Intel on dead bodies or in buildings

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  2. 9 years ago

    That is the correct line to change @incontinenetia. The problem is with this part here...

    _pos = [_unit, (random 3), (random 360)] call BIS_fnc_relPos;
    _intelObject = "Land_Suitcase_F" createVehicle _pos;

    When the object is create the object is place at that position but if the object is going to clip into another object or is too close to another object the object's position will be changed and pushed away from the other object that is close.

    Possible Solutions...

    Use the alternate form of "createVehicle"

    _pos = [_unit, (random 1), (random 360)] call BIS_fnc_relPos;
    _pos = createVehicle ["Land_Suitcase_F", _pos, [], 0, "CAN_COLLIDE"];
  3. Edited 9 years ago by HeroesandvillainsOS

    Wow! If you get this script working PLEASE SHARE! That is freaking incredible sounding! I love it! :)

  4. If you want, I have a script laying around that I made awhile ago that reveals installations of a certain radius up to a max count... meaning you could reveal up to a maximum of 3 installations in a 4000m meter radius. If there are more than 3 installations in the 4000 meter radius they won't get marked (only 3 will).

  5. Edited 9 years ago by HeroesandvillainsOS

    @SpyderBlack723 If you want, I have a script laying around that I made awhile ago that reveals installations of a certain radius up to a max count... meaning you could reveal up to a maximum of 3 installations in a 4000m meter radius. If there are more than 3 installations in the 4000 meter radius they won't get marked (only 3 will).

    I'm officially requesting some variation of this script for SpyderAddons. :)

  6. Well I already have a method for only displaying a single installation at a time. Maybe in the future whether it be the same module or a different one I could include a dropped intel option for insurgents

  7. Edited 9 years ago by incontinenetia

    If you want, I have a script laying around that I made awhile ago that reveals installations of a certain radius up to a max count... meaning you could reveal up to a maximum of 3 installations in a 4000m meter radius. If there are more than 3 installations in the 4000 meter radius they won't get marked (only 3 will).

    Yes please mate! Would you mind if I tinkered with your reveal nearest enemy script from your civilian interactions module too (as much for my education as for anything else)? Obviously I won't share anything without passing it by you first.

    Cheers for the help @dixon13 - trying it now!

  8. @HeroesandvillainsOS  Wow! If you get this script working PLEASE SHARE! That is freaking incredible sounding! I love it! :)

    It's already done buddy, trouble is it uses some script from an ALiVE function so not sure if I can share it?

  9. Edited 9 years ago by HeroesandvillainsOS

    @incontinenetia It's already done buddy, trouble is it uses some script from an ALiVE function so not sure if I can share it?

    No problem man. Keep me posted. I definitely don't want anyone to break any EULA's. So the finished one is the base one from above (that I'm actually using right now :) ), just with new objects (likes phones and maps) and with varying degrees of Intel radius? Is anything else included?

    I guess I'm wondering what specifically you're using that isn't just a variation of the script above which we've been given permission to use.

  10. It's the Alive_fnc_MarkUnits script (or something like that) which I've basically copied and edited so it only shows units of a certain side, rather than showing all units. It's not perfect at all but it works as a very rare intel item (akin to hacking a phone's contacts and triangulating those).

  11. Edited 9 years ago by HeroesandvillainsOS

    Haha! Yeah wow. That sounds really neat. I'd love it.

    Hopefully they say it's ok.

  12. @dixon13 Use the alternate form of "createVehicle"
    _pos = [_unit, (random 1), (random 360)] call BIS_fnc_relPos; _pos = createVehicle ["Land_Suitcase_F", _pos, [], 0, "CAN_COLLIDE"];

    Dixon, this works perfectly for spawning the object but I'm struggling to get the addaction to work. Do I need to specify an item for addaction to work beyond using _this?

    params [["_unit",objNull]]; 
    _unit addEventHandler["Killed", {
    	params["_unit","_killer"];
            private _percentage = 10;
    	if (100 > (random 100)) then {
    	_pos = [_unit, (random 1.5), (random 360)] call BIS_fnc_relPos;
    _pos = createVehicle ["Land_File1_F", _pos, [], 0, "CAN_COLLIDE"];
            [-1, {
    	        _this addAction ["<t color='#FF0000'>Pickup Intel</t>",{ 
    			_intel = _this select 0;
    			deleteVehicle _intel; 
    			[getPos _intel,800] call ALIVE_fnc_OPCOMToggleInstallations;
    			if ((hasInterface) && !(isDedicated) && (local player) && (side player == WEST)) then { 
    				["INS_HINT_EH",["Intel has been found"]] call CBA_fnc_globalEvent; 
    			}; 
    		}]; 
    	}, _intelObject] call CBA_fnc_globalExecute; 
    	}; 
    }];
  13. Chances are the script you made based off markUnits is fine, if you'd like to pm it to me just to make sure then go ahead.. time to go back and find my intel script

  14. Edited 9 years ago by dixon13

    what exactly is going wrong with the 'addAction' @incontinenetia? Does the addAction appear or does it not appear at all?

  15. Alright here's my script
    https://gist.github.com/SpyderBlack723/4882d921f5fbdcde8859

    I modified it a bit so hopefully it works without errors

    It must be saved as a function, use Spyder_fnc_markInstallationsInRadius as the name to avoid any errors

    You call it with the parameters of [_faction,_pos,_radius,_max]
    _faction being the asymm faction
    _pos being the position to mark from
    _radius being the max radius to mark installations
    _max being the maximum amount of installations to mark

    To tie along with this script you could do

    _this addAction ["<t color='#FF0000'>Pickup Intel</t>", {
    	_intel = _this select 0;
    	["insurgentfactionhere", getPos _intel, 800, 2] call Spyder_fnc_markInstallationsInRadius;
    	deleteVehicle _intel;
    }];
  16. @dixon13 what exactly is going wrong with the 'addAction' @incontinenetia? Does the addAction appear or does it not appear at all?

    Not at all unfortunately, not really sure why. Tried a few little variations but as I still don't really know what I'm doing I'm not getting anywhere. Will have another go soon.

    Thanks @SpyderBlack723, really appreciate that mate. Sent you the script.

  17. Sorry @incontinenetia I can't help you out anymore. I have been very busy with work now that it's tax season in the U.S. and am also working on other things related to Arma, and help put together COOP events on the weekends for my community.

  18. Sorry mate, really didn't mean to overstep the mark! Really appreciate all you've done for me. Thanks for everything @dixon13.

  19. No problem I try to do my best from work lol

  20. Hey, Spyder, how do I get that script working? line in the mission init?

  21. I'll put a finished version up soon CNTObi with instructions.

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