Midnighters
Member-
Content Count
894 -
Joined
-
Last visited
-
Medals
Everything posted by Midnighters
-
Teleporting via user action (SOLVED)
Midnighters replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why are we using mp still? Whst you wrote there is pretty similar to what i had wrote above. Conditions great and all. -
Teleporting via user action (SOLVED)
Midnighters replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
RemoteExec will solve your JIP issues. I dont understand why it wouldnt work. To teleport? This addAction["teleport",{_this setPos getMarkerPos "marker_nimitz"}]; I would recommend you to put this in the initplayerlocal otherwise if its being executed on a flag. There would be no jip issues -
Making AI avoid mines
Midnighters replied to mcnools's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Indeed, away from home right now. Just curious if you knew off the top of your head. -
Make the player hold animation
Midnighters replied to distortedseed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/inputAction inputAction should be really useful for this kind of stuff. You can assign code to a user control or any other type of keyboard control, they have all of them there. just execute something like this locally (initPlayerLocal or similar) : if(inputAction "User1" > 0) then { hint "We're pressing User1!"; }; and you can use BIS_fnc_loop for a looping cycle, otherwise it'll only see if the input action is active initially. ["itemAdd",["inputLoop",{ if(inputAction "User1" > 0) then { hint "we're pressing User1!"; }; }]] call BIS_fnc_loop; one thing to note, instead of returning a boolean. InputAction will return a 1 or a 0. 1 being active and 0 being not active. -
Making AI avoid mines
Midnighters replied to mcnools's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what about naval mines? -
Teleporting via user action (SOLVED)
Midnighters replied to WurschtBanane's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[this,["Teleport Action",{_this setPos getMarkerPos "marker_nimitz"}]] remoteExec ["addAction",0,true]; I believe this should work. Not entirely positive though. should be able to add it to the player. BUT, I believe you're adding this to the nimitz carrier? I recommend you see what the height of the ship is from sea level. -
Removing Bushes and Trees
Midnighters replied to p_siddy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
aye, yes. Very cool. -
Removing stanima?
Midnighters replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why? if the above code didn't work. 3D eden enhanced wouldn't do any better. ACE is the problem, no documented custom functionality for it either. -
Removing stanima?
Midnighters replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
okie dokie. Look forward to hearing back then, this is a rather confusing situation, -
KP Fuel Consumption Script
Midnighters replied to Wyqer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Understandable. Tricky tricky when it comes to finding things outside of ammo,backpacks,weapons,etc. Crates even? That'll be weird. Especially since there is no real documentation for ACE and their cargo system to be scripted with the mission. I know very possible to do just the weapons,items,ammo, etc. ideas? -
Removing Bushes and Trees
Midnighters replied to p_siddy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
interesting point Larrow brought up in another thread: if you want to find out a building classname for use in the object array in the debug console you can type in a watch field: typeOf cursorTarget; thought this might be interesting while were on the line of removing terrain objects. -
Adding specific units into an array
Midnighters replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd say domination is a good start. But to what I've heard a lot is that Zeno didn't do so well in terms of getting performance nailed. Specifically because there was extra code that wasn't needed to do the same thing? not sure. -
Adding specific units into an array
Midnighters replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
are you looking to put all the units to be found dead or alive in an array? The title and your post is a bit mismatched. but you can use commands like append https://community.bistudio.com/wiki/append ex: _array1 append _array2 //put the contents of _array 1 into _array 2 you could also use a trigger, and pass "thisList" into your script. and you could get all of the units within that trigger area when activated. -
Custom keys to activate scripts
Midnighters replied to reggaeman007jah's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Cool. thanks. -
Whoops, edit now. Not sure if this would be possible. bump.
-
KP Fuel Consumption Script
Midnighters replied to Wyqer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very cool, I still think this is pretty cool. Especially since anything written for things like fuel consumption beforehand is now either obsolete or broken. -
Loading mods on server
Midnighters replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Am I wrong? Does NSS Admin Console not have a scripted form? I swear I had a mission running with it not too long ago, did it get removed? -
How to use addAction in editor placed Helicopter and Respawn Module
Midnighters replied to csk222's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can't you just pass variables into the expression field in the respawn module?!?- 12 replies
-
- addaction
- respawn module
-
(and 1 more)
Tagged with:
-
detect being stuck in object?
Midnighters replied to ozzeh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
could use nearestObjects . _nearest = nearestObjects[player,["Land_i_Stone_Shed_V1_F",],20]; while{true} do { { if(_x distance player < 1) then { hint "We're stuck?"; }; } forEach _nearest; }; _nearest is a variable that'll find the nearest objects with a specified radius based off of position. I have specified "Land_i_Stone_Shed_V1_F because that's a building you can get stuck in I suppose. that's what I got off the top of my head. Don't know if the distance would actually be greater, and if that distance measures from the center of the model. Letme know, or if anyone else has any input on this? -
Removing stanima?
Midnighters replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd try just doing this: player addEventHandler["Respawn",{ player enableFatigue false; player forceWalk false; }]; make sure you have no ACE advanced fatigue, as it's a different system alltogether. I think the lobby method is really neat, but I believe you're just looking to force fatigue off? -
Removing stanima?
Midnighters replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
your best bet is to remove the advanced fatigue ace pbo. unless ACE has some documented form? -
Loading mods on server
Midnighters replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
NSS Admin Console is also in script form. No need for a modification if you're worried about downloading mods. Mods always provide better performance and better integration at that though -
Custom keys to activate scripts
Midnighters replied to reggaeman007jah's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Input action is executed locally yes? -
Helicopter AI Broken in 1.66?
Midnighters replied to dealman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you a subordinate to the units? Sometimes I found that commanding units that were higher in rank, they denied my order but without any radio message. -
KP Fuel Consumption Script
Midnighters replied to Wyqer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is a pretty interesting subject. It'd be kind of cool if you could modify this for cargo weight and such. maybe adjust the speed threshold? 5 seems kind of low