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Found 15 results

  1. I am trying to create a cutscene where a crate is dropped from the air. I use this crate as an 'actor' for the cutscene and delete it after it has served its purpose, after which I just simply have a second crate setup for the actual objective So far everything has been setup right, exepct for the parachute. Which doesnt seem to work properly on a dedicated server The way I have currently set it up is via a series of triggers. First I enable the simulation, unhide it and set its position using the SetPos command Then I proceed to add the parachute using this code: para1 = "B_parachute_02_F" createVehicle [0,0,0]; para1 setPosASL (getPosASL crate1); crate1 attachTo [para1, [0, 0, 0]]; para1 enablesimulation false; Now this seems to work fine in singleplayer, but on a dedicated server it either creates 2 parachutes or it puts the crate in the corner of the map, its really wierd and unreliable Any suggestions?
  2. Hello, I am using the following setup (see the image below) to create a mobile spawn point for human players in a multiplayer mission. Vehicle respawn module is synced to the MSE-3 Marid so that the vehicle will respawn if players will desert it or it gets destroyed. Respawn position is synced to the MSE-3 Marid thus creating a spawn position in the vehicle. This spawn position will also move with the vehicle. The trigger there is set to OPFOR (Present). With this there has to be OPFOR players inside the trigger area for the Respawn position to be available to players. Now, I would like this to be so that the trigger is attached to the MSE-3 Marid so that it would go everywhere where the vehicle is going. I know that I can achieve this easily by typing the following eg. in the Marid's INIT-field: toActivateOPFORPlayerRespawnInOPFORapc attachTo [OPFORapc,[0,0,0]]; Now the problem is that when the Marid gets respawned the trigger won't be attached to the vehicle anymore. How to make it so that the trigger would be attached to the MSE-3 Marid at all times (= would get reattached on respawn)?
  3. What is happening: Objects attached to the player do not rotate on position change such as leanLeft leanRight or going prone. How to test this: Use the example here and attach explosives to your player. _expl1 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl1 attachTo [player, [-0.1, 0.1, 0.15], "Pelvis"]; _expl1 setVectorDirAndUp [ [0.5, 0.5, 0], [-0.5, 0.5, 0] ]; _expl2 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl2 attachTo [player, [0, 0.15, 0.15], "Pelvis"]; _expl2 setVectorDirAndUp [ [1, 0, 0], [0, 1, 0] ]; _expl3 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl3 attachTo [player, [0.1, 0.1, 0.15], "Pelvis"]; _expl3 setVectorDirAndUp [ [0.5, -0.5, 0], [0.5, 0.5, 0] ]; Now try to lean left/right and go prone, you'll notice that even thou it is attached to a memory point (which should know about its rotation?) the rotation doesn't change. What I suggest: Add the option to attach objects to the bones so they rotate according to the playing animation (This has been done in VBS already)
  4. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to simplify the loading of cargo onto vehicles by the player. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~140Code-Line-Big Script to enable the Player to attach objects with other objects via the action menu in a simple way. Purpose The aim of this script is to make it easier to implement a universal script, which enables the player to attach objects in a specific manner. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples
  5. So I've been experimenting in the editor, trying to make "standoff" armor for APCs, make big ridiculous armored gun trucks, things like that. Basically the kind of makeshift DIY stuff we see in Iraq and Syria. Naturally, I'm using the attachTo and setVectorDirAndUp commands in each objects init field for this. This is an EXTREMELY time consuming and tedious process, as I have to fiddle around with the X,Y,Z coordinates of every piece and then hit "play scenario" just to test the placement of each piece and then end it, make guestimates, rinse, wash, repeat. Is there an easier way to do this? Like maybe some mod or addon or something that lets me just sync the object to the vehicle and then move it around with the mouse? Or maybe see my X/Y/Z coordinate adjustments in real-time in the editor, as opposed to having to start the scenario each time to see the placement? I've got some really cool ideas, but my god is this a pain in the ass lol. Here's some stuff I'm messing around with/WIP:
  6. So I've been experimenting in the editor, trying to make "standoff" armor for APCs, make big ridiculous armored gun trucks, things like that. Basically the kind of makeshift DIY stuff we see in Iraq and Syria. Naturally, I'm using the attachTo and setVectorDirAndUp commands in each objects init field for this. This is an EXTREMELY time consuming and tedious process, as I have to fiddle around with the X,Y,Z coordinates of every piece and then hit "play scenario" just to test the placement of each piece and then end it, make guestimates, rinse, wash, repeat. Is there a way to do this easier? Like maybe some mod or addon or something that lets me just sync the object to the vehicle and then move it around with the mouse? Or maybe see my X/Y/Z coordinate adjustments in real-time in the editor, as opposed to having to start the scenario each time to see the placement? I've got some really cool ideas, but my god is this a pain in the ass lol. Here's some WIP/ideas I'm messing with now:
