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pierremgi

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About pierremgi

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  1. if (isDedicated) then { this addEventHandler ["killed",{ (_this #0) spawn { params ["_plyr"]; TitleCut [" ","black out",1]; sleep 3; TitleCut [" ","black in",3]; "DynamicBlur" ppeffectenable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; ["Initialize",[player,[west],false,false, false, true, true, true, true, false]] call BIS_fnc_EGSpectator; sleep 3; ["Terminate",[player]] call BIS_fnc_EGSpectator } }]; }; if (isServer) then { removeGoggles this; this addGoggles "G_Balaclava_Combat"; };
  2. Place your trigger with an area (circle preferred) set the condition to TRUE (always met) make it server only, as reference for every players. You don't want the players to have different locked doors; in on activation field of the trigger: { _nbDoors = getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "numberOfDoors"); for "_i" from 0 to _nbDoors - 1 do { _var = format ["bis_disabled_Door_%1", _i]; _x setVariable [_var,selectRandom [0,1],true] } }forEach (nearestTerrainObjects [getpos thisTrigger,["house","building","tourism"],(triggerArea thisTrigger) select 0]);
  3. pierremgi

    Script help

    waitUntil {sleep 5; count allUnits - (west countSide allUnits) <= 2}; {deleteVehicle _x} forEach (allUnits select {side group _x != west});
  4. pierremgi

    Switch code with no result?

    if you don't want to bother you with case sensitive switch do, there is a similar coding: call { if somethingTrue exitWith {fisrt Option Code}; if somethingElseTrue exiwith {secon dOption Code}; if .... exitwith ....; in Case Of: Default Code; }; Here exitwith just exit out of the call. There is a difference with switch do process, for default block, but imho this method is clearer.
  5. This feature seems not implemented. If you edit the uav.fsm and requester.fsm, (in arma3\addons\module_f.pbo) you can see there is nothing to do with that.
  6. The only interesting damages are given by getAllHitPointsDamage and transferred by setHitDamage or setHitIndex . If you pick damage to further apply setDamage , you'll never recover the former damage status, just applying an average of damage on each parts of the vehicle.
  7. I can't reproduce that. Check for startPos eveywhere again. If sentinel takes velocity, that's because it's not touching ground (i.e. the deck). Check the positioning of your UAV by isTouchingGround command. (out of map cursorObject is always null, use cursorTarget or vehicle name). Normally, you can recover addAction on respawn because I scripted for that. I don't know (and I don't care) if it's compatible with other mods playing with menus. I'm scripting for Vanilla (+ vehicles mods like CUP or RHS), but in any case for ACE or exotic mods altering menus. I don't know if it's your case. It's just an info. I spent hours to test sentinel on carrier or ashore, with different pylons, so, except if you have a reproducible mission (or uploaded file), I can't help anymore.
  8. Thanks for your feedback. The skin and loadout problem should be solved now. That was due to some blowing "at once" vehicles and my new performance saving EH. Please Try it now. When you write: 0 = [[veh1,veh2],["startpos"],10,true,false] spawn MGI_fnc_VehicleRespawn (I know you changed "start" for "startPos" everywhere, due to your scenario), that means veh1 will respawn on its start position, but veh2 will respawn by default on its death position. (unless you're writing ["startPos","startPos"]) So, 0 = [vehicles,vehicles apply {"start"},10,true,false] spawn MGI_fnc_VehicleRespawn just means that you apply to the array of vehicles, an array of "start" as parameter, with the same number of elements in array. You can even write something like: _arrayOfVeh = vehicles select {_x isKindOf "landVehicle"}+vehicles select {_x isKindOf "air"}; _arrayOfpos = (vehicles select {_x isKindOf "landVehicle"}) apply {"death"}+ (vehicles select {_x isKindOf "air"}) apply {"start"}; 0 = [_arrayOfVeh,_arrayOfPos,10,true,false] spawn MGI_fnc_VehicleRespawn if you want to respawn planes and helos on death positions and ground vehicles on start ones. Don't forget, spawned vehicles are not taken into account with this kind of line. You must do a loop or use side parameter for that (or use my advanced module, to be corrected soon).
  9. Corrected for spawning vehicles on carrier at sea. + some improvements like helo ditching and in flight edited aircraft (already flying at mission's start). All feedback welcome. Some difficulties for respawning at death position an aircraft colliding with the ground (no previous damage). The solution needs some extra tests.
  10. @dyrmoon You should try with allMissionObjects "explosion"
  11. which mods? did you script something to add laser/light on weapon? did you check your files integrity in steam, arma in library, right click for properties, local files?
  12. Hello. Welcome on forum. thisList is a special variable for triggers, which returned the objects (units/vehicles) satisfying the preset conditions (example BLUFOR present). You can use it in condition and on activation fields but not in on deactivation field where it doesn't mean anything. thisList select 0 is just the first object in the list (if any).
  13. pierremgi

    AI surrender script multiplayer

    Sorry for the time difference. For MGI tactical pack, you can find the notice (pdf) in the addon folder, usually located in arma3\!workshop. On server the conditions are not often met, intentionally. I can pbo a specific mod, with a specific key for signature, so the server owner will have to accept it. For MGI advanced modules (signed also), the notice (WIP) is here, last module.
  14. pierremgi

    AI surrender script multiplayer

    Interesting question and BI skipped that. I wrote somewhere it was a miss for the "Laws of war" DLC. Anyway, I edited 2 addons: -1st one is a simple "make prisoner", right clicking while aiming (temporary zoom), under certain conditions of course (see MGI Tactical pack); - 2nd one allows prisoners and escort to jail. (see MGI advanced modules). If I remember both aren't compatible each other. I'm aware, it's not a splendid behavior, but at least, that works in MP. Not so often feedback on that.
  15. As Beno_83AU wrote: forgetTarget . That's the solution for your specific case.
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