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Found 44 results

  1. I'm trying to get this to work in Multiplayer, but getting nowhere so far. I am using beno_83au's MIL_CAS script in my mission. This uses the mouse scroll wheel to call for a Gun Run (guns only) followed by a playsound3D (with custom ogg file) and a 180 second cooldown with the hint to player to wait for the cooldown. This works very well in Singlepayer, but not in Multiplayer. Also having issues with other players in the same team not being able to hear that custom ogg audio at times. initPlayerServer.sqf if (playerunit == JTAC) then { _id = playerunit addAction [ "<t color='#FF0000'>Call for Gun Run</t>", { params ["_target","","_id"]; if (diag_tickTime < (uiNamespace getVariable ['tag_cooldown',-1])) exitWith { hint (format ['CAS Pilots are busy doing runs. Please wait %1 more seconds.',(round ((uiNamespace getVariable ['tag_cooldown',-1]) -diag_tickTime))]);}; _cooldown = 180; uiNamespace setVariable ['tag_cooldown',(diag_tickTime + _cooldown)]; nul = [screenToWorld [0.5,0.5],200,"B_Plane_CAS_01_F",0] execVM "MIL_CAS.sqf"; _soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString; _soundToPlay = _soundPath + "sounds\radio4guns.ogg"; playSound3D [_soundToPlay,soundSource]; }, nil, 0, true, true, "", "alive _target", -1, false ]; }; btw, my ogg files in description.ext are 100% fine, so I know that is not the issue: class CfgSounds { sounds[] = {}; class gunrun { name = "gunrun"; sound[] = {"sounds\radio4guns.ogg", db+2, 1.0}; titles[] = {0,""}; } Here are all the files in case you'll want to try it for yourself: https://drive.google.com/file/d/10WkdJCVeuuCuxOPJlDkUcVCqV44VUolB/view?usp=sharing And the modlist: https://drive.google.com/file/d/11st38ojvCu_g7yJw3rJoXByvnVIgl9CM/view?usp=sharing
  2. SOLDIER TRACKER by QUIKSILVER v2.5.0 CREATED: 8/08/2014 UPDATED: 26/02/2018 A3 1.80 Download (GitHub) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINK: Download (GitHub) Cheers! :)
  3. https://steamcommunity.com/sharedfiles/filedetails/?id=2520244300 SOG Prarie Fire cDLC mission, SP focused and also playable in COOP up to 8 players. Properly set up so all tasks and scripted radio chatter works for all players in coop. Rescue downed pilots, search villages for evidence of hostile intent, fight off Viet Cong. Prairie fire's revive system enabled even for SP. Approximately 1 hour playtime. "You are a Combat Search and Rescue (CSAR) unit squad leader stationed at FSB Quan Loi. Your unit's overall mission in the Area of Operations is to stand by for any downed aircraft, stranded vehicle or missing soldier who needs their fat pulled out of the fire. You go out on no other missions, however the missions you get are both sudden and urgent. Every call is an emergency for the poor souls you are coming to the rescue of. You are their Guardian Angels."
