GEORGE FLOROS GR 4207 Posted December 12, 2018 Hello there to everyone ! Is there a solution for this ? 1.86 Version of fn_getArea.sqf Breaks Mission https://feedback.bistudio.com/T134662 https://community.bistudio.com/wiki/BIS_fnc_getArea # I haven't yet update to 1.88 due to pc issues. Thanks ! Share this post Link to post Share on other sites
Dedmen 2703 Posted December 12, 2018 10 hours ago, GEORGE FLOROS GR said: Hello there to everyone ! Is there a solution for this ? 1.86 Version of fn_getArea.sqf Breaks Mission https://feedback.bistudio.com/T134662 https://community.bistudio.com/wiki/BIS_fnc_getArea # I haven't yet update to 1.88 due to pc issues. Thanks ! Had 3 occurences of this "bug" in Arma Discord. All of them were caused by people using BIS_fnc_randomPos with invalid parameters that they all copied from somewhere else, weirdly enough they all had the same wrong parameters. Same thing in invade and annex https://github.com/iamlegend23/invade-annex/search?q=bis_fnc_randomPos&unscoped_q=bis_fnc_randomPos The "out" parameter is invalid. It has been invalid for 2 years, all that changed was that BI is now properly checking for errors. 2 2 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 12, 2018 12 minutes ago, Dedmen said: The "out" parameter is invalid. i noticed also and i have done the same mistake as well , because actually , i start learning scripting editing this mission ! Thank you very much Dedmen for the reply ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 12, 2018 3 hours ago, Dedmen said: using BIS_fnc_randomPos I'm trying this code , for a water position and it's working , but it is showing an error as well . is it correct? _pos = [[nil,[position player, 50]],["ground"]] call BIS_fnc_randomPos; Spoiler Share this post Link to post Share on other sites
killzone_kid 1330 Posted December 12, 2018 3 hours ago, GEORGE FLOROS GR said: I'm trying this code , for a water position and it's working , but it is showing an error as well . is it correct? _pos = [[nil,[position player, 50]],["ground"]] call BIS_fnc_randomPos; Reveal hidden contents Your argument format is wrong, see the documentation https://community.bistudio.com/wiki/BIS_fnc_randomPos There is even example 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 12, 2018 1 hour ago, killzone_kid said: Your argument format is wrong, I was sure about since there is an error , but how i will achieve to add the : position player, 50 with this ? _randomPosMapNoLand = [nil, ["ground"]] call BIS_fnc_randomPos; Share this post Link to post Share on other sites
killzone_kid 1330 Posted December 12, 2018 3 minutes ago, GEORGE FLOROS GR said: I was sure about since there is an error , but how i will achieve to add the : position player, 50 with this ? _randomPosMapNoLand = [nil, ["ground"]] call BIS_fnc_randomPos; 2 hours ago, killzone_kid said: There is even example 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 12, 2018 45 minutes ago, killzone_kid said: There is even example First , i would like to say thank you , for all your tutorials and you have done , a lot of good work all this years and i 'm always searching first for your examples and solutions , but i don't think that it would be that much of a problem , if i had an answer for this . So else , this is why the forum is about. # Imagine that i am familiar ( amateur ) with scripting , so if i don't get the example , maybe others would try more. it should be just : _pos = [[[position player, 50]],["ground"]] call BIS_fnc_randomPos; but really i was trying to fit nil somewhere there , from the examples. nil, -maybe it should be added this example as well. Anyway thank you for the reply ! Share this post Link to post Share on other sites
killzone_kid 1330 Posted December 12, 2018 14 minutes ago, GEORGE FLOROS GR said: -maybe it should be added this example as well But there is already example - Example 5 ¯\_(ツ)_/¯ Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 12, 2018 Just now, killzone_kid said: Example 5 yes but , is not including the blacklisted - water or ground in the example. Share this post Link to post Share on other sites
Dedmen 2703 Posted December 13, 2018 11 hours ago, GEORGE FLOROS GR said: if i had an answer for this It's right there. https://community.bistudio.com/wiki/BIS_fnc_randomPos 11 hours ago, GEORGE FLOROS GR said: but really i was trying to fit nil somewhere there Why though? Trying to push a nil into there doesn't really make sense. Nil is just used if you don't want to pass the parameter, but you want to pass the parameter, so nil doesn't make sense. 11 hours ago, GEORGE FLOROS GR said: is not including the blacklisted It does. It has a empty blacklist. The empty array. The second argument in the example. If you want to add things to the blacklist just add them to that array. We can't provide examples for every possible combination of arguments. Though I kinda agree with you, you need to have atleast a basic understanding of scripting beyond just copy-pasting examples to be able to use it. But IMO you shouldn't script if you have no idea what you are doing. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 13, 2018 I understand this , but as i said above and emphasised my amateur approach , an extended option example would be even more useful information for everyone , instead of searching at wrong answers. 1 Share this post Link to post Share on other sites
