-
Content Count
285 -
Joined
-
Last visited
-
Medals
-
-
Nice. I was suggesting the same thing.
-
You need to use animateDoor. The name of the doors are; "doors_1","doors_2","doors_3".
-
Disable friendly fire when using ACE
Maff replied to no_pants_on's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Persian MO I pulled this from a mission template I created a year or two ago. I have not tested it since, and testing was not extensive... Use at your own risk. { /* Remove all HandleDamage Event Handlers. This should disable ACE Medical on the players group - INCLUDING the player. It is possible to have player use ACE Medical. */ _x removeAllEventHandlers "HandleDamage"; _x addEventHandler [ "HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; _isFriendlyFire = side group _instigator isEqualTo side group _unit; if (_isFriendlyFire) then { _damage = 0; }; // IGNORE BELOW LINE! //if (_isFriendlyFire) then { _damage = 0; } else { _damage = _damage * 2; }; _damage } ]; } forEach units group player; A friend recently created something similar. I'm not 100% sure of his method but I'll ask him if he can respond here also. -
Force AI group out of player vehicle
Maff replied to redarmy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This should get you started. Not tested! player addAction [ "GTFO!", { { moveOut _x; unassignVehicle _x; } forEach (fullCrew [vehicle player, "cargo"]); } ]; -
Create group to chase player by script
Maff replied to Hud561's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just change _huntGroup to XYZ_huntGroup. It's good practice to give global variables a tag, such as ABC_, XYZ_, or BIS_. -
Can attachTo have a random position?
Maff replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're using attachTo to do this, @BlackbirdSD? Impossible! You'd be better to use createMarker on the radio tower's final position and setting the marker position with BIS_fnc_randomPos. -
Create group to chase player by script
Maff replied to Hud561's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_huntGroup is a local variable, that's why the units in the group are not being deleted. Not tested. But this should work. // No idea if you have changed anything from the original example... XYZ_huntGroup = [markerPos "MARKER2", EAST, 50] call BIS_fnc_spawnGroup; XYZ_huntGroup setCombatMode "RED"; XYZ_huntGroup setSpeedMode "FULL"; _isHunting = [XYZ_huntGroup, group player] spawn BIS_fnc_stalk; // In your trigger: { deleteVehicle _x; } forEach units XYZ_huntGroup; -
Create group to chase player by script
Maff replied to Hud561's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does the mission not complete when the player leaves the area in the helicopter? That can depend on how you have designed your mission. I suggest your share your mission so people can make better suggestions on how to achieve what you need. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Maff replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should that not be !(isNull objectParent player) to return true when in vehicle? -
This should do the damage. _radioTower addEventHandler [ "HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; if (toLower _projectile isEqualTo "satchelcharge_remote_ammo") then {1} else {0}; } ];
-
Help with spawnAI CFGclasses
Maff replied to razzored's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No. The vehicle will have crew already mounted based on the classname config. You can configure a group containing both vehicles and infantry. See my Motorized example, which I copied from the base config. The vehicle will already have a crew, and your infantry will be dismounted. What do you mean? 🤣 -
Help with spawnAI CFGclasses
Maff replied to razzored's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I haven't created a cfgGroup in a long time. I have tested and it works. It should get you started with adding Mechanized and Armoured groups. Edit: Apologies for the crap formatting. -
Trees classnames and Replacement script
Maff replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My suggestion was to modify the script to set enableSimulationGlobal to true. I've never used createSimpleObject but reading the BIKI entry, created objects do not handle damage.- 19 replies
-
- 1
-
-
- trees
- replacement
-
(and 2 more)
Tagged with:
-
Trees classnames and Replacement script
Maff replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@mrakos2005 I haven't tried out the script, have you tried enabling simulation? Change _simpletree enableSimulationGlobal false; to _simpletree enableSimulationGlobal true;- 19 replies
-
- trees
- replacement
-
(and 2 more)
Tagged with:
-
[SOLVED] Filter specific nearestObjects results
Maff replied to Maff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice. Very nice! Thanks, @Larrow.