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Everything posted by pierremgi
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yes, you have to rearm the trigger. So, it must be deactivated then activated. Try this way: condition: this && isNil "myVariable" On act: arty1 commandArtilleryFire [getposatl (thislist select 0), "8Rnd_82mm_Mo_shells", 4]; myVariable = true On deact: 0 = [] spawn {sleep 5; myVariable = nil}
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Ah OK, I understand. The script uses : _e=cursortarget; Then, effectively, cursortarget needs a "knowledge about" the target. On the other hand, if you replace it by cursorObject, you don't need any loop. see the differences between cursortarget and cursorObject in BIKI. Take time to read the remarks also.
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Probably due to the sleep command. You need to spawn you code if you want some scheduled effect: 0 = thislist spawn {_target = _this select 0; ....};
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I don't understand why / when you need the reveal command? Your script is something about adding actions like "drag"... So what is the link between all of that?
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constantly display a variable on screen
pierremgi replied to dlegion's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just to help at little bit, all the screens are scaled by safeZone (more here) from 0 to 1, from upper left corner to lower right corner, regardless of dimension or ratio. so, a display (control) will start at the middle of the screen with _ctrl ctrlSetPosition [x, y, w, h] format. The coordinate system seems to be hard, but test the 4 and 5 samples in my link. If you want your variable updated with a whatever score, you need to make it "alive" by some script (for example, Gcredits= Gcredits + 1 for some condition). As you can see Gcredits here, is a global variable, not a local one as _Gcredits could be. Remark: the syntax: missionNamespace setVariable ["Gcredits", 0, true]; is the same as: Gcredit = 0, publicVariable "Gcredit"; missionNameSpace is the space (variable recipient/context) by default. It makes sense to precise it when called from another name space (like UI). So, the good question is: what is Gcredits? A personal score for a player >> you don't want to publicVariable it on each screens; or a global variable, common and readable for everyboby >> you have to publicVariable it (or add true as 3rd argument of setVariable). -
Activate a trigger when a weapon is shot?
pierremgi replied to kagenekosama's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just use weaponHolderSimulated instead of groundWeaponHolder. Something like: _weaponholder = createVehicle ["WeaponHolderSimulated", _pos, [], 0, "CAN_COLLIDE"]; Here _pos is what ever position you want, "CAN_COLLIDE" is for spawning inside the building, at the exact defined positions (needed for my own script). -
Patrol function not working
pierremgi replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could use also the CBA patrol module. It works fine (right now). -
Yes, we know, criticism is easy, art is difficult. But, it seems to me there are plenty of feedback on this subject, and, after all, I can't imagine BI developers need more videos of rotten convoys, dumb drivers stuck on a street corner, drivers crushing their group fellows, unseen rocks, trees,..
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Trigger script not working correctly in MP
pierremgi replied to Luckyas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, I didn't pay attention to last posts. If you write if (isServer) then {...}; obviously the code will run on server only (hosted one I guess) That's not what is intended. So think about each line of code! In init.sqf, everything will work fine on each PC if you create your trigger locally (false). Remark: same for airSiren.sqf. This code must run on each PC I presume. For markers, if you create a marker (not local), it will be visible everywhere. So, the server here is a good place. I'm not sure why you're creating a marker "marker1" on an already existing marker: "vmarker1". And, as far as you want to be sure that player variable is consistent locally, you have two ways: in initPlayerLocal, the script runs locally when the player is already defined. So, the script for triggers is OK here, in init.sqf, you can add: waitUntil {local player}; or waitUntil {!isNull player}; before your code.- 35 replies
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Don't mix the problems. You don't need to open the console for changing the fatigue behavior. There are some existing mods for altering the fatigue. As far as some servers accept "alien" mods, you just have to play with your own selection. For console, you can have also a homemade mod for opening the console while in game even if not planned by the mission script... But it's always a question for cheat! So no way I explain on forum how to open the console while in game.
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Adding Rating to Players on Enemy Kills
pierremgi replied to pliskin124's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is no difficulty, overriding what the engine scores: https://community.bistudio.com/wiki/ArmA:_Rating_Values Just for info because BI documentation is not updated. You can use the MP event handler MPkilled. As any killed is civilian, you need to check the side of the victim before he dies: {_x setVariable ["oldSide",side _x]} forEach allUnits; // in a loop if you spawn units. then, for example: player addMPEventHandler ["MPkilled", { params ["_victim","_killer"]; if (!isplayer _killer or _victim == _killer) exitWith {}; if (_victim getVariable "oldSide" == west) exitWith { [_killer,{_this addRating -3000}] remoteExec ["call",_killer]; parseText "<t color = '#ff9900'>You just killed a friendly unit!<br/>Cease blue on blue.<t/>" remoteExec ["hintsilent",_killer]; }; if (_victim getVariable "oldSide" == civilian) exitWith { [_killer,{_this addRating -1000}] remoteExec ["call",_killer]; parseText "<t color = '#ffff00'>You just killed an innocent!<br/>Cease firing at unarmed civilians.<t/>" remoteExec ["hintsilent",_killer]; }; }]; -
Trigger script not working correctly in MP
pierremgi replied to Luckyas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@blacknightBK No! I explained why. If you can read, - first: you can admit the createTrigger is global by default, so, true in 3rd argument or nothing like LuckyAs attempted to do, is same; - Second: firing a trigger means to rearm it by deactivation. In this case (player presence), it's more difficult in MP with a global one.- 35 replies
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Adding Magazines To Players
pierremgi replied to ShadowRanger24's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep! and have a look at your weapon's HUD by the way, (first case). -
Issues with caller in addAction whilst in vehicle
pierremgi replied to GreatKeeper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's just because you are too far (more than 5 meters), but you will have some other problems with that way to tow a vehicle. You have some nice addons for that. -
Trigger script not working correctly in MP
pierremgi replied to Luckyas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your problem could be the trigger is firing with the first player entering the area then, no matter if a second player enters, the trigger is not rearmed by deactivation. So, your best bet is to create a trigger on each PC, locally. Then you will not have to remoteExec the hint for instance. So, let all your stuff in init.sqf (as this file runs for any JIP + server), and just createTrigger locally: trg1 = createTrigger ["EmptyDetector", getMarkerPos "Marker1",false]; // add false as 3rd argument- 35 replies
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"Freezing" when entering vehicles. [And how to fix it]
pierremgi replied to RagingGamer's topic in ARMA 3 - TROUBLESHOOTING
Instead of writing what is not a problem, you should detail what are the repeatable steps to this issue, in Vanilla. -
As I wrote, stop crushing any time any civilian/friendly units, just enemies on path!
