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Showing results for tags 'specific'.
Found 6 results
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Specific AI Classname Placements + Patrol
saddle posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys, thanks for taking the time. I am working hard on an experience for some people that I am going to entertain as Zeus and mission maker, but gotten to a point where I have not manage to find any module, mod or other script that meet my specific needs. My friends during their adventure through a map, will come and go to different locations, and return to the same ones again potentially. Each time they do, I want to be able to spawn in AI units, under specific classnames, in very specific location like a marker or trigger. Maybe one AI of one type of classname stands at a gatehouse, and another AI of another type of classname is standing outside in the rain. But each time they go there, they will spawn in into the same spot or markers. And if they leave, they will despawn again, in order to save on performance for the server. I have seen many population scripts out there, but they generally populate areas and houses, they do not place them into very specific manual locations, or i can choose which classname will be placed down to the detail. I am also looking for the option that if I spawn a third guy by the guard house, he starts to patrol in a small radius when he has appeared. I can easily create this by placing down NPCs, but it is going to tax the performance if I have so many different locations populated all at once. It would be better if they despawn on leaving, and respawn on approach. It would also be useful if there are specific enemy classnames in an area they can attack, they will respawn later in case they want to go back and do the same attack over again. Anyone has any ideas or suggestions? Much appreciated!- 6 replies
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- classname
- placements
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(Script) Locking/opening a door with specific item/by specific player
Printedfinger posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey people and thanks in advance! Just wanted to add a lock/unlock (in this case unlock) function to my mission. When the mission initializes the specific door should be locked. Only the player that has the new key inventory item should be able to open the specific door. Tried several things but nothing worked, game logic, nearestobject and so on. Also the building i want to have the action on doesn't seem to be a normal object, more like a basic terrain object i guess? Because even the 'edit map objects' module only shows it when i click on 'others'. This script seems to lock a door whenever your cursor is on it. Not really a solution in my case. If possible i'd like to combine the whole action with BIS_fnc_holdActionAdd. To check if the player has a key or not i've used this here: I'm kinda new when it comes to scripting - only looking for a solution to get the whole thing done. Sry for deleting the post, re-added the whole text and explained my case. Thanks, Printedfinger -
Check Car Inventory For A Specific Item
black_hawk_mw2_87 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, community, would you help me with a specific script? 🙂 I have created a task: the player must pick up his backpack from somewhere and must put it in his vehicle's inventory. I need a script that checks if this item is stored in the car's storage and to complete the task when it's confirmed. The class name of the backpack is: usm_pack_m5_medic. The class name of the car is: UK3CB_CHC_C_Hatchback. I guess the script should be like this: if... then... -> if the item is present in the inventory of the car, the task is successfully completed. Thank you in advance! Cheers! 🙂 -
Event handlers or script start for specific classes
Ivanoff.N posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am trying to make an addon that will make a small hud appear as soon as you enter particular vehicle. I have made the hud itself via script using rsctext. I only need the code for the init.sqf so that: 1) playable unit enters mortar as gunner (only mortar no other vehicle) - script starts 2) playable unit exits mortar - script stops I need this to work with all mortars placed on the map for all playable units, without any naming etc. (of course each player must see the hud individually). Please advise if it is possible to do and the code to do it if possible. Thank you, -
Hey. I am looking for a currently working ((MP)) ammo crate filler script. Not VAS but something I can use for specific items instead of having 50 ammo boxes etc... thanks for the help.
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Just encountered a weird bug on Dev branch and now i am curious if other can reproduce or if it's on my side: Please take note that this is with the Saitek X52Pro throttle quadrant.