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Maff

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Everything posted by Maff

  1. Maff

    Mines in Trigger

    RevealMines is incorrect. The command is revealMine. This should do the trick; { east revealMine _x; } forEach (allMines select { _x inArea minefield_1 }); Change minefield_1 to the name of your trigger, or marker area.
  2. I have been attempting to return a list of first and last names from the configs using the following; _fn = (configfile >> "CfgWorlds" >> "GenericNames" >> "NATOMen" >> "FirstNames"); _ln = (configfile >> "CfgWorlds" >> "GenericNames" >> "NATOMen" >> "LastNames"); Sadly I haven't had any luck as the list of names aren't in an array. I can return names if I already know the name which is... Infuriating! getText (configfile >> "CfgWorlds" >> "GenericNames" >> "NATOMen" >> "FirstNames" >> "aaron_baf") // "Aaron" - What a surprise!! Does anyone have a solution?
  3. @johnnyboy A friend of mine wanted a scripting solution to retrieve a list of names Spanish names from CUP Units to assign to civilian agents spawned in progress.
  4. Maff

    SP 10 CYPHER: SYNDIKAT

    Looks like you may be missing this mod. Edit: Steam link.
  5. Maff

    Spawn 700 units

    You aim TOO LOW, kid! Need or want? You may have better luck / performance spawning units / groups in dribs and drabs. I want, no need, to check this out. ~ 11GB worth of mods. I'll take your word for it. I am out.
  6. Maff

    3CB BAF Weapons

    No worries.
  7. Maff

    3CB BAF Weapons

    @evrik Is there anyway to disable raising the height of the static GIMPY ( "UK3CB_BAF_Static_L7A2_Deployed_Low" )? I can see in the config browser that the action to alter height calls a function ( UK3CB_BAF_Weapons_Static_fnc_can_alter_height ) to check condition. I'm hoping there is a function to call or setVariable I can set to achieve this. Cheers.
  8. Gangsta! Can I use this on my Altis Life server, @Tova?
  9. Maff

    AI Turn in/out

    I haven't testing Gunter's suggestion but I don't think setUnitPos would work. Another suggestion would be to use TurnOut action. You may need to set the turned out units behavior to CARELESS. I can't test it right now though.
  10. Not seeing anything relating to LAMBS in activatedAddons either. Would these be of any use? isClass(configFile >> "CfgPatches" >> "lambs_wp") isClass(configFile >> "CfgPatches" >> "lambs_danger")
  11. I don't think it is possible to modify cfgBrains outside of a config. I tried using description.ext but I didn't notice any changes. I haven't seen any scripting commands for this either I'm afraid. Have you looked at LAMBS Suppression yet?
  12. Ah, you're running it from a trigger. Updated helicopter name and switched to global variables.
  13. @wogz187@killermanny9 Line 1 of the linked sqf is throwing error. I retyped it and works. It is best to use local variables. EDIT: Updated in next post.
  14. Pato said he doesn't use helicopters with EOS. It's impossible to tell from the screenshot what unit(s) are moving to [0,0,0]. I'm thinking maybe another script is causing the issue. Maybe VCOM? If not, then I'm out of ideas. It would be cool to get a repro mission, @pato.marin. Do you get the same issue on other terrains?
  15. AFAIK Shk_pos hasn't been updated in quite some time. The version in EOS is from ArmA 2. I replaced shk_pos with BIS_fnc_randomPos as it fit my needs and I haven't had the issue where [0,0,0] was returned. Whatever works.
  16. Are you using additional addons or scripts? I've only spent a little time inside EOS. I believe helicopters with passengers, once dropped off, move to [0,0,0] to be deleted.
  17. I gave it a quick test in debug and received an error about proxyWARN. I added proxyWARN = 0; before the while do and it works. _trafficAIR is updated every loop. Why are you using spawn inside the function? Can you not just spawn the function? EDIT: Nevermind. I just saw your edit.
  18. Not tested. I hope that helps.
  19. OK. Interesting. I took another stab at it but no joy I'm afraid. My only solution I can think of is to fake it by creating a "UAV camera". There is BIS_fnc_establishingShot. Take a look under the hood of the function to get some inspiration. Good luck.
  20. Are you not controlling the UAV already? Pressing N by default should cycle through the vision modes. Why exactly do you need a scripting solution?
  21. Maybe have a play with BIS_fnc_attachToRelative. If the "anchor" object is a map object and not another editor placed object you can use an invisible object, such as an invisible helipad, as a workaround.
  22. Give the following a try: _objetive = vehicle (_objetives select 0);
  23. You are missing }; I'm not 100% sure what the big picture is but there is an easier solution.
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