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Everything posted by Maff
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Need help with error on custom unit composition
Maff replied to scrumpyjacks's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@scrumpyjacks Unrelated to your issue... Are you still using the GTX 550 TI? I also have the GTX 550 TI, but I don't have the luxury of having 2 of them. MASSIVE RESPECT! 🤣 -
Need help with error on custom unit composition
Maff replied to scrumpyjacks's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There's not a lot to go on here. Can you share your .RPT file? Details on how to find it HERE. Make sure "No Logs" is unticked under PARAMETERS > ALL PARAMETERS in Arma 3 Launcher. -
force spawned Ai to move on roads
Maff replied to Smart Games's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just a hunch but _car is not moving because _pos1 is the same as _pos2, and _road1 is the same as _road2. -
Playing Sounds by specific key input possible?
Maff replied to donpachiyarou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have no time to play around in Arma but off the top of my head you could... Detect key presses with displayAddEventHandler "KeyDown", though I'm not sure how to detect Custom action 1-20. You can reference DIK_KeyCodes, and use playSound3D to play the required sound. This is not tested. It is just a rough idea to get you started. #include "\a3\ui_f\hpp\definedikcodes.inc" DON_testKeyPress_A = findDisplay 46 displayAddEventHandler [ "KeyDown", { params ["_ctrl","_button","_BtnShift","_BtnCtrl","_BtnAlt"]; // Play alarm sound when Number pad 5 key is pressed. if (_button isEqualTo DIK_NUMPAD5) then { playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player] }; } ]; Good luck! -
Playing Sounds by specific key input possible?
Maff replied to donpachiyarou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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doors Arma3 Addon vehicle classnames
Maff replied to Memzeer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I'm understanding your request, you can find the animation names with animationNames. You are looking for "door" or "hidedoor", some objects have multiple doors however. Then you can use animateSource to open / close the door, but I might be jumping ahead. Look at the vehicle and use the following in the debug console: animationNames cursorObject; That will return an array of strings with the names of model animations for what object. I hope I've understood your question. Respond with how you get on. -
Hey @sizraide, give this a try; { _smoke = "SmokeShellArty" createVehicle (getPos _x); _smoke hideObjectGlobal true; // Hide the smoke shell - Optional. } forEach [red, red_1, red_2, red_3, red_4, red_5, red_6];
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Have you tried setObjectMaterial / setObjectMaterialGlobal?
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cfgMarkers for ellipse/rectangle one?
Maff replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure if I need to get out more but this is the best news I have seen in a good long while... From create3DENEntity Example 5; Create shape marker (since Arma 3 v2.05.147769) m = create3DENEntity ["Marker", "", position player]; // default rectangular marker m set3DENAttribute ["markerType", 1]; // 0 - rectangle; 1 - ellipse m set3DENAttribute ["brush", "DiagGrid"]; SOOOOOOON!- 16 replies
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1. As @HereIsJones has pointed out; setCustomAimCoef is the key. 2. I have no idea. I didn't buy the DLC. There are ways to alter weapon sway on the fly. I have no time to lay it out, the BIKI is laid out very nicely. addAction setCustomAimCoef Any issues with putting it together, then post what you have and ask. Good luck.
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Nice. I was suggesting the same thing.
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You need to use animateDoor. The name of the doors are; "doors_1","doors_2","doors_3".
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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}; } ];
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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.- 21 replies
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- trees
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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;- 21 replies
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- trees
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[SOLVED] Filter specific nearestObjects results
Maff posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I lost all my scripts due to HDD failure and have been away from Arma for a month or two. I had a nice little script that would filter results from nearestObjects. I cannot for the life of me recreate it and I'm starting to lose patience, so any help appreciated. The gist of it went like; _pos = screenToWorld [0.5, 0.5]; _rad = screenToWorld [0.5, 0.5] distance2D screenToWorld [1, 1]; _filter = ["wall","sign","house","stone","pipe","pole"]; { if ( > ANY word from _filter is in _x < ) then { _v = create3DENEntity ["object", "Sign_arrow_down_large_EP1", getPosATL _x]; }; } forEach nearestObjects [_pos, [], _rad]; // Object "69391: powerpolewooden_f.p3d" now has an arrow on it because "pole" is in _filter. This was helpful when returning many objects in an area where I didn't have to know the entire class name or model class. Cheers.