jakeplissken
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Everything posted by jakeplissken
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Spawn APEX object with createsimpleobject.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am using this code to spawn objects. //spawn the excavator. _posnew17 = getpos oil2; _sol19 = createSimpleObject ["\A3\Props_F_Exp\Industrial\HeavyEquipment\Excavator_01_abandoned_F.p3d", _posnew17]; _sol19 setPos [_posnew17 select 0, _posnew17 select 1, 1.0]; But this does not work with APEX Tanoa objects. But it works perfectly with normal Arma 3 objects like helicopter parts. Is this a DLC restriction? I wanted to spawn the excavator this way. Thanks.- 3 replies
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Spawn APEX object with createsimpleobject.
jakeplissken replied to jakeplissken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just not there. Maybe it needs to be set to a certain height, like spawning trees. But I tried different values and nothing.- 3 replies
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Dynamic Control of Simulation Manager?
jakeplissken replied to theend3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I dont think so, you can use multiple triggers to spawn AI in various areas, like one of the campaign missions, but not more than one module. -
Help with prepareAO function
jakeplissken replied to Midnighters's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can also put this into your initServer.sqf. simMan = "logic" createVehicle (getPos player); simMan setVariable ["radius", 1200]; // for testing purposes, will be 1500 in mission simMan setVariable ["excludeAir", true]; simManHandle = [simMan] spawn BIS_fnc_moduleSimulationManager; Then this code. 12 call BIS_fnc_prepareAO; Then just add a trigger with the trigger text GEN_infantry and side OPFOR. This will spawn the AI in the radius. Add a trigger that is 10x10 meters with the side OPFOR and trigger text GEN_ammo to spawn ammo crates. -
Execfsm for group spawned by script.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I am spawning a group _group and I am trying to use this line of code to get them to garrison a spawned military compound. [_group, _this] execFSM "A3\modules_f\sites\behaviour\military_garrison.fsm"; I got this code from the sites module code, but I am not sure how to get this working. Here is more of it. _hqdef2 = _cargo getRelPos [-96, 256]; _group = [_hqdef2, EAST, configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad_Weapons"] call BIS_fnc_spawnGroup; //Make the group defend the area. //[_group, _randPos, 50, 3, true] call CBA_fnc_taskDefend; [_group, _this] execFSM "A3\modules_f\sites\behaviour\military_garrison.fsm"; I have read some examples, but I am not sure how to get this working for a group. Thanks for any help you can give me. -
Importing old missions into the Eden Editor
jakeplissken replied to kupcho's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You might need to set one of the playable characters as a player and then try importing, that is what worked for me. If you load up the mission from the launcher it should open in the 2d editor and you can fix it hopefully. -
Count all independent vehicles in trigger area.
jakeplissken replied to jakeplissken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That works, thank you. -
Count all independent vehicles in trigger area.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am making a mission on Isla Duala and I wish to have a trigger that counts all INDFOR vehicles and triggers when they are all destroyed. I found this code: getNumber (configfile >> "CfgVehicles" >> typeof my_unit >> "side") == 2; But I am not sure if this will work. or how to actually get it to trigger when all tanks and BTR vehicles are destroyed. Or would this code work? https://forums.bistudio.com/topic/150285-count-aall-east-vehicles/?hl=count+vehicles#entry2384940 This way I can have a condition where the players destroy all armoured vehicles, then can move in with infantry to attack the compound. Thanks. -
How to use Sandstorm script?
