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Showing results for tags 'cursorTarget'.
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Hello everyone. Is there a way to run a script on the cursor object? Situation: The enemy soldier is captive but he is under the cache of the GAIA script (group this) setVariable ["mcc_gaia_cache",true, true]; and still refers to the GAIA command even he is captured so artillery and other enemy forces knows about every opposite unit around captured one, sending forces to conflict area and fire artillery also. My question is if I can set gaia cache to false with some kind of addAction or using debug console in that case on cursor targets so captured unit stop being cached anymore once he is captured? For now, I use subsystem with Zeus to open unit "soul" and there I put code (group this) setVariable ["mcc_gaia_cache",false, false]; but that is much plastic way and a lot of unrealistic surgery. Something like cursorObject setVariable bla bla but how? Thanks in advance solved. if someone ever looks for: (group cursorTarget) setVariable ["mcc_gaia_cache",false, false];
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- cursortarget
- cursorobject
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Unable to catch some objects via cursorTarget/Object
LSValmont posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've added addActions to these two objects ("Land_Razorwire_F" and "RoadBarrier_F") yet still they don't show nor I can get both via cursorTarget/cursorObject. All other objects work fine. Is this because those object's real centers are somehow underground? Or what is the problem or is it a bug? UPDATE: Found another such object: I can addActions to "Land_Camping_Light_F" and it shows just fine but it doesn't work for its OFF version: "Land_Camping_Light_off_F". -
MissionevEventHandler im messing with , issue with modelToWorld
dr death jm posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
addMissionEventHandler [ "EntityKilled", { params [ "_killed", "_killer" ]; _target = cursorTarget; _body = []; if ( typeOf _killed isKindOf "Man") then { _killed addAction ["<img image='\a3\ui_f\data\gui\cfg\debriefing\enddeath_ca.paa' align='center' size='1.2'/>{Bury The Dead}</t>",{params ["_target", "_caller"]; hideBody _target; deleteVehicle _target; _caller playActionNow "MedicOther";},nil,0.1,true,true,"","(_target distance _this) < 2"];}; _body = _killed getRelPos [-0.01, 0]; _dead = createSimpleObject ["a3\structures_f_epb\civ\dead\grave_rocks_f.p3d",_body]; _dead setPos (_body vectorAdd (getPosWorld _dead vectorDiff (_dead modelToWorld [0,0,0])));}]; the issue is the grave is always 10 meters up in the air, what id like to do / or have is the grave on the ground but also not show up unless player does the action code to hide the body.. thanks...- 6 replies
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- MpEventHandler
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Hello. Is it possible for non leaders (players) to mark targets for the whole squad? Can there be multiple marked targets/Red Boxes at the same time marked by members (players) of the squad? Here's a script I came across. Currently it works for each player on their own machine - where they each designate a target and can track it. How can I make changes to allow all squad members (players) to mark targets that are visible to all members (players) - Multiple Targets Simultaneously If Possible. targeter = _this select 0; my_target = cursorTarget; my_targetdis = targeter distance my_target; my_targetdis = round (my_targetdis); my_targetdir = getdir targeter; my_targetdir = round (my_targetdir); mrktarget = { { _x doTarget cursorTarget; } forEach units group targeter; }; my_msg = { //targeter groupChat format["Fire at this target! %1 m %2 deg from me", my_targetdis, my_targetdir]; targeter groupChat format["Target - %1 m - Bearing %2 - From my position", my_targetdis, my_targetdir]; }; [[targeter],"mrktarget",true,false] spawn BIS_fnc_MP; [[targeter, my_targetdis, my_targetdir],"my_msg",true,false] spawn BIS_fnc_MP;