19. I tried once that way, where I replaced mortar shell with "minigrenade" to avoid damage. I need to find that code tho :D
  20. I was talking about that animation is not smooth, as you put victim on your shoulders with "jedi" power levitating him in air, and after that player will start animation of picking up victim already in air. Those 2 animations should go simultaneously, not separated.
  21. I got same problem with animation state when I launched your example mission on steam. Animation is buggy. I was checking this example mission WITHOUT any mod, just with vanilla.
  22. M1ke_SK

    Fire Dancing script?

    switchMove will not work on server, it has local effect
  23. M1ke_SK

    Check Tickets

    if ([west] call BIS_fnc_respawnTickets) == 0) then { //end mission };
  24. What seems to be problem? Show your errors. quick look: _object spawn bomb_fnc_defuseFail; should be [_object] spawn bomb_fnc_defuseFail; What these commands supposed to do by your definition? detach _object; deleteVehicle _object; attachedObjects _object; This code ... "bomb","bomb2","bomb3","bomb4","bomb5","bomb6","bomb7","bomb8","bomb9","bomb10","bomb11","bomb12","bomb13","bomb14","bomb15" setMarkerAlpha 0; "bomb","bomb2","bomb3","bomb4","bomb5","bomb6","bomb7","bomb8","bomb9","bomb10","bomb11","bomb12","bomb13","bomb14","bomb15" setMarkerText ""; replace with { _x setMarkerAlpha 0; _x setMarkerText ""; } forEach ["bomb","bomb2","bomb3","bomb4","bomb5","bomb6","bomb7","bomb8","bomb9","bomb10","bomb11","bomb12","bomb13","bomb14","bomb15"];
  25. When I use say3D and set maxDistance (15 in example), the value is not relevant. Whatever I set there, I can hear sound far from source. Anybody have the same problem? [_object, [_sound, 15, 1]] remoteExec ["say3D", 0, true]; //_sound defined in Description.ext in CfgSounds class //15 - 15m from object //1 - pitch
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