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Posts posted by pierremgi
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@wogz187 is right. You need to refine your decision tree. Are the players in the same group? which "specific" groups? "under fire" seems to me already "spotted", right? So, is it a question of AI "knowsAbout" player(s)?
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On 10/24/2019 at 3:38 AM, jcalvert said:Ouch. How very sarcastic. Well, did you know that the defining characteristic of civilian ARs is that you cannot switch them to full auto by pressing 'F'? Because that is the whole point here, my friend ;).
Hello. Sure you can ask that, you're on the good forum. Forget sarcasm. If you want to block some full auto by pressing "F", there is a code you can run from console, trigger set to true, or even init field of any object, init.sqf... (anywhere in fact):
0 = [] spawn { waitUntil {!isNull findDisplay 46}; (findDisplay 46) displayAddEventHandler ["keyDown",{ params ["","_key"]; _handle = false; _handle = if (_key == 33 && currentWeapon player == "CUP_arifle_M4A1_black") then [{true},{ false}]; _handle }] };This code blocks "F" key (then full auto) for player with "CUP_arifle_M4A1_black" type in arm. Sorry, I don't know the weapons as you do, but it's easy to modify it for another one or even an array of them. I hope this help.
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Which mod are you running? Which server? are you host or client?
Do you have some script creating units locally (createVehicleLocal)?
Do you have some script in the init field of these units?
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You should have restarted your computer instead of trying to delete some registry files via regedit. No clue how to do with that.
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6 m/s, at least for passing the obstacle.
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Try also to decrease the speed (in m/s so 3,6 * km/h in setDriveOnPath)
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So, I guess you can run Arma, then it crashes.
You must have some rpt files in arma in your C:...\<your user name>\appData (hidden folder)\local\Arma 3 folder.
Or better, you are invited to send a complete report (and you can access to it).
So any information on the way you crash + report(s) could be helpful.
Read also:
Another point: Your config (CPU) is rather old for Arma.
see also:
https://steamcommunity.com/sharedfiles/filedetails/?id=228562734
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Did you try it without spawning arrows (perhaps this kind of "vehicle" (object) can be considered as obstacle?) Just an idea.
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I'm afraid you went too far to self-harming concept. It's usually a bad idea, playing with regedit.
First of all, restart your computer.
Check Windows, be admin.
Verify your disks (access, free space), video settings (your card), and all devices in device manager.
Then check Steam.
steam comes with parameters like install folders for its game library. Try to make Steam work. The folders must be consistent with the game directories, but you have plenty of choices. Usually, games like Arma are far more efficient on SSD disk if you have one;
If you only have Arma as Steam game, try to repair it. If you have some other games, check them.
be sure you have official products, no weir copy.
There are plenty of reasons to crash, not saying poor configurations, but a rotten disk (bad clusters) or even a rotten motherboard (at PCI ports) can affect the access to you game folders then crash.
That's for a beginning of answer. Give your config and more details on your Windows, Steam, games, then Arma behaviors.
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Checked. (Nice map btw)
((nearestTerrainObjects [[12604.1,17779.2,0],["house"],5])#0) setHit ["glass_1", 1];
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_x or _i here, is the local variable for the from to loop. You can name it as you want... but it's a good habit to avoid _x often used by engine in forEach loops. You have plenty of possibilities, not limited to one letter.
_grp01 = grpNull has no interest here if you overwrite it, just after, with a created group.
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What is your code? where do you run it?
In editor, just add a waypoint timer (in waypoint attributes)
In a script, you can wait for a waypoint completion (then sleep), before adding a further one, or simply use a setWaypointTimeout.
Note: waypoints apply on groups, not units.
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where do you use this function? In a trigger?, in a script?
At least you know the class and the position of what you spawn. So, as @beno_83au wrote, a nearestObject [position, type] should work. you can even add a captive condition as this vehicle is captive.
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which classname?
