crewt
Member-
Content Count
129 -
Joined
-
Last visited
-
Medals
-
Medals
Community Reputation
31 ExcellentAbout crewt
-
Rank
Sergeant
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Trigger to detect injured inside vehicle [SOLVED]
crewt replied to cc_kronus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well. isTouchingGround is not really reliable. Either use isTouchingGround vehicle _x or just check the height. _x will check , if the players are from the kind AIR, which will be false. I would recommend to do following. I don't have any problems detecting any choppers from alive or others, as they are the same. As @pierremgi mentioned: Trigger for Blufor (Or your side) cond: this && {(vehicle _x) isKindOf "air" && (getPos vehicle _x) select 2 < 3} count thisList > 0; or alternativ: this && {(vehicle _x) isKindOf "air" && isTouchingGround vehicle _x} count thisList > 0; No need for playableUnits usw. On acti: _air = if (count (thislist select {(vehicle _x) isKindOf "AIR" }) != 0) then { _thislist select {(vehicle _x) isKindOf "AIR" } select 0} else { thislist select 0}; { _x setVariable ["ace_medical_pain", 0, true]; _x setVariable ["ace_medical_morphine", 0, true]; _x setVariable ["ace_medical_bloodVolume", 100, true]; // tourniquets _x setVariable ["ace_medical_tourniquets", [0,0,0,0,0,0], true]; // wounds and injuries _x setVariable ["ace_medical_openWounds", [], true]; _x setVariable ["ace_medical_bandagedWounds", [], true]; _x setVariable ["ace_medical_internalWounds", [], true]; // vitals _x setVariable ["ace_medical_heartRate", 80]; _x setVariable ["ace_medical_heartRateAdjustments", []]; _x setVariable ["ace_medical_bloodPressure", [80, 120]]; _x setVariable ["ace_medical_peripheralResistance", 100]; // fractures _x setVariable ["ace_medical_fractures", []]; // IVs _x setVariable ["ace_medical_ivBags", nil, true]; // damage storage _x setVariable ["ace_medical_bodyPartStatus", [0,0,0,0,0,0], true]; // airway _x setVariable ["ace_medical_airwayStatus", 100, true]; _x setVariable ["ace_medical_airwayOccluded", false, true]; _x setVariable ["ace_medical_airwayCollapsed", false, true]; // generic medical admin _x setVariable ["ace_medical_addedToUnitLoop", false, true]; _x setVariable ["ace_medical_inCardiacArrest", false, true]; _x setVariable ["ace_medical_inReviveState", false, true]; _x setVariable ["ACE_isUnconscious", false, true]; _x setVariable ["ace_medical_hasLostBlood", 0, true]; _x setVariable ["ace_medical_isBleeding", false, true]; _x setVariable ["ace_medical_hasPain", false, true]; _x setVariable ["ace_medical_painSuppress", 0, true]; // medication private _allUsedMedication = _x getVariable ["ace_medical_allUsedMedication", []]; { _x setVariable [_x select 0, nil]; } forEach _allUsedMedication; // Resetting damage _x setDamage 0; } forEach crew _air; Or put it in a fnc. _caller wasn't defined, that's basically the fnc from ACE without logging it, I just hope that I resolved the gvar right, did it out of the head. -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
crewt replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
_g = creategroup east; (crew this) joinSilent _g;- 957 replies
-
- electronic warfare
- radar
-
(and 8 more)
Tagged with:
-
zues using specific units/sides
crewt replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes that's the point. Create a Zeus that is not capable to create content. Afterwards add the add-ons you need and you are good. -
Iron Front Geist Mod Dynamic Mission
crewt replied to Murat OZCAN94's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry fall into my native language. And so on -
Iron Front Geist Mod Dynamic Mission
crewt replied to Murat OZCAN94's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's not the point. You can alter all those dynamic missions from liberation to an simple insurgency by switching out classnames. No need for a dynamic mission which was specifically designed for geist mod. Most of those missions have really good tutorials how to do that, and/or how to change maps and whatever these missions need. Best would be to search for whatever suits you best: Liberation, DCG, usw. If you found what you need, you go ahead and search the thread of the mission, how to alter it for your needs. In this case: where are the classnames stored to change them into your needed mod -
Paradropping Vehicles
crewt replied to Commander Salamander's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Google http://killzonekid.com/arma-scripting-tutorials-epic-armour-drop/ -
crewt started following German Armed Forces Mod, Iron Front Geist Mod Dynamic Mission, Custom Mine Trigger and and 4 others
-
Iron Front Geist Mod Dynamic Mission
crewt replied to Murat OZCAN94's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are tons of dynamic missions out there. And basically all missions which are dynamic, can be played with every mod out there. You should try Google or specify what want -
Static AA locking only on shared targets
crewt replied to crewt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Jeah. Gladly they added this afterwards. I got an answer from a dev. Telling that afterwards the 'unit' should have no capability to see or hear, have to find out how to do that. -
zues using specific units/sides
crewt replied to Cryptdik's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check out the Zeus manual. myCurator addCuratorAddons ["A3_Armor_F_AMV","A3_Armor_F_Panther"]; myCurator removeCuratorAddons ["A3_Soft_F_MRAP_01"]; -
Look at scripts from servers
crewt replied to karver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can't steal everything, and most importantly, you shouldn't. The mission path or the pbo won't do you any good, as some scripts are only on the server. Only way to get those scripts is either by access to the server, or a debug console. In the case of a debug console you also would need a the function names or a cfgfunctions. Additionally, if you want to know how to learn scripting, there is a ton of tutorials out there. Most missions with server side scripting have some fun obfuscated, and will give you quite a headache. -
Props not falling from air, not using simulation?
crewt replied to fortun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
They should fall down. Are they simple objects? Now a lot of objects become simple objects, which have no simulation and damage usw. -
Getting the AI to engage
crewt replied to charliereddog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In addition to increased reaction and spotting time it might be worth a try to not use dofire but dosupressingfire (I'm on the phone, might be a different command/name). There you can define how long they should suppress all known targets -
Getting the AI to engage
crewt replied to charliereddog's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can set their subskill up. Also it can help to disable the movement and force them to stand. As they sometimes lay downas they see an enemy -
Trigger to detect injured inside vehicle [SOLVED]
crewt replied to cc_kronus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You don't need a name. You have the object that activates the trigger. Activation type: anyplayer On activ: { //Heal them // _x is one of the units in thislist // thislist is all marching units inside the trigger which match the activation type. _x setDamage 0; } foreach thislist; Also you could set the activation type to whatever side you play on and the airport would be healed as well. -
Make pilot ignore enemy contacts?
crewt replied to jwllorens's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/setCombatMode set the combat mode to red and it should work. If not: move the Gunner in his own group.