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Everything posted by Maff
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Changing the name of each group
Maff replied to W. Diaz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I remember a way to do this with CBA, but I have no idea if it still works. Have a read of this link. Edit: I can confirm the linked method is still working. I can see from your screenshot that you are using Panthera which is dependent on CUP Terrains therefore CBA which works out nicely. -
// Removed group from _x enableAI "TARGET"; { _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x forceSpeed 0; _x setBehaviour "STEALTH"; _x setCombatMode "RED"} forEach units _ARMORED_1;
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How are you getting _group? The following works for me regardless of where I am in the vehicle: _group = vehCargoGroup; // Named the group in the editor. _veh = objectParent player; { _x assignAsCargo _veh; } forEach units _group; (units _group) orderGetIn true;
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Try giving the APC a hold waypoint. That should do it. _wp = ARMORED_1 addWaypoint [_pos, 0]; _wp setWaypointType "HOLD"; _wp setWaypointBehaviour "STEALTH"; _wp setWaypointCombatMode "RED";
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Need Help Tweaking AI Skill Script
Maff replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Give this a try: Not tested. After a quick Google, I am starting to doubt that Extended_Init_Eventhandlers can be used in description.ext. I only saw it used inside addons. I could be very very wrong though! -
One method: 1. Set up your Radio Alpha trigger however you need. 2. Look for Trigger: Expression Condition field inside the trigger. 3. Enter your condition... Lets go with ' ActivateRadioAlpha '. * Without the apostrophes. 4. Create a second trigger and set it up however you need. 5. Look for Trigger: Expression On Activation field inside the trigger and put ' ActivateRadioAlpha = true; '. * Without the apostrophes. 6. Test. 7. Test again.
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Setting a specific objects texture
Maff replied to W. Diaz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as I know not all objects can have their textures altered via scripting. To test if an object has hiddenSelections (or able to have their textures set) have a look at getObjectTextures. If the return is an array of empty strings/an empty string then you're out of luck... Although, I'm not 100% on that as I can't fire up Arma right now. -
Need Help Tweaking AI Skill Script
Maff replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not familiar with Extended_Init_Eventhandlers at all. Give this a try: class Extended_Init_Eventhandlers { class CAManBase { init = "(_this select 0) execVM 'Scripts\AISkillSettings.sqf';"; }; }; _this AllowFleeing 0; _this AllowCrewInImmobile True; _this setSkill ["aimingAccuracy", 0.5 + (random 0.25)]; _this setSkill ["aimingShake", 0.25 + (random 0.25)]; _this setSkill ["aimingSpeed", 0.75 + (random 0.25)]; _this setSkill ["commanding", 1 + (random 0.15)]; _this setSkill ["courage", 1 + (random 0.15)]; _this setSkill ["general", 0.75 + (random 0.25)]; _this setSkill ["reloadSpeed", 0.8 + (random 0.05)]; _this setSkill ["spotDistance", 1 + (random 0.20)]; _this setSkill ["spotTime", 0.75+ (random 0.25)]; -
Try: keyspressed = { _keyDik = _this select 1; _shift =_this select 2; _ctrl = _this select 3; _alt = _this select 4; _handled = false; switch (_keyDik) do { case 24: { if (_shift) then { hint "Shift + O KEYPRESS DETECTED"; createDialog "SANT_Loadout_Screen"; }; }; }; _handled; // Moved outside of switch. }; waitUntil {!isNull(findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown", { _this call keyspressed; }];
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Hey @TOTTO1975. I am not familiar with TRGM2 at all, but I will take a stab at it. I've only quickly scanned through the Initplayerlocal you have posted and if I'm not missing something, this should work: What I have done is change the first parameter of BIS_fnc_addSupportLink from player to sl. So, only the player using the unit 'sl' will be able to call support. I have not tested this... Hope that works for you.
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Community Wiki Signup Disabled
Maff replied to Spoffy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey @Spoffy. See the BIKI Main Page. Top of the page; "In order to prevent vandalism and bot spam, self-creation of accounts has been disabled. Therefore you need to ask @Dwarden for an account at our discord, or on BI Forums." -
Random Teleport to Coordinates points
Maff replied to Sneax x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wrong section. Better section. Of course you can use [x,y,z] positions. params ["_tele","_caller"]; _caller setPos (selectRandom [ [10,10,0], [20,20,0], [30,30,0], [40,40,0], [50,50,0], [60,60,0], [70,70,0], [80,80,0] ]); Note: I removed 'getPos' and added an array of positions. Makes sure the z-axis is 0 unless you want _caller to have broken bones at the very least. -
I can't help much without looking at the F_StaticLine script. But, have a look at setWaypointStatements. This will execute your script once the waypoint is reached/completed. Also... I wouldn't want to be the poor souls jumping at 75 metres!!
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It looks like you have missed something at the end if your keypressed function. keyspressed = { _keyDik = _this select 1; _shift =_this select 2; _ctrl = _this select 3; _alt = _this select 4; _handled = false; switch (_keyDik) do { case 24: { if (_shift) then { hint "Shift + O KEYPRESS DETECTED"; createDialog "SANT_Loadout_Screen"; }; }; _handled; }; }; // D'oh! waitUntil {!isNull(findDisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown","_this call keyspressed"]; Pressing Shift + O should open up your Dialog... As long as there are no issues with that.
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Spawned AI not following waypoints sometimes
Maff replied to JR Nova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@engima I have had issues ever since the recent DLC update with spawned groups that refuse to move again after reaching the first waypoint. Any chance you could share an example of your workaround? -
Christ, @Beagle. What terrain are you playing on that an MBT can engage at 4 klicks?