  4. I've been trying my best to get a script to work which allows a server to detect players within a specific vehicle. Here are the versions I've tested. They do not work on a dedicated server though. 1: {_x in object} count (playableUnits) == {alive _x} count (playableUnits); 2: _allPlayers = call BIS_fnc_listPlayers; {_x in object} count (_allPlayers) == {alive _x} count (_allPlayers); 3: {_x in object} count (allPlayers) == {alive _x} count (allPlayers); 4: ( {alive _x && !(_x in object)} count allPlayers ) == 0 I'm terrible at scripting but I try my best to understand. If you have a fix that is great, though I'd love to know how I messed up and how to improve for the future. :)
  5. https://github.com/Crito-VanaheimServers/Bambi-Loadout Loadout script with player UID's or respect based with randomized weapon tiers. INSTALLATION: Put the ExileServer_object_player_createBambi.sqf inside a folder named custom and place it into your mission.map.pbo or if you already have a custom folder in your mission.map.pbo then just paste this file into it. Next you need to add the following code to the custom code section of your config.cpp file found in your mission.map.pbo. ExileServer_object_player_createBambi = "custom\ExileServer_object_player_createBambi.sqf"; ABOUT THIS SCRIPT AND HOW IT ALL WORKS. In this script you will find 4 weapons tiers that you can change or add any weapons in each tier to your liking. Below the weapon tiers are 5 loaduts based on Player UID's. This is where you will put together a loadout that only 1 player is able to spawn in with and no one else. Below the 5 UID based loadouts you will find the loadouts based off of player respect. If the player does not have a UID assigned to loadout in the UID loadout section then they will automatically be using the respect based loadouts. In each respect based loadout you will notice there is no specific weapon or ammo assigned to the loadouts. That is what This line of code is for [_bambiPlayer,_Tier1PrimaryWeapons,3] call bis_fnc_addWeapon; _Tier1PrimaryWeapons points to the weapon tier that will randomly be selected for the player and the ammo will automatically be given for whatever weapon they end up with. ,3] is the number of magazines you want the player to have when they spawn in, but if you give them alot of ammo you need to make sure you give them the ability to carry all ammo and items you can not give them a uniform and no vest or backpack and expect them to carry 10 magazines and food, water, ect. if weapons added to the weapon tiers do not support the attachments in the random attachments it will still work the gun will be givin but it will ignore the attachments portion. To add a specific weapon to loadout just replace _Tier1PrimaryWeapons in [_bambiPlayer,_Tier1PrimaryWeapons,3] with a specific weapon enclosed in quotes. 12/1/2020 Added Randomization of weapon attachments.
  6. Hey Guys, i love playing Arma, but there is one thing that always bothered the hell out me... Why we have no way to save player data like custom weapon configs, player outfits etc with our account and access them on multiple multiplayer servers like "King of the Hill" or "Altis Life"? Over the past months i've tried to figure out a way to make this happen. I found the wonderful Add On https://github.com/playnet-public/ArmA3URLFetch, which gives us the possibility to access API Endpoints from your local machine in multiplayer missions. The last days i developed an open django api endpoint, which can be requested by the player in the mission and there fore, there can be exchanged data, without the need of a local database. Of course, there's the question on how to authenticate the unique player in the mission. I'm trying to rebuild an OAUTH like workflow, where the local server acts as an authentication provider, by calling the api endpoint as well. Here's the workflow: In my opinion, this new approach gives mission creators a very powerful tool... Creators can now access every possible player information through one endpoint from multiple servers: Here's a multiple server setup: This gives mission creators the ability to share player information across every server of their mission and maybe host a mission website to access player information outside of Arma. At the moment i've developed a "proof of concept" iteration to ask for feedback if there is a need for such a system. I'm looking forward to your feedback and i would love to implement such a system in an upcoming multiplayer scenario. Here's an example example multiplayer mission. Here's the open django api endpoint. Best Regards, Luke PS: Sorry for the bad paint pictures, i'm broke 😉 Here is how its done: (authentication stuff is still in work...) Call the authentication in the initPlayerLocal.sqf and give player action (just for testing purposes) player addAction ["Handle Request", { [] spawn it_fnc_handleRequest }]; // handle the authentication [] spawn it_fnc_handleAuthentication; define the handleAuthentication function _cliendid = [ "http://192.168.0.102:8000/api/auth", "GET", ["uid=xyz"], true ] call