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Mission making questions - Printable Version

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Re: Mission maker questions - Watchmen - 05-17-2015

(05-17-2015, 08:21 AM)Outlawz7 link Wrote: Write one then use those functions to display it.

https://community.bistudio.com/wiki/nearestLocations

Here's a quick one

Code:
_nearbyLocations = nearestLocations [ position player, ["NameCity","NameCityCapital","NameLocal","NameMarine","NameVillage"], 5000];
_nearestLocation = _nearbyLocations select 0; 
_locationText  = text _nearestLocation;
_messageText = format["Near %1...",_locationText];
_introTitle = [[[_messageText, "<t size='1.0' font='puristaMedium'>%1</t>",50]],safezoneX,0.6,"<t color='#FFFFFFFF' align='left'>%1</t>"] spawn BIS_fnc_typeText;
And thanks again outlaws, this was exactly what i wanted.


Re: Mission making questions - Lightspeed - 06-01-2015

6. This is a question about arranging the order of tasks. 

I have Task A and Task B. A has to be completed before B can. But if you fail A you cannot complete B, even if you meet the conditions for B to succeed after failing A. My way of doing this is deleting the taskb module with deletevehicle. Is there a "neater" way of doing this, also maybe to make it fit more suitably into a seperate and more complex framework.

I use triggeractivated task_A


Re: Mission making questions - Alwarren - 06-01-2015

(06-01-2015, 09:33 AM)Lightspeed link Wrote: 6. This is a question about arranging the order of tasks.

I have Task A and Task B. A has to be completed before B can. But if you fail A you cannot complete B, even if you meet the conditions for B to succeed after failing A. My way of doing this is deleting the taskb module with deletevehicle. Is there a "neater" way of doing this, also maybe to make it fit more suitably into a seperate and more complex framework.

I use triggeractivated task_A

Ugh, first of all I would not recommend using the modules since they are known to have issues on dedicated. Use a Task tracker instead, either FHQ or Shuko's

The way I would do it is to automatically fail both tasks when one fails.


Re: Mission making questions - Variable - 06-01-2015

Lightspeed, please say you are going to use the FHQ task tracker and not the buggy BIS tasks module...


Re: Mission making questions - Lightspeed - 06-01-2015

I use the fhq task tracker to tick off tasks as objectives are completed.
But I'm slightly confused, i place triggers inside the editor and they have never failed to fire in any of my coop missions....never ever!


Re: Mission making questions - Alwarren - 06-01-2015

(06-01-2015, 12:35 PM)Lightspeed link Wrote: I use the fhq task tracker to tick off tasks as objectives are completed.
But I'm slightly confused, i place triggers inside the editor and they have never failed to fire in any of my coop missions....never ever!

Okay, you mentioned tasks so I was assuming you were talking about the task modules while you were referencing triggers.

Just add the relevant conditions to the Conditions field of the trigger then.


Re: Mission making questions - Watchmen - 06-05-2015


I'm trying to create an event handler script that ignores damage dealt when unit is hit and instead delivers the damage that i want like. If i decide on damage 0.1 it should take 10 hits regardless of damage to kill him, will this work?



Code:
p1 addEventHandler ["HandleDamage", {false}]; 
p1 addEventHandler ["Hit", {p1 setDamage (0.2 + Damage p1)}];



Re: Mission making questions - Outlawz7 - 06-05-2015

Quote:this addEventHandler ["HandleDamage",{damage (_this select 0)+((_this select 2)/8)}]

The '8' being the value that lowers received damage by dividing it.

https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage

Not sure what exactly you want, but read up on event handlers:
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Hit
Quote:Does not fire when a unit is set to allowDamage false.

Quote:_object allowDamage false
has the same effect as
_object addEventHandler ["HandleDamage", {false}]
https://community.bistudio.com/wiki/allowDamage


Re: Mission making questions - Watchmen - 06-06-2015

Ill need some time to digest all the links  ;D


Re: Mission making questions - Watchmen - 06-11-2015

9. How does one rig a firing target to call a trigger like in the BI firing drill challenges.




Re: Mission making questions - Watchmen - 12-04-2015

Hi i have a question about headgear. Say i want to make a custom class loadout by calling from init and i want the headgear to be random out of a specific set of classnames. How is this done


Re: Mission making questions - Outlawz7 - 12-04-2015

Code:
_randomHeadgear = ["H_Bandanna_khk","H_Bandanna_cbr","H_Bandanna_sgg","H_Bandanna_gry","H_Bandanna_camo","H_Shemag_olive","H_ShemagOpen_khk","H_ShemagOpen_tan","H_Watchcap_blk","H_Watchcap_khk","H_Cap_oli","H_Booniehat_grn","H_Booniehat_tan"] call bis_fnc_selectRandom;
_this addHeadgear _randomHeadgear;



Re: Mission making questions - Alwarren - 12-04-2015

Also, this.


Re: Mission making questions - Watchmen - 12-04-2015

Thanks Outlawz.


Alwarrn i saw that on the changelog but it wasnt what i was looking for. I dont understand everything on that article too, no idea what is a string, bool or array.


Re: Mission making questions - Alwarren - 12-04-2015

(12-04-2015, 03:02 PM)Watchmen link Wrote: Thanks Outlawz.


Alwarrn i saw that on the changelog but it wasnt what i was looking for. I dont understand everything on that article too, no idea what is a string, bool or array.
What do you mean, it's not what you are looking for? It's exactly what you are looking for.