jakeplissken replied to Luke_z_Brna's topic in ARMA 3 - QUESTIONS & ANSWERS
Put this into the initServer.sqf. [player, -1, 0.8, true] call BIS_fnc_sandstorm; This will run on all player clients as this is a local script. -
PT belt. http://www.wearethemighty.com/articles/the-army-has-declassified-how-pt-belts-work
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Whenever I log in, I see pages full of spam, but only I can see it. http://www.securitronlinux.com/arma3/Screen%20Shot%202016-10-27%20at%2014.56.23-fullpage.png http://www.securitronlinux.com/arma3/Screen%20Shot%202016-10-27%20at%2015.05.55-fullpage.png Do I have some sort of malware on my machine or is this some sort of bug. Thanks. Posts like this: https://forums.bistudio.com/topic/196750-%E4%BF%84%E5%85%8B%E6%8B%89%E8%8D%B7%E9%A9%AC%E5%A4%A7%E5%AD%A6%E6%AF%95%E4%B8%9A%E8%AF%81%E3%80%90%E5%AD%A6%E5%8E%86%E8%AE%A4%E8%AF%81q%E5%BE%AE86614733%E6%9C%AC%E7%A7%91%E7%A1%95%E5%A3%AB%E6%96%87%E5%87%AD%E3%80%91%E5%8A%9E%E7%90%86%E7%BE%8E/
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Stamina/Fatigue System Problem
jakeplissken replied to Get Trippy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put this into the initPlayerLocal.sqf player setCustomAimCoef 0.35; player setUnitRecoilCoefficient 0.75; player enablestamina false; Put this into the onPlayerRespawn.sqf player setCustomAimCoef 0.35; player setUnitRecoilCoefficient 0.75; player enablestamina false; This will take care of the stamina problem. If you have stamina enabled, this added to the above code will make the player last longer before getting puffed. player setUnitTrait ['loadCoef',0.1]; -
You have to aim at the little circle at the end of the long line, that is the point of aim. Sorry I cannot help you with the rest, but that is something. Practice in the editor and get used to aiming at long range, this will help you out. Just add a jet that will pass you and try to shoot it down.
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How to damage all buildings on mission start?
jakeplissken replied to rekkless's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put this in to your initServer.sqf { _x setdamage 1;} foreach ( nearestobjects [[5755.24,10215.7,0], [], 700 ] ); This will damage all buildings in Georgetown in a 700 meter radius. This is the location of the center of the damage radius, just place a can or something and then right-click and navigate to the Log option and click position to clipboard. [5755.24,10215.7,0] Not all of the buildings are flattened by this anyway, so this will give you what you want. -
["Paste",["Tanoa",[12856.2,7269.45,12.4869],31.7124,0.7,[-34.9437,0],0,0,722.607,0,0,1,0,1]] call bis_fnc_camera; End of pier road is not finished, looks weird, this is in DEV build.
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BIS_fnc_prepareAO not working fully on the Tanoa island.
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I am using BIS_fnc_prepareAO on Tanoa. It will spawn ammo crates with GEN_ammo, but the trigger with GEN_infantry and the activation of independent will not spawn any infantry even though it works on Altis. Is there a comparable function that will work on Tanoa or should I use something else to spawn a very large amount of infantry? Thanks. I am calling 12 call BIS_fnc_prepareAO; in the initServer.sqf. -
I know this has been discussed before, but is there a real reason that the tanks have no interiors? Here is the interior of the Merkava MK IV tank used by Israel: I noticed when using the Gorgon and I turn out, I get a flash of an interior complete with a steering wheel and no windows. But this would make this game much more complete. Or this this a lower priority than the new island and graphical overhaul?
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BIS countdown module + end script call ?
jakeplissken replied to doomnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What about this script? Just let this run and call your script after it. private "_time"; _time = 240; while {_time > 0} do { _time = _time - 1; hintSilent format["Explosives will cook off in: \n %1", [((_time)/60)+.01,"HH:MM"] call BIS_fnc_timetostring]; sleep 1; }; Just set the time in seconds. This is all I could think of. -
Arma 3 2DEditor and you! Please leave feedback!
jakeplissken replied to Repetence's topic in ARMA 3 - GENERAL
The only thing I have used the 2D editor for is to fix a mission so that I could load it into the 3D editor, and that could have been done with Notepad++. But since the dev build release of the EDEN editor, I have not used the 2D editor at all. EDEN is the way forward. Placing buildings and small items correctly in place is so much easier than with the 2D editor. Or even the old hidden 3D editor that I assume was removed. And I do not need to actually test the mission as often. But I have a question. If I use the loadout editor to create a custom loadout for a unit such as a civilian, will this persist during a respawn? Thanks. -
What's the maximum height of Altis?