a3uf_common_fnc_addClient; [ _cliendid, ["Content-Type: application/json"] ] call a3uf_common_fnc_setClientHeaders; _response = [ _cliendid ] call a3uf_common_fnc_clientRequest; _test = parseSimpleArray _response; _next = _test select 1; _u = _next select 0; _auth_token = _u select 1; diag_log "AUTH TOKEN"; diag_log _auth_token; _token_string = format["token=%1", _auth_token]; _cliendid = [ "http://192.168.0.102:8000/api/check", "GET", ["uid=xyz", _token_string], true ] call a3uf_common_fnc_addClient; [ _cliendid, ["Content-Type: application/json"] ] call a3uf_common_fnc_setClientHeaders; _response = [ _cliendid ] call a3uf_common_fnc_clientRequest; _test = parseSimpleArray _response; _next = _test select 1; _u = _next select 0; access_token = _u select 1; diag_log "ACCESS TOKEN"; diag_log access_token; define the handleRequest function _cliendid = ["http://192.168.0.102:8000/api/user", "GET", [], true] call a3uf_common_fnc_addClient; _auth_string = format ["Authorization: Bearer %1", access_token]; [_cliendid, ["Content-Type: application/json", _auth_string]] call a3uf_common_fnc_setClientHeaders; _response = [_cliendid] call a3uf_common_fnc_clientRequest; _test = parseSimpleArray _response; _next = _test select 1; _u = _next select 0; _name = _u select 1; hint format["Hello %1", _name]; diag_log "REQUEST"; diag_log _auth_string ; diag_log _response; define endpoints in views.py # api endpoint for user to access saved informations @api_view(["GET"]) def user(request): print(request.headers) token = request.headers.get("Authorization").split(" ")[1] # find the player by given access token try: player = Player.objects.get(token=token) # get the player # except User.DoesNotExist: except: # player with given token not found, return error return Response({'error': 'Player with token not found'}, status=HTTP_400_BAD_REQUEST) return Response({"name": player.name})
  7. I've tried several scripts around the net and thus far none of them seem to worked correctly (or I'm doing it wrong). Basically, I'm looking for something that will report when a NPC kills a player and reports it to chat. Preferably with the grid number. I've tried different handlers to no avail. ie. "Nighthawk was killed by BMP-3" Me and a friend are working on a highly modified Escape from Chernarus mission for our small group. We're really looking at having this for the sake of communication with some of our younger players. Thanks a bunch!
  8. Hi, I know that you can force a player to walk by using forceWalk, but i'd also like to know if it's possible to force other paces onto the player. combat pace, run, sprint namely. I cannot find a similar command for these paces. A lead I was following would be to detect the keys set for toggle on these settings and emulate their input, but I don't know if it's possible to emulate key input from a script.
  9. Hello, I wonder if is there a way of getting out of a waitUntil loop in the case when a script is remoteExec on the server in the init.sqf with player passed as argument and when the player disconnect from the server? I see on my linux server'screen when i disconnect from the server the error " Client: Remote object 4:0 not found " and the diag_log message continuing emmiting each second so the script never end. //init.sqf if (hasInterface) then { waitUntil {!isNull player}; [[player], "test.sqf"] remoteExec ["execVM", 2]; }; // test.sqf params ["_player"]; while {!isNull _player} do { waitUntil { diag_log "!!!!In waitUntil loop!!!!"; sleep 1; /*(condition code)*/ or isNull _player }; if (isNull _player) exitWith {}; //code... // // };
  10. Well, i felt it was necessary to carry out this Poll out of general interest 🧐 Its probably going to be a bit biased because since ARMA 3 went on steam, i think only the ARMA veterans are on this forum anyway......... but prove me wrong ! haha....
  11. i want to make a intro to my SP game, is there somehow a way to disable players mouse and key input, and the enable them again when the players character is finish with the animations that i want it to play.
  12. As title says. I am very bad at scripting, i have made a fully made mission, everything is done. Now I need a script so that i can teleport a module "zombie waypoint" to certain location when players enter a trigger. What script and entities do i need for that. So Player enters a trigger trigger gets activated Module moves to trigger location or near it then repeat on next trigger thanks, im very new to coding and scripting.
  13. Hello. I am very new to coding. I need a code/script to make enemies know where all the player location are and follow them (they do it automatically anyway?) Basically i need to make the AI know the location of all player and hunt them down, even if they where spawned in via script or already ingame. preferably in a loop maybe? so they get updated, i donno every 30 seconds? or more. Im very new and bad at coding, i tried reading up on it. but i failed. i tried google it, but to be real, i dont really know what to look for. Thanks. This is the last part of my mission to get it fully functional.
