sgtelis
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Everything posted by sgtelis
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Loot system (Configurable Loot script)
sgtelis replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can I make it work with modded weapons? Get "...spawnLoot.sqf, line 46 [...] Error Undefined variable in expression: _magazineclass" and "...spawnLoot.sqf, line 35 [...] Error Undefined variable in expression: _magazineclass" Using CUP and RHS -
So, I havn't read through all of this my self but a friend stated that this wasnt really supporting ACE3 due to you not finding a way to detect when everybody is unconsious. I think I know why and that is because you can wake up while unconsious, a player do not need to "revive" you in order to get back up, however you are still badly wounded. What me and my friends have done so far is to just disable the revive and played without it. It's not perfect and we are thinking of making the respawn delay higher or even remove respawning if you die, also adding in a ACE3 module in the mission and disable instant death since that sucks :P Anywho, thought I'd just put this out there incase you or someone else didn't know about that. Also, great mission! It's the missions we play the most! Takistan and Cherno, would love to see it on Takistan Mountains as well :)
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Lootspawner, configurable building loot system
sgtelis replied to na_palm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Need the AiA verision or a list of all A2 buildings :/ -
Hi! So I am making a mission where blufor is hunting a independent and there is a lot of civilians around that should be able to spot the independent and if then a blufor comes and talk to them I want them to remember if they have spotted the independent or not. So what I have been able to find out is that knowsAbout is something that can be used to determen if a character have seen someone or not however I can't figure out how to use it. What I want it to do: If a civilian spotts a independent a script is called, this script sets a variable in that specific civilian that sais he have spotted a independent. The rest I want it to do I can fix my self. (Btw, I know how to use set- and getVariable) Thank you!
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setVariable if ai knowsAbout?
sgtelis replied to sgtelis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you! Now it works perfectly! :D Also, -showScriptErrors was super helpfull! I was wondering if there was a debug tool of some sort in arma and there it was! :D Thank you again! :) -
setVariable if ai knowsAbout?
sgtelis replied to sgtelis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hmm... I pasted it in initServer.sqf and put in some hints to see that it works. I can clearly see that it starts up however the hint that I put at the same place as the setVariable never shows up, aka he never "spotts" the independent even though I stand infront of the civ as a indep for a very long time. Even tried to lower the knowsAbout to 1. -
It worked yesterday and now all by a sudden none of the if:s work anymore... It was part of another script and I tried move it around and even putting it in a solo script and still doesn't work. Can anyone help me out? _target = _this select 0; _caller = _this select 1; _lie = "willLie"; if(side _caller == west) then{ _caller sideChat "Hello sir. Have you seen anything suspicious today?"; sleep 1; if(_lie == "willLie") then{ _target switchMove "HudBriefing_think"; sleep 1; _say = ["civNo1","civNo2","civNo3"] call BIS_fnc_selectRandom; _target directSay _say; sleep 2; _caller sideChat "Ok, have a nice day then." sleep 1; } else { _say = ["civYes1","civYes2","civYes3"] call BIS_fnc_selectRandom; _target directSay _say; _target switchMove "HudBriefing_pointLeft"; _mark setMarkerAlpha 1; hint "A civilian has tipped the hunted off.\nMap Updated..."; sleep 1; }; }; _lie is set from another script and work as it should.
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Why does this code not work?
sgtelis replied to sgtelis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, snap. You are right! And I who thought I looked so closely... :P I'll check on it tomorow and see if that fixes it (believe it should) since I got the project on another pc. Ty mate :) -
setVariable if ai knowsAbout?
sgtelis replied to sgtelis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I believe this is exactly what I am looking for however a strange bug or something has occured in my mission and the non-edited script that worked yesterday now decided not to work anymore... https://forums.bistudio.com/topic/183531-why-does-this-code-not-work/ -
Random Marker Location containing a object + Random object placement
sgtelis replied to sgtelis's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks man! That was exactly what I was looking for! :D -
Random Marker Location containing a object + Random object placement
sgtelis posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So I'm making a multiplayer mission where blufor is trying to stop independent from getting to a crashed heli and gathering resources that it carried before it crashed. Now, I don't want any of the teams to know it's exact location and therefor I decided to use large markers to tell where it might be. I also don't want the crash location to be at the same position every time. The I want the crashed heli to be put at a random position somewhere on the island I am using somehow and I wan't to believe that I at some point made a mission where I had ONE marker that I did something to that allowed the player to spawn randomly within its borders but I don't remember how I did that. I want blu to know less about the crashed helis position than what indepandant should and there for want to use 2 differently sized markers (hunted_info and hunter_info) and I don't want them to be exatly over the heli wich is the only thing I've been able to do so far. I wan't the markers to be placed somewhere on the map where they still contain the heli, even if it happens to be spot on or on the corner. My thought was to use setpos getpos <markername> +/- <random value> but I don't know how to do that. I hope I posted this in the right place and that I make any sense... :P -
Eject/MoveInCargo Howto
sgtelis replied to Rommel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, Im not getting anywere right now. I have some trouble "teleporting" my group from one heli to another, I want to do this to skip 10-15 boring fly time. My problem is that I can't for the love of god make the units teleport to the other heli via script, nothing I've found works so far, atleast not in the way I want it. Have group of 4: Leader code: grpAlpha = group this; The playable units have names "p1" to "p4". The helis names are "InsertionHeli" and "InsertionHeli_1". InsertionHeli is the one that you are getting in while InsertionHeli_1 is the one you are suppose to be teleported to. InsertionHeli code: InsertionHeli addAction ["Start Mission", "handle = execVM 'insertion.sqf'"] insertion.sqf code: [] spawn { {_x moveincargo InsertionHeli_1} foreach units grpAlpha; vehicle player vehicleChat "We are approaching the drop zone, open the ramp and stand by."; sleep 10; vehicle player vehicleChat "We are over the area! GO GO GO!"; }; I'm getting the chat messages but the units are never teleported, or rather moved. What am I doing wrong? -
[WIP] Von Quest Industries - H.A.L.O. System
sgtelis replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, I have the standalone verision, is it updated now? Also, I have a few questions for mission making. Is it possible to call a script and finish a task before I get teleported into the air when I press the action button to fly away? Also is it possible to change the spawn location of the guys you need to talk to? Thanks in advance. EDIT: Sry, read the post dates wrong. So you are going to keep working on this side or will that also be on the SpookyWarRoom? -
I can't seem to spawn in defences or walls when I play. When I enter either of the sub menus while building the base the menu just disappear and I can't find anything.