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try something like:
((nearestTerrainObjects [player,["house","building","tourism"],20])#0) setHit ["glass_1", 1];
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titleText [format ["%1<br/>%2",_var1,_var2], "PLAIN",-1, true, true];
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So,
The init field of any edited object runs on server + clients when JIP (like init.sqf). The reason why it's usually preferable to add a server condition if (isServer) then {...} each time you have a global effect in your code and you don't want to "reset" it on each JIP (ex.: loadout for units)
Bis_fnc_setUnitInsignia uses 2 global commands: setObjectMaterialGlobal and setObjectTextureGlobal
That's a good reason to run it on server only.
if (isServer) then {[this,"enemy"] call BIS_fnc_setUnitInsignia};
Other remark from BIKI:
If setObjectTextureGlobal is executed from init of a vehicle, it may be too soon and fail to broadcast to other vehicle instances on network and become JIP compatible. The workaround is to delay setting the texture until after the vehicle is fully initialised
0 = this spawn {waitUntil {count allPlayers >0}; if (isServer) then {[_this,"enemy"] call BIS_fnc_setUnitInsignia} };
Now, "enemy" is not a common Vanilla Arma insignia. All PCs must know this mod (and find the insignia!). Good luck with that.
I suggest you test with a standard insignia before trying a custom one.
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3 hours ago, Jaden Vance said:Hello, just a question. Can this script be changed differently to affect only AI units, so I can for instance have different damage for players (in MP) and different for AI units?
Yes. Add a condition if (!isPlayer) then {...};
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Welcome on BI forum
remoteExec the add Action (hold or not) is useful if you spawn an object and then making this action visible by all players.
No need to remoteExec it if this command/function is in init field of an edited object. Any player will run the add Action (hold) if placed in this init field.
Now, the second point, even if players can see/act your add Action (hold or not), the code will work locally.
That means, you have to consider the arguments and effects localities for EACH command/function you run from this code.
Example:

doesn't need to be remote exec.
needs to be remote exec on each PC you want to see this effect (sounds with playMusic, playSound are EL usually)
is a little bit tricky. If the object is on the same PC as the player who triggers the action (same locality), you don't need to remote exec for Arguments, and Effects locality applies. Example: usually an hosted server hosts the objects like empty cars, crates, and the player as host can run AL code on it, not the other players.
You can check that, with a car which will change its locality along with the driver.
If you want to avoid this locality problem, you need to remoteExec on the PC which own the object.
Example with playMoveNow
for a code making on a remote unit, a prisoner animation. Even if the effect is global, you need to reach the unit on the PC which owns it :
[ oneUnitHere, {oneUnitHere playMoveNow "AmovPercMstpSsurWnonDnon" } ] remoteExec ["call",oneUnitHere ];
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Sure.
Now, basic script/trigger should work also.
So, the next step is to understand how many effectively indep/opfor units are remaining when you are supposed to win. Perhaps are you using some modules/logics/headquarters/hidden units which are sided and counted as remaining units. Test that in console - watch lines:
{side _x in [EAST,INDEPENDENT]} count allUnits
If not zero when you are supposed to win, that's an explanation.
For further help, upload/publish your scenario.
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I didn't have problems with the methods I wrote.
Anyway, if MEH fails for what ever reason, replace it by this unique trigger:
trigger none, none, server only, no area, not repeatable
in cond field: allUnits findIf {side _x in [EAST,INDEPENDENT]} == -1
in on act field: "EveryoneWon" call BIS_fnc_endMissionServer
Tested as usual.
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this addAction["Deactive TRIGGER1", {deleteVehicle TRIGGER1;hint "TRIGGER1 is deactivated"}];
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So, first of all, what is on your mind?
A wall can be a part of a house or an object by itself, like "Land_WallCity_01_8m_grey_F".
Some of them are simple objects (no damage taken, no destruction) ex:"Land_Canal_Wall_10m_F"
or very hard to destroy. ex: "Land_Mil_ConcreteWall_F"
or very progressive: damaged even by bullets to destroyed by collision or explosion. ex: "Land_WallCity_01_8m_grey_F"
Same for whole houses.
These objects can be edited (placed by you), or already on map. In this last case, disregard EH handleDamage on them. You need to track some changes in damage by scripts but that can be resource demanding.
So damages to objects are various, sometimes weird or even non-existent.
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if (selectRandom [TRUE,FALSE]) then {<spawn function here>};
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Force AI groups to support other AI group under fire
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
This point is simple:
_grpsGuarding = allGroups select {side _x == EAST && waypoints _x findIf {waypointType _x == "GUARD"} >-1};