  14. Hi, I am currently trying to find a way to check if local player is function caller in sqf file. I have civilian with addAction, which calls this script: _caller = _this select 2; if (local player == _caller) then { _handle = createdialog "Interaction"; } I need to show the GUI only to player using the action. Sorry if it's somewhere on these forums, but I was unable to find it. Thanks for your answers 🙂 WendAF
  15. Evening people So I'm currently in the process of making a missions which is coming along rather well but I've now ran into a problem (which I was aware would happen), and I'm unsure how to go about it. Context: Upon spawning there two sides "west" & "civilian" When the CivPop players spawn I wish for one of them at random to be selected to have a certain option and also be hinted they are the chosen player. The option I wish for them to have is an "AddAction" which when activated will execute a script.In that script I wish for it to force that unit to switch Side to "east", change their loadout, play a sound file, hint to "west", and then remove action. Currently I have a onPlayerRespawn.sqf file with the following (Var shooter is currently on "east" side) sleep 5; shooteraction = shooter addAction [ "<t color='#C00000'>BEGIN CARNAGE</t>", "shooter.sqf" ]; Within the shooter.sqf is the following shooter say3d ["pumped", 25, 1]; shooter removeAction shooteraction; All of the above code works fine, it's quite simple, I've got the sound file to play fine and the action to be removed; but now how would I go about the rest. Upon spawning: Choosing random CivPop player to have said option and hint informing them upon spawning When activated: Forcing chosen player to side "east" Forcing chosen player to change loadout to what I list To play the above sound file and finally remove action Any help would be great. I'm still quite Amature to development for Arma but I have a passion to learn. Sadly I'm stumped .
  16. Hey guys. Does anyone know how to find a unit's combat mode in the player's squad? The command "combatMode" doesn't work, neither for a single unit nor the entire group. Any help would be appreciated!
  17. So I want to use markers that are linked to playable characters. My players will be playing characters that live in certain places or know certain things from the start of the mission. They have the ability to choose what kind of character they want to play out of a multitude of characters. However since I have multiple choises of character for the players I do not wish them to know the markers of the characters that are not being played. So how am I able to link these markers to the characters and only let them be show when a character is being controller by a player. TLDR: How do I link a marker to a unit that only shows up when a player is controlling that unit. But the marker has to be visible to everyone.
  18. Can someone please help me on the below: The script is working correctly bar one thing. When the marker is added to the map I want it to have in brackets (Marked by <playerName>) however currently it just adds "CAS Target (Marked by any)" Can someone explain why the name command is not returning the name of the player? I have in the Init box of the unit in the editor: nul = [this] execVM "scripts\add_markcastarget_action.sqf"; This is add_markcastarget_action.sqf _currentPlayer = _this select 0; _playerName = name _currentPlayer; sleep 10; fnc_addActionMP = { private["_object", "_screenMsg", "_scriptToCall"]; _object = _this select 0; _screenMsg = _this select 1; _scriptToCall = _this select 2; if(isNull _object) exitWith {}; _object addaction [_screenMsg,_scriptToCall]; }; [_currentPlayer, "<t color='#f20000'>" + "Mark CAS Target" + "</t>", { titleText ["Click to mark CAS Target location.", "PLAIN"]; openMap [true, false]; _attachedTo = (_this select 0); ["mk_cas", "onMapSingleClick", { titleText ["", "PLAIN"]; _markerName = "CASMARKER_" + (str _pos); _marker = createMarker [_markerName, _pos]; _marker setMarkerType "hd_destroy"; _marker setMarkerColor "ColorRed"; _marker setMarkerText format["CAS Target (Marked by %1)", _playerName]; ["mk_cas", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; true; }, [_attachedTo]] call BIS_fnc_addStackedEventHandler } ] remoteExec ["fnc_addActionMP"];
  19. Hi all, Im looking for a way to add a player proximity scan to my pvp server. Similiar thing has been done in exile using an XM8. all i want to ba able to do is see a hint when you activate the scan that counts players in within a given range. Thanks in advance for any assistance offered.