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Tips (001): Already mentioned but VERY IMPORTANT; Rebind the throw key. "Double G" works well for most. Alt+G will cycle through your grenades. You can select a smoke grenade / chemlight (if you have one) this way. Contact: Enemy aware, likely shooting at you. Sighting: Enemy unaware of you. Call both out over the radio/chat. Listen to the guy in charge. Learn how to guesstimate ranges. Fire and adjust. Not firing because you haven't got a range within a bawhair of the target will get you and your team killed. When moving out on patrol, ensure you have a tracer magazine loaded. This will save valuable time when initial contact with the enemy is made. "Contact LEFT. On my TRACER!". If the mission maker hasn't given you any tracer magazines, give them shit... AFTER the mission. Fight through an objective; Move away from an objective once achieved because enemy artillery will (SHOULD) have that position zeroed in. The enemy can attack at any time. Always be alert! You are not safe when {time > 0}. Play your role. If you're in a grunt role you should never be dictating what should be done and how it is done. This can be confusing to everyone and it takes time from everyone to explain this to you. If you want to impress others, listen and follow. Platoon Commanders; Order what to do, not how to do. Give your subordinate the general plan, never the entire plan. "No plan survives contact with the enemy" - Erwin Rommel. After an objective has been achieved, get an ACE report (Ammunition, Casualty, Equipment)... This makes you aware if everyone has enough kit, and bodies to continue. Resupply will likely be needed. Never move without your oppo (buddy). Always be afraid to die. Always be afraid your oppo will die. If your oppo is AFK, guard him and let your commander know. Give your oppo shit when he comes back for going AFK! Always communicate; "I'm moving on your left, HickoryDickoryDock69". "On you, HickoryDickoryDock69". "STOPPAGE, HICKORYDICKORYDOCK69!". * Apologies if that is a real username. Always scan your arc/sector. If you receive contact not in your arc, continue to scan your arc. You will be relocated if necessary. You can move and scan by aiming down sights and holding Alt key. Cease fire means CEASE FIRE. If your about to say "One grenade and...", Alt+F4. Maintain spacings. 10 metres is good, 5 at night (depending on environment). Don't be afraid to call "Holding" if the formation gets too bunched up. Always follow the direction of the pointman. This will always keep the formation right. Pointman; Be alert! If you feel yourself becoming less alert, let your commander know. Don't be afraid to navigate the ground. Call out contact/sighting over the radio/chat. Zeus; Don't go fucking power mad! Pretend you don't know where the players are all the time. You are the enemy commander, you don't have unlimited resources. Don't get captured.
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Making time pass mid mission
Maff replied to Jubal Savid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Off topic but I have to say; Brilliant, @wogz187! Also, she looked pretty rough... Best check your TV is where you left it. -
Create marker on random map loc
Maff replied to XOSPECTRE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_randomPositionOnMap = [] call BIS_fnc_randomPos; BLACK_SITE1 = createMarker ["BLACK_SITE1", _randomPositionOnMap]; BLACK_SITE1 setMarkerType "hd_dot"; BLACK_SITE1 setMarkerSize [0, 0]; // Are you sure you want the marker to be 0 size? - Or - _randomPositionAroundPosition = [[[[6859,7318,0], 1500]], ["water"]] call BIS_fnc_randomPos; BLACK_SITE1 = createMarker ["BLACK_SITE1", _randomPositionAroundPosition]; BLACK_SITE1 setMarkerType "hd_dot"; BLACK_SITE1 setMarkerSize [0, 0]; // Are you sure you want the marker to be 0 size? -
Issues with two groups on Malden
Maff replied to The Black Fox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Which function? Have you changed any MP settings or onPlayerRespawn.sqf? I was getting that error too. That is why I suggested that you type the group names rather than copy paste. -
Issues with two groups on Malden
Maff replied to The Black Fox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe. I don't have a lot of time to spare right now to recheck but I'm sure I spotted Independent units in the mission scripts. I am not sure if they were part of the hunter force or what. Are you using copy & paste? I've noticed scripts error if I paste from the forums even if it is something I have typed. Try to type BIS_grpMain_1 / BIS_grpMain_2 instead of pastinging. -
Issues with two groups on Malden
Maff replied to The Black Fox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. Have a look at initServer.sqf - Line 291: // Mission fail if everyone is dead [] spawn { sleep 300; waitUntil {sleep 5; {alive _x} count ((units BIS_grpMain_1) + (units BIS_grpMain_2)) > 0}; waitUntil {sleep 5; {alive _x} count ((units BIS_grpMain_1) + (units BIS_grpMain_2)) == 0}; ["objEscape", "Failed"] remoteExec ["BIS_fnc_taskSetState",east,true]; ["Loser", false] remoteExec ["BIS_fnc_endMission",east,true]; }; So, copy and paste BIS_grpMain. Open up the group leaders in the editor and replace BIS_grpMain = group this; with BIS_grpMain_1 = group this; and BIS_grpMain_2 = group this; I have not tested this but it should work. No. Player equipment is assigned based on the playable units class name. To change player faction, or player class names would break equipment assignment. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Maff replied to Placebo's topic in ARMA 3 - GENERAL
[ETR] Operations. 2016 - 2017 I am feeling nostalgic. @3cb, @RDS, @Sangin, @Reshmaan.- 6859 replies
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Maff replied to Placebo's topic in ARMA 3 - GENERAL
[ETR] Operation Aid. 22/11/2015 @3cb, @Kunduz -
Well done, ArmaFiend. Well bloody done! The curtains are a brilliant touch. I think curtains would be an amazing addition to buildings. On the subject of buildings... Does the the ship have building positions defined?