  7. Hello ArmA Community, the attachTo command can be unnecessarily time consuming since you have to basically guess the position of the attached object. Therefore I've made a dialog with which you can attach any object to another and return the offset. And there's more: https://drive.google.com/drive/folders/0B8-BL9HKQ_OXd1NfSzhnSlBXVk0?usp=sharing Main Interface: 1. Camera control: Move - WASD Up - Q Down - Y Faster - SHIFT Slower - ALT Detach pointer - SPACE (see 5.2.) 2. Source object, object of which the offset is taken 2.1. Select object from list of existing objects 2.2. Confirm selection 3. Offset, shows the current values // Until here is the basic stuff. The following points are not necessary but maybe interesting ------------------------------------------------------------------------------------------------------------------ 3.1. Step selector: Change the steps of which changes are applied ranging from 0.001 to 1. Positions can only be edited while pointer is not attached. Edits can be edited with the scroll wheel. 4. Memory points (Selections) 4.1. Select memory point, opens new dialog "Memory Points" (see below) 4.2. Enter the name of your own memory point. If memory point is not found, default offset [0,0,0] is used 5. Pointer 5.1. Show pointer yes/no 5.2. Detach/Attach pointer. Leave pointer whereever it currently is. Values are still evaluated. 5.3. Attaches the nearest object to the pointer and automatically disables simulation 5.4. ~Currently not used. If you want to create a new object then do so in the editor or Zeus. Object list is updated on dialog load~ 5.5. Delete object: Select an existing object in the COMBO and press the BUTTON to delete it. You can't delete yourself, the current source object or the current pointer object (that would cause many many script errors) 6. Directions of pointer object 6.1. Vector Dir: Shows the vectorDir (difficult behaviour, use (6.2) instead) 6.2. Degrees: Shows the orientation in degrees 6.3. Vector Up: Shows the vectorUp (difficult behaviour, use (6.4) instead) 6.4. getPitchBank: Uses BIS_fnc_getPitchBank 6.5. Enter and Reset: Enter apllies settings, Reset sets everything to normal 7. Other 7.1. Opens new dialog "Settings" (see below) 7.2. Copy the commands to the clipboard. 7.3.2. shows the resulting message 7.3. Credits: Shows contributors. Memory points: 1. Available memory points, Shows some default selections (link to topic follows (maybe)) 2. Search for specific memory point. Enter text. Results are shown in tree below 3. Find Memorypoints: Most useful control of them all. Automatically finds existing (!= [0,0,0]) selections 4. Resets the dialog 5. Passes selected memory point to Main Interface 6. Leave without changes Settings: 1. Pointer color (Default: GREEN) 1.1. Predefined colors and custom ones 1.2. Define own color. Remember to set "Alpha" to something greater than 0 or else nothing happens 1.3. Preview of custom color 2. Pointer size (Default: 10cm) 2.1. Select size 3. Pointer object (Default: sign_sphere_10cm) 3.1. Choose an existing object to become the pointer. (3.2.) has to be checked. 3.3. Create new object from config name as pointer. (3.4.) has to be checked. 4. Memory points (Default: Unchecked, Unchecked) 4.1. If checked the memory points will be shown next time you are executing point (3.) from Memory points dialog (see above) 4.2. Delete the pointers when dialog is closed. If unchecked, pointers will stay. 5. Simulation (Default: checked > enabled) 5.1. Enable or disable simulation of source object 6. Collsion (Default: checked > enabled) 6.1. Enable or disable collision of the pointer object with all other scenario objects 7. Exclude/Include objects (Default: Excuded objects: player, pointer, (camera)) 7.1. Select objects that won't be shown in the dialogs 7.2. Reverse actions of (7.1.) 8. Dialog 8.1. Apply the settings 8.2. Return all settings to default 8.3. Cancel: Leave without changes Changelog: Bugs, Quirks, Errors More Features: Of course the main function is to find the offset, therefore you only need point (1) to (3) of the main display. Everything else is just nice to have and I thought why not? The documentation inside of the scripts is pretty bad because I was focussing on scripting, not explaining. Feel free to ask me anything. Bugs can ofcourse be reported in this thread ;) Thats all for now and have fun editing, 7erra ________________________________________________ Version 1.0 - 25.04.2017
  8. I am trying to get a function to spawn from the init box of a logic unit that is created in front of about a dozen select enemy soldiers in a base. The idea is that the logic unit has a virtual box around it that set the players captive status from true to false to simulate an AI vision cone. The issue I am having is that the way the script is written is such that once it is called it spawns this logic unit for all units assigned to a given side. This isn't ideal because the stealth segment is only one objective in the whole mission and calling the stealth script has the effect of permanently handicapping all OPFOR in the entire operation. Since I haven't been able to figure out how to get the code to delete the logic units properly and return the AI to full "intelligence" I was hoping to just assign the function to certain units. I just can't seem to figure out how to get the array to work properly. The original code is: _enemyArray = []; _i = 0; {if (side _x == east) then {_enemyArray set [_i, _x]; _i = _i + 1};} forEach allUnits; _center = createCenter sideLogic; _group = createGroup _center; player setCaptive true; for "_j" from 0 to (count _enemyArray) - 1 step 1 do { "Logic" createUnit [position (_enemyArray select _j), _group, "this AttachTo [(_enemyArray select _j), [0,25,0.5]]; _anythi = [_enemyArray select _j, this] spawn _fex_fnc_patrol;"]; sleep 0.1; }; As you can see all the units on side == east are assigned an index in the array and then all of those index's have a logic unit spawned at a specific offset which then calls the function from it's init box. I figured that simply removing lines 2 and 3, which index all units from the opfor side in the array, then change the code to this: _enemyArray = [patrol1, patrol2, patrol3, patrol4, patrol5, patrol6, sentry1, sentry2, sentry3]; _center = createCenter sideLogic; _group = createGroup _center; for "_j" from 0 to 9 do {player setCaptive true; "Logic" createUnit [position (_enemyArray select _j), _group, "this AttachTo [(_enemyArray select _j), [0,14,0.5]]; _anythi = [_enemyArray select _j, this] spawn _fex_fnc_patrol;"]; sleep 0.1; }; would work. Unfortunately what seems to happen is that either the logic unit does not spawn at all which results in the player being permanently set to captive of the code throws an error that the "Logic" createUnit command requires 3 elements and I provided 0. Im super confused, can anyone help??