  20. I tried googling this and I came up with this code here: p1 action["eject", neo_1]; But when I do that nothing happens, the player doesn't eject out of the plane, I then was looking at the wiki and found a getOut action, but when I did that, it caused the player to actually like climb out of the plane and not be ejected from the ejection seat? So I am asking here how to do this, since all the things I've found online were the code similar to above but that doesn't seem to work, maybe some things changed with the new jets update DLC thing? since when I found this code that was back like a year ago?
  21. I'm having trouble checking if a player has fully loaded in before exec my script. Using this is working but runs before player has fully loaded in: if not(hasInterface) exitWith {}; waitUntil {!isNull Player}; waitUntil {player == player}; [] spawn { disableSerialization; waitUntil {! (isNull (findDisplay 46))}; if (player nearObjects["Debug_static_F", 25] isEqualTo[]) then // If player not in debug box { _useCinemaBorders = true; showCinemaBorder _useCinemaBorders; _fg = ppEffectCreate ["FilmGrain", 2000]; _fg ppEffectEnable true; _fg ppEffectAdjust [1,20,8,50,50,true]; Camrunning = true; // set to false to stop the camera _radius = 5; // circle radius _angle = 180; // starting angle _altitude = 5; // camera altitude _dir = 0; //Direction of camera movement 0: anti-clockwise, 1: clockwise _speed = 0.04; //lower is faster _duration = 15; // In seconds. Higher number = intro takes longer _cameratarget = position player; private ["_nvg"]; call { if (dayTime > 17 or daytime < 6) exitWith { _nvg = true; }; // If above does not exit, set _nvg true _nvg = false; }; camUseNVG _nvg; _coords = [_cameratarget, _radius, _angle] call BIS_fnc_relPos; _coords set [2, _altitude]; _camera = "camera" camCreate _coords; _camera cameraEffect ["INTERNAL","BACK"]; _camera camPrepareFOV 0.700; _camera camPrepareTarget _cameratarget; _camera camCommitPrepared 0; while {Camrunning} do { _coords = [_cameratarget, _radius, _angle] call BIS_fnc_relPos; _coords set [2, _altitude]; _camera camPreparePos _coords; _camera camCommitPrepared _speed; waitUntil {camCommitted _camera || !(Camrunning)}; _camera camPreparePos _coords; _camera camCommitPrepared 0; _angle = if (_dir == 0) then {_angle - 1} else {_angle + 1}; [_duration, _camera, _fg] spawn { _duration = _this select 0; _camera = _this select 1; _fg = _this select 2; uiSleep (_duration - 0.3); _camera cameraEffect ["terminate","back"]; camDestroy _camera; ppEffectDestroy _fg; }; }; }; }; Need the script to run once the player is visual and has a true position. Its circling around an invisible object and in an location thats not true. Script was made in editor then transfered to a dedicated server. All is work apart from the script runs before the player is created. The devs at desolationredux gave me a hint I need these conditions checked first but now script wont run at all ? while {true} do { if (!isNull player) then { isPlaying = player getVariable ["DS_var_isPlaying", false]; if (isPlaying) exitWith { MY CODE }; }; sleep 1; }; This is what was used when the script wouldn't run at all : if not(hasInterface) exitWith {}; [] spawn { disableSerialization; waitUntil {! (isNull (findDisplay 46))}; while {true} do { if (!isNull player) then { isPlaying = player getVariable ["DS_var_isPlaying", false]; if (isPlaying) exitWith { { _useCinemaBorders = true; showCinemaBorder _useCinemaBorders; _fg = ppEffectCreate ["FilmGrain", 2000]; _fg ppEffectEnable true; _fg ppEffectAdjust [1,20,8,50,50,true]; Camrunning = true; // set to false to stop the camera _radius = 5; // circle radius _angle = 180; // starting angle _altitude = 5; // camera altitude _dir = 0; //Direction of camera movement 0: anti-clockwise, 1: clockwise _speed = 0.04; //lower is faster _duration = 15; // In seconds. Higher number = intro takes longer _cameratarget = position player; private ["_nvg"]; call { if (dayTime > 17 or daytime < 6) exitWith { _nvg = true; }; // If above does not exit, set _nvg true _nvg = false; }; camUseNVG _nvg; _coords = [_cameratarget, _radius, _angle] call BIS_fnc_relPos; _coords set [2, _altitude]; _camera = "camera" camCreate _coords; _camera cameraEffect ["INTERNAL","BACK"]; _camera camPrepareFOV 0.700; _camera camPrepareTarget _cameratarget; _camera camCommitPrepared 0; while {Camrunning} do { _coords = [_cameratarget, _radius, _angle] call BIS_fnc_relPos; _coords set [2, _altitude]; _camera camPreparePos _coords; _camera camCommitPrepared _speed; waitUntil {camCommitted _camera || !