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So, if i'm right, unitCapture is still interesting to record a path. Then you don't need unitPlay anymore, just setdriveOnPath. And the command is 10x faster than the old function?
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You hit a point and a big one! So nothing is perfect. We would some fluidity like Wildlands convoys, but also some understanding for trafic jam. In Arma, AI's can drive out of roads in combat situation. That's also a good point, especially for tanks. There are so much things to do from bikes to tanks, with so many different considerations (in real life, a bike can pass above some rocks, a tank can crush a wall, or even a house). The challenge is very interesting! As any AI's behavior for medics, firing, covering... The first limitation is probably the "common CPU" load.
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Just played Ghost recon wildlands. Open huge map. Ambient life is spawning with civilians and enemies units, humans or vehicles. All work flawlessly. Convoys are convoys, in "safe" or "combat" states. There is not so much weird behaviors. Just remarked the little narrow streets are not used by AI's. On the other hand, I never found AIs stuck in endless maneuver.
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Hi, I hope this DLC wiil give us some improvements for the firing system of all Arma aircraft. I have on mind the fact, the CAS support is absolutely inefficient. Jets manned (by player) are focused on maneuverability and radar/targeting acquisition. But, please, keep on mind that full AI jets should be efficient for supporting players. And this way isn't evident till yet. The CAS module is poor, not to say rotten. Players should ORDER a jet firing at any target, or even ground position, regardless of knowledge about enemy or any target or some weird consideration. The Arma engine doesn't have to decide for a player the opportunity to fire or not a bomb on a position. In other words, let the player decide to order a bomb release where he wants, when he wants, against who/what he wants, even on empty places or at sea. Right now, try to order an unguided CAS on any point of Tanoa forest, take 3 coffees,... abort. Frustrating!
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See also : https://feedback.bistudio.com/T124183 The title is far below the general issue.
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Test it easy. Some weird things. Place on Stratis airfield: - a player - another unit (playable) on the player's group: AI1 - set all dynamic simulation distances to 100 m, ismoving X1 - place another (same side) unit with a cycling waypoints path at more than 100 m far: AI2 - place a manned car with this kind of path also: CAR1 - place a military land cargo (HQ with several doors), - place an empty car: CAR2, all of these objects/units at more than 100 m of course. Now, there are 2 choices for dynamic sim: - for men, you can enable/disable the ability to "wake-up" the sim; - for all objects (car, buiding...) you can enable/disable the dynamic simulation (dyn sim). That sounds great as men are characters and AI or players can activate the sim... Except, for me, there was no difference at all for the following results. It tried to disable, then after restart, enable the dyn sim for remote AI2 and/or grouped one AI1. No difference with these 4 combinations. IMHO, doesn't work. Constant results: Letting the player at more than 100m (chosen dyn sim distance), I remarked: - AI1, following order, can go to land Cargo HQ. he can open the doors to join a position. (It's not the case with simple object of course), - CAR1, the manned car, supposed to be frozen, makes a little move at start then, truly freeze until the dynamic distance is reached, reversible! (great), - AI2, the remote man cycling around land cargo HQ, runs during 10 seconds or more, seems to follow two waypoints before freezing. Absolutely weird! - let run in console a cursorTarget setDamage 1 against: * AI2 >> this guy is dying with simulation ??? even frozen, * CAR1 >> the car becomes instantaneously a wreck (with no damage for the surrounding units). Then, reach the scene. When player meets the dyn sim distance, the car (wreck) explodes causing damages if any unit in vicinity. To conclude (simple SP editor preview!): - at least, the explosion shouldn't occur on a destroyed object when a player meets the dyn sim distance. This explosion belongs to the past! - the wake-up from AI unit doesn't wake-up anything, - I seems the dyn sim doesn't run immediately at start. I can't understand why an infantry unit can move on 1 or 2 waypoints before freezing if the condition is already met to be disabled.... NB: I didn't test the triggers behaviors (like the value of thislist for BLUFOR present with a killed car by a player, and a disabled sim for another player). This could be interesting! Not sure it works in all cases (trigger radius vs dyn sim distance...),
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Already mentioned several times. That doesn't break anything. Just read other posts.
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Yes, I would have done the opposite track, with probably no more success. For any comparison, just use Vanilla Arma and single player scenario. There are so much things dropping FPS. Difficult to give parts to server, computer, configuration, mods, scenarios, number of players...

