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Everything posted by pierremgi
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Community Upgrade Project - CUP
pierremgi replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi all, is there any way to make AI units disembark from artillery like CUP_B_M252_USMC or CUP_B_M119_USMC ? I didn't find anything about that. tks. -
mgi scripts AI VEHICLE RESPAWN script, an alternative for BI module
pierremgi replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In your video, for 2nd and 3rd missions, you're still using setDamage 1 to blow up the helos. So, consider it's not my bad. You're skipping EH handleDamage and I don't want to manage that. For the first case (using a tank), I tried to reproduce that with CUP_O_Mi24_D_Dynamic_TK and CUP_B_AH64D_DL_USA, both with custom loadout and empty pylons. Using my 2nd script, the only difference with initial helo was I had to wait for reloading an aim-9L sidewinder. For now, I will not make any change on this script. -
Mission parameters on dedicated
pierremgi replied to pierremgi's topic in ARMA 3 - SERVERS & ADMINISTRATION
Tks. Is there a way to be logged as admin, straight at start of the mission on client? -
Repetable trigger condition
pierremgi replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem. -
Repetable trigger condition
pierremgi replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And a marker with area, all boxes in area -
Arma 3: Community wishes & ideas- NO DISCUSSION
pierremgi replied to Maio's topic in ARMA 3 - GENERAL
Probably already asked but important: - sort vehicles by distance (nearest to farthest) in embark menu. Make the owned one more evident. - on the same idea, sort pickable things by distance, and limit the list to ten or twenty firsts. -
mgi scripts AI VEHICLE RESPAWN script, an alternative for BI module
pierremgi replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's because you tested it with setdamage 1 on plane. This way doesn't fire the EH handleDamage I'm using to pick all data at the right time (if not, i couldn't respawn as is when vehicle blows). So, play normally or test firing on it with a tank, a bomb or anything able to cause hit damage. -
Find container and pull item from it
pierremgi replied to ohmletus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is a little code to find the nearest item you want (here "itemGPS") on any crate, vehicle, alive or dead unit, even in bacpack inside these "containers", or simply lying on ground. I idn't tested in all situation. I limited the search inside a trigger area but it's easy to change this 2 param entry. I sorted the result for marking with a cyan 3D arrow, the nearest GPS from player (not owned by him of course). 0 = [thisTrigger,"itemGPS"] spawn { params ["_area","_item","_pos","_allStuff","_allSupplies","_container","_c",["_arrow",objNull]]; while {true} do { sleep 0.5; _allStuff = []; _allSupplies = (_area nearSupplies (triggerArea _area select 0)) - allPlayers; { _container = _x; if (_container isKindOf "CAManBase" && !alive _container) then { {if (_x == _item) then {_allStuff pushBack [player distance _container,_container]};nil} count (items _container + magazines _container + weapons _container + [backpack _container] + assignedItems _container) } else { _rab = if (_container isKindOf "CAManBase") then [{assignedItems _container},{[]}]; {if (_x == _item) then {_allStuff pushBack [player distance _container,_container]},nil} count (itemCargo _container + magazineCargo _container + weaponCargo _container +backpackCargo _container + _rab); }; if (_container isKindOf "WeaponHolder") then { { _c = _x select 1; { if (_x == _item) then {_allStuff pushBack [player distance _container, _container]}; nil } count (itemCargo _c + magazineCargo _c + weaponCargo _c); nil } count everyContainer _container; }; nil } count _allSupplies; _allStuff sort true; _nearestItem = (_allStuff select 0 select 1); if (isnull _arrow) then { _arrow = "Sign_Arrow_Cyan_F" createVehicle [0,0,0]; }; _arrow setpos (getpos _nearestItem vectorAdd [0,0,1.5]); copyToClipboard str _allStuff; }; }; -
Playable groups in multiplayer
pierremgi replied to target_practice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sure playableUnits returns all 3den playable units, except when you disable AI in lobby (MP) To recap: switchableUnits = 3den playable units in SP, returns [] in MP playableUnits = 3den playable units if not disabled in lobby, or = allPlayers (players in game, dead or alive) if you disabled all AIs in lobby. Returns [] in SP. allPlayers returns all players in game, at the moment you call this command. In MP, you can refer to a specific playable units by its name, played or not played. In specific case you disable AI in lobby, the unit and the variable name haven't any "existence" before JIP. -
Repetable trigger condition
pierremgi replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really? can't you adapt a little bit when you read a "count something >2" ? and when you asked for 3 boxes as example? -
Hi all, Just discovered that count command can return a result (sum of elements? no) for a simple "container" class. Example: count uniform player count backPack player count typeOf myCrate Sorry. Probably useless.
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Repetable trigger condition
pierremgi replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
count ((getpos thisTrigger nearObjects ["Land_PaperBox_open_full_F",200]) select {_x inArea thisTrigger}) >2 -
Find container and pull item from it
pierremgi replied to ohmletus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
deleted. wrong post. -
Find container and pull item from it
pierremgi replied to ohmletus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make it simple as possible. There is no "specific" item in containers, just a list of item with "data" like picture,display name, count... but no object. So, you could create a weaponholder containing your "specific item" at death of one unit. This way, you can identify this container (weaponholder) then the unique item you need. -
Repetable trigger condition
pierremgi replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Normal "Land_PaperBox_open_full_f" is nor a vehicle (landVehicle, plane,helo, tank...) class so you need to name your objects paperbox1 for example and use paperbox1 inArea thisTrigger, if possible, or, use some other command like nearobjects. -
Repetable trigger condition
pierremgi replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Forget thisList for objects and read what already explained: .... inArea thisTrigger -
Check the integrity of your files in Steam library, arma3, properties, local files.
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Tracked vehicles slipping and sliding
pierremgi replied to SwissArmy1984's topic in ARMA 3 - TROUBLESHOOTING
added realism,imho. -
Repetable trigger condition
pierremgi replied to damsous's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't forget thisList refers to the pre-established conditions, like BLUFOR present, ANYBODY present, ANYPLAYER present, etc. So, if you filter that with vehicle class, even it's OK, that can be tricky to have 2 such repeatable triggers (different sides), activated simultaneously with one player. You can try instead: vehicles findIf { typeof _x isEqualTo "C_Offroad_01_F" && _x inArea thisTrigger} >= 0 -
count command - hidden syntax?
pierremgi replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ach yes. Closed. -
Prevent AI from running in place?
pierremgi replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd rather use allowFleeing 0 and addWaypoint. -
Do objects and items affect FPS.
pierremgi replied to CHICKENLICKEN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Confucius? -
Do objects and items affect FPS.
pierremgi replied to CHICKENLICKEN's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Even in an empty map, native buildings can impact FPS. Do the test to scout 360° at entry of the town. No need to add any objects. Of course, with an empty map, FPS stay at a very decent rate. Each time you can use simple objects, do it. Verify if this option is available in edited attributes. If not, you can disable simulation for some decorative non-interactive objects. Spawn active units/vehicles at the right time in your scenario. -
Simple Init Spawning Player, Playable and AI Units
pierremgi replied to RyanTurner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any array starts at index 0. If you want the 1st element you refer to index 0 (array select 0). So, with 4 element arrays like your units, the last one, "B_HeavyGunner_F", will be selected by index 3 (array select 3). -
For your Wipeout, and all vehicles with pylons, use setAmmoOnPylon to refill easily. Have a look at "see also" BIKI commands.