jakeplissken replied to thecoolsideofthepillow's topic in ARMA 3 - QUESTIONS & ANSWERS
I have spawned a jet 90,000,000 meters up, I was in a black void and falling at high speed, near 4500 miles per hour and accelerating. It was like star trek. So I think 5KM would be a good ceiling for a HALO jump. -
Linux Arma 3 server error when I try to join my mission.
jakeplissken posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
I have setup an Arma 3 server on a Linux dedicated server and I am getting this error when I am trying to join a mission. The downloading mission progress bar will not get past 0% and the server crashes. I have run the steamcmd commands to download the proper Arma 3 server files to the machine, I am thinking there is something I have missed. I have ports 2300-2305 open and a proper configuration file. [s_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 107410 5:07:58 Game Port: 2302, Steam Query Port: 2303 2015/02/21, 5:07:58 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 Arma 3 Console version 1.38 : port 2302 2015/02/21, 5:07:58 Connected to Steam servers 5:09:13 jason uses modified data file 5:09:13 BattlEye Server: Player #0 jason (122.148.123.87:2304) connected 5:09:13 Player jason connecting. 5:09:14 BattlEye Server: Player #0 jason - GUID: f15c7958db09c298e56d0f570f567dba (unverified) 5:09:15 Player jason connected (id=76561198080560664). 5:09:15 BattlEye Server: Verified GUID (f15c7958db09c298e56d0f570f567dba) of player #0 jason 5:10:13 Mission Capture sectors. read from bank. 2015/02/21, 5:10:14 Mission capture_pyrgos_tvt.Altis: Missing 'description.ext::Header' 5:10:25 Roles assigned. 5:10:25 Reading mission ... 2015/02/21, 5:10:25 Starting mission: 2015/02/21, 5:10:25 Mission file: capture_pyrgos_tvt (__cur_mp) 2015/02/21, 5:10:25 Mission world: Altis 2015/02/21, 5:10:25 Mission directory: mpmissions\__cur_mp.Altis\ Can't find real path "a3\map_altis\data\roads\roads.shp": "No such file or directory" 2015/02/21, 5:10:32 Strange convex component08 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView 2015/02/21, 5:10:32 Strange convex component10 in a3\structures_f_epb\civ\garbage\garbagecontainer_closed_f.p3d:geometryView 2015/02/21, 5:10:32 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 2015/02/21, 5:10:32 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 2015/02/21, 5:10:33 Strange convex component01 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView 2015/02/21, 5:10:33 Strange convex component02 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView 2015/02/21, 5:10:33 Strange convex component03 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView 2015/02/21, 5:10:33 Strange convex component04 in a3\structures_f_epc\civ\accessories\beachbooth_01_f.p3d:geometryView Segmentation fault (core dumped) Thanks for any help you can provide. -
Eden Revive option under MP respawn option?
jakeplissken replied to jakes's topic in ARMA 3 - EDEN EDITOR
I have got this to work with a Fallujah ACE3,ALive mission by creating a description.ext and putting the appropriate settings into this. I cannot get respawn to work at all using just EDEN. Maybe with the Apex update they will actually fix this. So a description.ext is the way to go. -
Why are many public servers configured to allow anyone to gain admin access by clicking vote admin when you are playing alone? This is really dumb. You can even restart the server and possibly load another mission. Why do people do this? And how do you guard against this on your own server? Thanks.
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Not Able To Put A Text In A Trigger
jakeplissken replied to skylez's topic in ARMA 3 - QUESTIONS & ANSWERS
Worked for me, have you got the proper activation for the trigger, e.g BLUFOR present? This is what I have to get this working. http://i.imgur.com/Ue1EpbM.jpg Try with BLUFOR. -
BIS_fnc_prepareAO in multiplayer, does this work as well as in SP?
jakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
The bis_fnc_prepareao function is very good for SP missions, but will this work well in a MP mission on a dedicated server or will I need to do anything special? I know about only running the call to this function on the server, but how much of a performance benefit will this give me? If I have a lot of AI to spawn for an AO, will this be much less laggy than older Arma 3 missions? Thanks for any help.