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47 ExcellentAbout sabot10.5mm
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Sabot105mm
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Trying to get AI UAV team to bomb a certain location
sabot10.5mm replied to Clutchin''s topic in ARMA 3 - MISSION EDITING & SCRIPTING
once revealed maybe place a LaserTargetW on the pos of current target so ai have additional opportunities to fire missiles, bombs. _lasers = missionnamespace getvariable ["SAVEDLASERS",[]]; { _target = _x; _laser = "LaserTargetW" createVehicle position _target; _laser attachto [_target, [0,0,1]]; _lasers pushback [_laser,_target]; }foreach (allunits select {(side _x) == east}); missionnamespace setvariable ["SAVEDLASERS",_lasers]; //to delete { _laser=_x select 0; _unit=_x select 1; if(!alive _unit)then{deletevehicle _laser;}; }foreach _lasers -
Getting UAV to fire AT weapon instead of cluster munition
sabot10.5mm replied to beako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
firstly "weapon_AGM_65Launcher" are infrared-guided hence will not lock onto laser nor guide toward target. scalpel, dagr are the only vanilla laser guided missiles. possibly doTarget _laserTarget object -
Inconsistent loop timer
sabot10.5mm replied to gokitty1199's topic in ARMA 3 - MISSION EDITING & SCRIPTING
as I said it was just an idea. I just tested it and it doesnt work as intended, 10000 iteration complete very fast -
Inconsistent loop timer
sabot10.5mm replied to gokitty1199's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A scheduled script has an execution time limit of 3 ms before being suspended to the benefit of another script until its turn comes back. here maybe to avoid suspension use a non-schedule? just an idea. _Timer SetVariable ["TimerTime", (time + 5)]; [...] call { _timer = _this select 0; while {true} do { if (time > (_timer getVariable ["TimerTime", -1])) exitwith {//misc stuff that doesnt run until timer is finished }; }; }; -
Best air ordinance to use to allow air units to engage foot units.
sabot10.5mm replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
once revealed maybe place a LaserTargetW on the pos of current target so ai have additional opportunities to fire missiles, bombs. never tried this but should work. hint macer missles are infrared. scalpel, dagr and GBU12 are laser guilded. _lasers = missionnamespace getvariable ["SAVEDLASERS",[]]; { _target = _x; _laser = "LaserTargetW" createVehicle position _target; _laser attachto [_target, [0,0,1]]; _lasers pushback [_laser,_target]; }foreach (allunits select {(side _x) == east}); missionnamespace setvariable ["SAVEDLASERS",_lasers]; //to delete { _laser=_x select 0; _unit=_x select 1; if(!alive _unit)then{deletevehicle _laser;}; }foreach _lasers -
Best air ordinance to use to allow air units to engage foot units.
sabot10.5mm replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
allUnits apply {plane reveal [_x,4];}; go into editor spawn a plane and give it a name of plane, place SAD waypoint and spawn some troops. start the game and paste the code into debug. boom -
navigating config files
sabot10.5mm replied to sabot10.5mm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
or just use if ("string" find "instring" > -1) then {};- 17 replies
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- script
- vehicle turret index
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navigating config files
sabot10.5mm replied to sabot10.5mm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
my slow instring fnc Result: 0.0126 ms Cycles: 10000/10000 ["hi","1hi1"] call fn_instring; //returns true- 17 replies
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- script
- vehicle turret index
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sabot10.5mm started following selectionPosition + door (offset issue)
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Enemy occupation system (eos)
sabot10.5mm replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i don't have a server to test if it fully works. only thing i could test is artificialy increasing _Pcnt which seemed to work. And you are welcome. I'm ou- -
Enemy occupation system (eos)
sabot10.5mm replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
something like this -
Enemy occupation system (eos)
sabot10.5mm replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This one? i added a call to a script to see if marker is bigger then 500m by 500m than enable dynamic simulation for each unit. i also switched out the fillhouse to a much better IMHO, each file must be replaced for it to work -
How to switch the AI behavior from safe to aware once a gun goes off in the same general location.
sabot10.5mm replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
now I remember what I wanted to say. _delayedReveal = [_firer,_x,_distance,_travelTime,_revealValue] spawn { params ["_firer","_unit","_travelTime","_revealValue"]; take out (_distance). params is looking for 4 variables -
Release - Infantry Occupy House Script
sabot10.5mm replied to Zenophon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
made a small change to JBOY UpDown script. added a logic statement that lockouts further while loops from exec if one is already running. then removes EH based on eventhandler index id for the unit -
Enemy occupation system (eos)
sabot10.5mm replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
enable dynamic simulation for markers more then 500m by 500m. I like this fillhouse script a little better