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pierremgi

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About pierremgi

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  1. I have tested that before posting. Not saying that works at 100% but it worth to be tested. A good approach is to see what happen when you're running the preview with too close objects. In this case, the flowerPot falls. So, there is an epe contact.
  2. Hello, What you could do: _ place a none,none, non repeatable trigger (just for its area, and its position btw) then in cond: true and on act field: 0 = thisTrigger spawn { _trig = _this; _flag = objNull; _flagType = ""; _eastFlag = "Flag_CSAT_F"; _westFlag = "Flag_US_F"; _neutral = "Flag_White_F"; while {true} do { if ((West countSide (allUnits select {_x inArea _this}) == East countSide (allUnits select {_x inArea _this})) && _flagType != _neutral) then { _flagType = _neutral; deleteVehicle _flag; _flag = createVehicle [_neutral, getpos _trig, [], 0, "Can_collide"]; }; if ((West countSide (allUnits select {_x inArea _this}) > East countSide (allUnits select {_x inArea _this})) && _flagType != _westFlag) then { _flagType = _westFlag; deleteVehicle _flag; _flag = createVehicle [_westFlag, getpos _trig, [], 0, "Can_collide"]; }; sleep 1; if ((west countSide (allUnits select {_x inArea _this}) < East countSide (allUnits select {_x inArea _this})) && _flagType != _eastFlag) then { _flagType = _eastFlag; deleteVehicle _flag; _flag = createVehicle [_eastFlag, getpos _trig, [], 0, "Can_collide"]; }; sleep 1; }; }; You catch the principle.
  3. If you're expecting something while in game, you could test the event handler "epeContactStart". Something like: yourPot addEventHandler ["EpeContactStart", { params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; hint str [_object1, _object2, _selection1, _selection2, _force]; }];
  4. GF Use Every Uniform

    In fact, you have choice between: - a smart method, like George said: you place civilians, you choose any loadout, you group them to a WEST or EAST unit, then you erase this unit. The former civilians keep their new side but they stay with their native civilian side for such uniform interaction (configFile >> "cfgVehicles" >> typeOf player >> "side"). - a script working on any player's side, waiting for inventory opening and allowing this feature for uniform. If your mission is already built, and you don't want to (or you can't) manipulate the existing units in editor (The first method needs to change all players for civilian units then modify their loadout), so the second approach is OK. This script is supposed to become an addon (when I have time), so you could use that on any mission (if addon friendly).
  5. That's the reason why I added some lines to make the unit look at the target. See this post.
  6. RHS / TRYK Equipment (Not Wearable)

    @Flinty At least for RHS, the uniform are sided and you can't wear enemy ones. Don't mix the fact you can force any uniform via the arsenal (edit loadout), and the in-game possibility to grab one. I updated my script to make it work with most of the current mods: RHS, CUP, TRYK, WW2 MAS, R3F... probably more. This script was already compatible with Exile mod. Nota1 : some units , like Opfor for R3F or Zombies Ryan doesn't have a uniform (easy check in Editor loadout arsenal). These units are probably inherited from other modded units. As far as their uniforms can't appear in inventory, this script doesn't make any miracle. I suggest you edit loadout first and choose an uniform. Nota2: Some scripts or mods can contain some lines of code or config features non compatible with this code. Make a choice.
  7. Wear what you want

    This script is updated to make it compatible with most of the current mods: RHS, CUP, TRYK, WW2 MAS, R3F... probably more. Nota : some units , like red R3F or Zombies Ryan doesn't have a uniform (check in Editor loadout arsenal). these units are probably inherited from other modded units. As far as their uniforms can't appear in inventory, this script doesn't make any miracle. I suggest you edit loadout first and choose an uniform.
  8. Are you trying to get this info in 3den editor (like the video) or in game?
  9. RHS / TRYK Equipment (Not Wearable)

    You persist to try anything but changing your code. There is no problem with Arma3 or RHS or George solution or mine. But I guess you're copying / pasting some foreign codes with no clue about what they do. For example, I asked you twice (even in MP) if you re-enable the disableUserInput . No answer. That's just an example. I don't want to offense you in any way, just pointing at you're taking the problem by the wrong side. Stop saying the codes/mods/Arma don't work, ask what is wrong in yours or your scenario. At this time, you didn't show so much lines. So the help is at this level.
  10. Eden editor firing behavior

    Sure! You can setCaptive them too, until someone starts.. a player? If they are distant (river), you can make them CARELESS. If too close, these dumb as..ole will throw grenades (and grenades only). The dirty half way of some BI AI unit behavior.
  11. Lock/Unlock Vehicles

    Fun! We could even think about specific keys for each vehicles (as in real life): addAction condition becomes: "_this getVariable ['vehicleKey','none'] isEqualTo _target getVariable ['vehicleKey','keyPass'] ]"
  12. Sure! The only thing to do is a moveInAny for your units.
  13. temporary? not sure!
  14. Hi, Welcome on BI forum. It's always better to write your code, here your trigger cond /act /deact. Make sure your trigger is repeatable (on deact doesn't work if not). This can take several minutes to make the OPFOR unaware of BLUFOR, even if all of them died. If you want to make it quicker, add a condition like (in cond field): this && ({side _x == east && _x inArea thisTrigger} count allUnits >0) It's an example. I assume the OPFOR are present in trigger area at start. If you kill them, the trigger deact. Any other "instant" condition which is failing could do the trick for deact.
  15. hmm, after tests, not sure to see the difference...lol Disregard.
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