(Camrunning)}; _camera camPreparePos _coords; _camera camCommitPrepared 0; _angle = if (_dir == 0) then {_angle - 1} else {_angle + 1}; [_duration, _camera, _fg] spawn { _duration = _this select 0; _camera = _this select 1; _fg = _this select 2; uiSleep (_duration - 0.3); _camera cameraEffect ["terminate","back"]; camDestroy _camera; ppEffectDestroy _fg; }; }; }; }; }; }; sleep 1; }; Any help to what I doing wrong would be amazing ! Cheers
  22. I want to make a MP mission for some friends and i want to make so a player has to heal a AI that have been shoot. I have <pilot setdamage 0.8> on the AI unit (pilot) inside unit init field. without the <> :) and this inside his INIT also [pilot, "PRONE_INJURED_U2", "ASIS"] call BIS_fnc_ambientAnim; I have a trigger that has this in COND: damage pilot ==0.2 ( i have read somewhere on the WIKI that a medikit heals 0.75 %) on ACT : pilot switchmove "UnconsciousReviveDefault_B"; have also tried pilot playmove "UnconsciousReviveDefault_B"; and pilot playmovenow "UnconsciousReviveDefault_B"; He does not play the last animation, do i need something more to make it work ??
  23. Hello all, I'm curious as to grab a player / unit's object from the server. I want to refrain from doing: { if(_x == player) then { //etc }; } forEach allPlayers; any good solutions to this?
  24. I'm currently tring to set up a mission where a player activates an action witch activates a trigger that spawns units in a group. I have done the addAction and it looks like this: this addAction ["Spawn INF", {(_this select 0) setVariable ["GERinf", 2, true];}]; and the condition of the trigger: ((InfTrigGER getVariable ["GERinf", 0]) == 2) But i have trouble with spawning the units. So far i have done this: _group105=createGroup west; _unit2=_group105 createUnit ["fow_s_ger_heer_rifleman", getMarkerPos "GERinfspawn", [], 4, "FORM"]; I'm trying not to use an outside script and basicly only do it from the ingame init. If someone can help that would be awesome :)
  25. Background I'm attempting to successfully fast-rope AI in an urban environment, which is apparently very difficult. I've already set up the helicopter with a FRIES system which works fine when used by a human of their own volition. I've done plenty of sifting through archives and people have been struggling with this for some time without a clear resolution. It would be nice to be able to make things a lot clearer here. Problems Still requires a human to use the "prepare fast rope action" Pilot does not fly low enough to successfully drop troops with their legs intact Pilot does not hover precisely where he needs to I know there seem to be issues with flyInHeight, particularly over buildings, so I'm attempting to intervene within the ACE scripts to maybe add some extra lines to really force the helicopter down. I've managed to find the deployAI.sqf script from the ACE 3 github repository, but I can't examine the operation of it much more because it references functions which I have no idea how to view. For example: [{[_this] call FUNC(deployRopes)}, _vehicle, _deployTime] call CBA_fnc_waitAndExecute; I've scanned through the entire list of functions with my addons loaded and I can't find deployRopes anywhere. With respect to preparing the fast rope system, does anyone know how I can determine what code is being executed when a human player uses this action via the ACE interaction menu? My hope is that I can find out how to trigger the same commands by script. Outcomes Advice getting a helicopter pilot to hover over a very precise spot Advice getting a helicopter pilot to hover at a very specific altitude Description of how to view functions referenced by ACE Suggestion of how to determine the "prepare fast rope" commands used by ACE interaction menu Thanks in advance.
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