  9. I'm trying to get a vehicle that has three objects attached to it to respawn with the objects attached to it. In this case its a UGV Stomper that has an ammo crate and two fuel pods attached with the attachto command. I have the drone synced to a vehicle spawn point and it respawns correctly. The objects that are attached do NOT respawn at all even after syncing them to the vehicle respawn point. So, how do I get those objects to respawn and reattach themselves to the drone after the drone is destroyed and respawns?
  10. Hi guys! Simply asked: Is there a way to prevent this? :D How can I enable collision for the container so that it doesn't go through walls or other objects? Thanks a lot!
  11. Hey guys, I've been playing a bit of the OPTRE mod, and I've talked with one of their devs about a way to attach a vehicle to a helicopter. I have a bit of experience in the 3D editor, and I'm familiar with everything up to more advanced scripting. The way it works is it attaches the MRAP vehicle to the underside of the helicopter, no ropes or anything. The line looks like this, with ___Name being the vehicle names: mrapName attachTo [heloName, ([(typeOf mrapName)] call OPTRE_fnc_PelicanAttachToPoints)] This works if you name the two vehicles, and activate the function, I've done a trigger and addAction, BUT, I want to find out how to run this WITHOUT having to name the vehicles before hand. I am guessing it would be some "find the ID of the MRAP, attachTo, find ID of helo" kinda thing. I would have to think normal sling loading has to do this to an extent, right? Find the closest vehicle, and attach the ropes...I just thought I'd ask if anyone knows where I could start looking for a way to do this. Thanks for any help -Envak
  12. Hi, I am trying to attach balloon to player with rope. And balloon go up to certain height and it stay there until it pops when shoot it. balloon class Land_Balloon_01_air_F Code balloon enableRopeAttach true; myRope = ropeCreate [player, "RightHand", balloon, [0,0,0], 10]; for [{_x = 0}, {_x <= 10}, {_x = _x + 0.5}] do { _pos = getPos balloon; balloon setPos [_pos select 0, _pos select 1, _x]; sleep 1; };
  13. I've made a hostage/rescue in SP the code to make the unit sit and remain in the chair works, but in MP the unit is standing through the chair rather than sitting. I do not know if it the switchmove is the one not playing ball or its the AttachTo? Since the unit is in the correct position i think the problem is the switchmove...? This is what i have in the init of the Unit in question: snipe SetCaptive true; RemoveAllWeapons snipe; snipe setBehaviour "SAFE"; snipe switchMove "InBaseMoves_SittingRifle1"; snipe disableAI "anim"; snipe attachTo [b3,[0,0, -0.47]]; snipe SetVectorDirAndUp [[1,0,0],[0,0,1]];
  14. Is there a practical way to do that? Something that can catch relative positions between elements of a composition made in the editor and then "converted" to be used with "attachTo" and "setVectorDirAndUp"?!? I understand the logic of scripting, and also know relatively well, the "OFP/ARMA language" but I really suck at combining both things (well). Is not that simple, could be a potencial "very usefull" script! by
  15. Hi there, I'm looking for a way to attach an object to a building, in MP, remotely (from a client with a visual result for any client). Well, attachTo is a command supposed to be AG EG. So, where is the problem? If, as a client, my addon is able to attach an object thru an event Handler, the object is just attached locally (on client PC which triggered the EH). The other clients (or even hosted server) just can see the object on ground. Furthermore, if i try to attach this object on a vehicle, that works for every clients! On a building, only on the client PC performing the EH. I'm not sure there is a link with that: I remarked a difference between buildings and vehicles: The owner of (empty) vehicles is server ( owner returns 2), but buildings are just "remote" (owner returns 0). Any idea to attach an object to a building for any client?
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