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Found 4 results

  1. Hey. Been trying to make a little teleport script by using the BIS_fnc_holdActionAdd. Basically, I am adding the BIS_fnc_holdActionAdd to a object. When executing this function, a script gets called that is supposed to teleport the player (the one calling the script by executing the BIS_fnc_holdActionAdd function) to another position. Here is the script (very easy example): This is the BIS_fnc_holdActionAdd function used to call the script: [flag_mhq, "teleport to the mhq", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff1_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff1_ca.paa", "_this distance _target < 7", "_caller distance _target < 7", {}, {}, {[-2,{execVM "scripts\mhq_teleport.sqf";}] call CBA_fnc_globalExecute}, //execute teleport script! {}, [], 5, 0, false, false] remoteExec ["BIS_fnc_holdActionAdd",0,flag_mhq]; And this is the script that gets called by the above function: // If variable is true, then allow teleporting if (var_mhq_enabled) then { //Allow teleporting to MHQ position _caller = _this select 0; _caller setPos (getpos mhq_pos); } else { // Exit script hint "MHQ not deployed!"; if (true) exitWith{} }; Executing the function works perfectly, so does executing the script. However, since the script is called from within the function, the script does not recognize the "_this select 0" as the caller of the script. Is there any way to pass on the original caller of the BIS_fnc_holdActionAdd to the script? I am apparently too dump to understand the BI wiki page about the BIS_fnc_holdActionAdd function. Anyone able to guide me in the right direction?
  2. I'm trying to keep AI on opposing sides to start shooting at each other as soon as the mission starts. I started off with a simple: group setCombatMode "BLUE"; sleep 60; group setCombatMode "RED"; in each group's init box, but it apparently isn't quite that simple. I'm using Olsen's and I don't know exactly the right place to put this type of script in .sqf files if not in units' init boxes. Any suggestions for a code that works as efficiently as possible?
  3. Once again seeking help from people way more talented in scripting then I am. Background The sensor overhaul with the latest update was one of the more exciting ArmA3 updates to me. I was always very interested in the combined arms gameplay and with the new sensors available in game and the data link feature this kind of gameplay became much more promising (in my opinion). I was working for quite some time on a German ORBAT (way before the addon was removed from UO's modpack) and one big part of that ORBAT was a Joint Fire Support Team. Although with the Fennek being part of the game, allowing to lase targets and providing a TI camera, there wasn't really anything else you could do. Now, I am hoping to manually enhance the functionality by tempering with the new sensors provided by the 1.70 update and provide this vehicle with the possibility to detect enemy vehicles and share the data across different units. My intention I am trying to manually add a radar option to the vanilla ArmA3 "Strider" (aka Fennek) base class. To do that, I am trying to implement the "Example Config - inheritance from template" from this page: https://community.bistudio.com/wiki/Arma_3_Sensors_config_reference I was hoping, that implementing this code into my description.ext and adjusting the class names to fit the Strider class name ("I_MRAP_03_F") would let me do exactly this. However, first tests in the editor were unsuccessful. Is it possible to realize my intention the way I tried it? If so, what do I have to do to make it work? Is it even possible to change vehicle class configs by adding code snippets into the description.ext file? What I tried so far I tried to run the following code from my description.ext file: (I did not care much about how realistic the values are in this example. Just trying to get it to work for now, then I will start looking into the actual content of the values.) Conclusion It would be awesome if it were possible for mission makers to enhance the functionality of some vehicles. The possibility to have a motorized recon team being able to track and report enemy positions to gunships without them having to expose themselves would be great. Thanks to anyone taking the time to read this and help me trying to get this to work. Might hang around on TS for a bit the next days, so feel free to catch me there. Cheers, Whiplash
  4. Just wanted to share some progress on a development project I am working on with my partner Jessoen. This project is native to UO since it was concieved on their teamspeak. This game is inspired by Bohemia Interactive, and will simulate Deep Space exploration with an emphasis on Science, Realism, and Role-Play. The game is due for release on Pc Platform in 2013. Be sure to watch in fullscreen "ORIGINAL QUALITY"; youtubes highest quality available for video ( > 1080p ) ! http://www.youtube.com/watch?v=GuuV6TmvUFk This video features a sophisticated targetting system which can be keyed into the headset of the player. The targetting system allows the shuttle to act as fire support for scientific landing parties. I have a rough mulitplayer version ready, but needs some networking work - The Alpha should be ready in about 60 days.
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