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Everything posted by Rook Mk1
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Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah I’ve stopped for now, but I’ll try again later. It may be a bug, because even if I put something else in the condition after it throws up the same error until I do the line again. -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I keep getting error missing ) -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@gc8 How do you then check for the variable in an if condition? -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh cool, i'll give it a shot -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, beacuse it is specific to a unit and it would affect other units which share the same script. -
Is it possible to create and assign a new group for a unit based on call arrays. For example: gunscript = { _unit = _this select 0; group = _this select 1; _group = createGroup east; [_unit] joinsilent _group; }; _SideHQ = createCenter east; _westClose1 = [] spawn { private _loop = true; while {_loop} do { sleep 0.1; if (triggerActivated trg1) then {null = [unitName, groupName] call gunscript; _loop = false}; }; };
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Create new group via call array
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Error undefined variable in expression: _unit EDIT: I had to add quotations, that fixed it -
Hi, I have a problem where I have two separate units that I both want to execute the same script which makes them pull a gun when you get close with some other behaviours. They have a trigger attached to them when activated by a blurfor unit activates [unitName] execVM "insurgentBehaviour.sqf"; I then have in the script private _insurgent = _this select 0; then something like _insurgent do thing; Yet when one script is activated it still does it across all units that use that script. Any idea how this is happening?
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I was wondering what the best way to implement a holdaction function for toggling between ai following you or waiting. I already have a toggle script from before but it would require removing the action on use and creating it again when needed, which seems a bit inefficient.
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@wogz187 Nah, if I hold space the icon just flashes but does nothing, even when I made sure the unit corresponds. Also all I need it to do is tell the unit to stop, I'm handling the following through a different means.
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@wogz187 I'll swallow my pride and ask how you implement it. So you define the variable in init, then you create a function called you_fnc_Companion via this method? How do you then implement the buttons section? Sorry for my nooby questions.
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Yes, and a npc not in the group.
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Thanks for the reply. I decided to use a waitUntil {sleep1; condition} instead, but it is more or less the same idea.
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There's an issue right now with the Husky where ai will mount the passenger seats before the turret. Also sometimes you can be stuck looking down while in the passenger seats due to them being treated as fire from vehicle and moving your head during a small window where it thinks you are aiming. If that makes sense. Great updates all around though.
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Just tried it, great job so far!
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Damn I’d try it if my internet hadn’t died. Nice to get an a3 finally though.
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I meant size sorry. I just thought that making the cold war stuff optional would be nice for people who just wanted to download and load the modern units, or not play with it all the time. But really it was just a suggestion and I don't want to dictate what you do with your pack. It's nice that it's a module though.
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The new cold war stuff is really cool, but tbh i'm in favour of splitting it into another pack. The amount of mods I have loaded is already pretty big, so it'd be nice to choose whether I'd want to use the cold war stuff or not at any given time. Though I could see how splitting it up could be bad for others.
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Thanks for the quick reply. Maybe it’s on Bohemia’s part.
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I did it with the minimum amount of mods and it still does it. To recreate just place a 3cb Faction vehicle in the editor and then check the Simple Object box in attributes. When you hit the play scenario button then quit back out to the editor, it will have reset itself. This doesn't happen to the vanilla vehicles.
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The Takistan civilian vehicles cannot be set to simple objects. It works initially, but it will change back to a normal object after being loaded again. Haven't tested the other vehicles in the pack so can't say it's the case for all of them.
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I was attempting to spawn 3cb Takistan civilians using the civ presence module that comes with the vanilla game. It wasn’t randomising them or giving them the appropriate identities, so I just altered them manually. Maybe there’s a better way but it does the job.
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Never mind, I just did this instead you can call it in a script or put it straight in the creation box.
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Does anyone know how to spawn Takistani civillians in the Civilian presence module with randomised load outs and suitable faces?
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RHS Escalation (AFRF and USAF)
Rook Mk1 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are both Russian voice sets broken for anyone else atm after the contact update when running rhs?- 16574 replies
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