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Everything posted by sabot10.5mm
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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 -
this script relieves all playable units, saves them to a variable and sorts by faction (cfgfactionclass >>displayName). my question is about navigating configfiles, most notably navigating and filtering configs. example say you want to filter out all of the unwanted "man" units like "range master", and "survivor" est. is there a more logical approach to this instead of saying is _unit in [array]? also saving units to variables to be used later. my approach looks weird anybody with the knowhow to guide me in the right direction _cfg = "getnumber( _x >> 'scope' ) isEqualTo 2" configClasses (configFile >> "Cfgvehicles"); for "_i" from 0 to ((count _cfg)-1) do { if (isClass ((_cfg select _i) )) then { _cfgNam = configName (_cfg select _i); _getside = getnumber (configfile >> "Cfgvehicles" >> _cfgNam>> "side"); _getfaction = gettext (configfile >> "Cfgvehicles" >> _cfgNam >> "faction"); _getfac = gettext (configfile >> "cfgfactionclasses" >> _getfaction>> "displayName"); _getSolClas = gettext (configfile >> "Cfgvehicles" >> _cfgNam>> "displayName"); _getvehcat = gettext (configfile >> "Cfgvehicles" >> _cfgNam>> "editorSubcategory"); hint str _getvehcat; if !(_getSolClas in ["Crewman","Officer","Competitor","Pilot","Helicopter Crew","UAV Operator","Survivor","Rifleman (Unarmed)","Assault Diver","Diver Team Leader","Diver Explosive Specialist"]) then { switch _getvehcat do { case ("EdSubcat_Personnel"): {call compile format["missionNamespace setvariable ['man_%1', (missionNamespace getVariable ['man_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_Cars"): {call compile format["missionNamespace setvariable ['car_%1', (missionNamespace getVariable ['car_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_APCs"): {call compile format["missionNamespace setvariable ['apc_%1', (missionNamespace getVariable ['apc_%1',[]]) + [_cfgNam]];", toupper _getfac];}; case ("EdSubcat_Tanks"): {call compile format["missionNamespace setvariable ['tank_%1', (missionNamespace getVariable ['tank_%1',[]]) + [_cfgNam]];", toupper _getfac];};}; }; };}; missionNamespace getVariable "man_NATO";
- 17 replies
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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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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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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 -
onLoad = "[] spawn {execVM 'listBox.sqf';};";
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What is Display #46?
sabot10.5mm replied to target_practice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
configfile >> "RscDisplayMission" access = 0; idd = 46; movingEnable = 0; onLoad = "[""onLoad"",_this,""RscDisplayMission"",'GUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')"; onUnload = "[""onUnload"",_this,""RscDisplayMission"",'GUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')"; scriptName = "RscDisplayMission"; scriptPath = "GUI"; -
What is Display #46?
sabot10.5mm replied to target_practice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/findDisplay/Arma_3_IDD_list its the primary display ie mission display -
navigating config files
sabot10.5mm replied to sabot10.5mm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
["CUP_O_T72_TKA"] call TAG_fnc_getTurretIndex; //[["Turret",[0]],["Turret",[0,0]],["CargoTurret",[1]],["CargoTurret",[2]],["CargoTurret",[3]],["CargoTurret",[4]],["CargoTurret",[5]],["CargoTurret",[6]],["Driver",[]]] ["B_T_Truck_01_transport_F"] call TAG_fnc_getTurretIndex; //[["CargoTurret",[0]],["CargoTurret",[1]],["Driver",[]],["Cargo",[0]],["Cargo",[1]],["Cargo",[2]],["Cargo",[3]],["Cargo",[4]],["Cargo",[5]],["Cargo",[6]],["Cargo",[7]],["Cargo",[8]],["Cargo",[9]],["Cargo",[10]],["Cargo",[11]],["Cargo",[12]],["Cargo",[13]],["Cargo",[14]]] ["B_MBT_01_cannon_f"] call TAG_fnc_getTurretIndex; //[["Turret",[0]],["Turret",[0,0]],["Driver",[]],["Cargo",[0]],["Cargo",[1]],["Cargo",[2]],["Cargo",[3]],["Cargo",[4]],["Cargo",[5]]] cargoturrets are considered turrets so use moveinturret. moveindriver, moveincargo for the respective array names.- 17 replies
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navigating config files
sabot10.5mm replied to sabot10.5mm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_cfgVehicle = configfile >> "cfgvehicles" >> "B_MBT_01_cannon_F"; private _turrets = []; private _path = []; _fnc_getTurretindex = { params[ "_cfg" ]; for "_i" from 0 to count (_cfg >> "Turrets") -1 do { _cfg1 = (_cfg >> "Turrets") select _i; if !(getText( _cfg1 >> "proxyType" ) isEqualTo "CPCargo") then { _path append [_i]; _turrets pushBack ["turret",+_path]; }; _class = _cfg1 >> "turrets"; if (isClass _class) then { _cfg1 call _fnc_getTurretindex; _path deleteAt (count _path - 1); }; }; _turrets; };_cfgVehicle call _fnc_getTurretindex; made this with the intention to separate turrets, cargo and turretcargo. maybe even include turretcargo into the cargo array- 17 replies
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Enemy occupation system (eos)
sabot10.5mm replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OpenMe.sqf this script gets all markers named "eos_marker", and changes the groupsize. unitsize, vehiclesize and cargosize based on the size of the marker; then it calls eos_spawn for each marker. -
https://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List
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navigating config files
sabot10.5mm replied to sabot10.5mm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ah99 has weapons listed in the non dynamicloadout baseclass- 17 replies
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navigating config files
sabot10.5mm replied to sabot10.5mm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
test the nato helicopters. nato ah99 "turrets" is empty, weapons is in "mainturret" as for the recurse turrets part. what if i test isclass(_cfg1 >> "turrets") and call _fnc_turrets again?- 17 replies
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