zukov 490 Posted December 13, 2018 (edited) please BIS fix three hidden textures 1) the black version of acp 2 pistol (doesn't match the smdi and the trigger seems from plastic) 2) NATO vest needs to finish the ranger green version and remove the flag 3) Independent vest, olive version needs to rework on the magazine area, now is painted in green thanks in advance Edited December 16, 2018 by zukov insert image 2 Share this post Link to post Share on other sites
haleks 8212 Posted December 20, 2018 Today's changelog : Quote Added: say3d command extension to exclude Speech cat. sounds from the filtering This. Is. Awesome. Good bye kbTell! 2 Share this post Link to post Share on other sites
nkenny 1057 Posted December 20, 2018 Quote Added: Additional olive reskins for NATO Pacific vehicles (work-in-progress)* Dear Bohemia developers, This is a wonderful inclusion. I love you to death for it. That said. Simple olive drab textures for some few AAF and CSAT assets would radically multiply the potential scenarios mission makers working within the confines of vanilla Arma3 could create. At practically zero cost and effort. Kind regards, Devoted fan 7 Share this post Link to post Share on other sites
a_killer_wombat 120 Posted December 20, 2018 We could also use jungle/Pacific camo for the few NATO vehicles which still lack such camo textures (e.g. Hunter series, HEMTT series, etc.) 2 Share this post Link to post Share on other sites
Tankbuster 1746 Posted December 20, 2018 Just now, a_killer_wombat said: We could also use jungle/Pacific camo for the NATO vehicles which still lack such camo textures (e.g. Hunter series, HEMTT series, etc.) Amen to this. I've give someone elses right arm for a CTRG Hunter! 1 Share this post Link to post Share on other sites
Lbbde 28 Posted December 20, 2018 As far as I know, some of the first screenshots of ArmA3 ever, showed Hunter and Slammer with CSAT camouflage. In my opinion, a complete Skin Packet would greatly expand the possibilities for mission creators. I would give Zapot Beeblebrox's third arm, or at least 10-15 €, for something like that. At least as long as we get skins of all factions for all vehicles and uniforms (vests, rucksacks) (eg: CSAT, AAF, CTRG Hunter, NATO Marid, NATO Viper Armor, CTRG Termal Cover Uniform for Altis, simply black, without insignia, etc.) and please also please the skins from ARGO :O A few of the skins seem to be there already and you can even choose a NATO camouflage pattern for the Strider. I also believe that simple skins can be done very well by external studios. I'm not an expert, but it's really just a matter of changing a few colors and perhaps editing a few patterns, right? 3 Share this post Link to post Share on other sites
zukov 490 Posted December 20, 2018 please BIS fix the velcro stripes on woodland camo! please ! in this manner we Have an alternative and gorgeous camo for guerrilla! P.S a T100 varsuk in jungle camo or olive.... 1 Share this post Link to post Share on other sites
Hvymtal 1251 Posted December 21, 2018 If I were to become arma 3 team lead for a day Quote PLAIN COLORED GENERIC SKINS FOR EVERYBODY!!!!! 1 Share this post Link to post Share on other sites
zukov 490 Posted December 21, 2018 6 hours ago, Hvymtal said: If I were to become arma 3 team lead for a day noooo only to fix the stuff inside the game (example the dcl 120 holosight over M2HB in 4x4 offroad) Share this post Link to post Share on other sites
jone_kone 158 Posted December 22, 2018 On 21/12/2018 at 4:01 AM, Hvymtal said: If I were to become arma 3 team lead for a day A CSAT, black and OD retex of AAF uniform and helmet would add some more options for missionmakers. Share this post Link to post Share on other sites
POLPOX 778 Posted December 22, 2018 Tried Olive vehicles in Tanoa and I feel those wheels are bright and “dusty” as Altis, should be more darker and “muddy”. Share this post Link to post Share on other sites
zukov 490 Posted December 22, 2018 3 hours ago, POLPOX said: Tried Olive vehicles in Tanoa and I feel those wheels are bright and “dusty” as Altis, should be more darker and “muddy”. the green mint tone is everywhere .... Share this post Link to post Share on other sites
NikkoJT 58 Posted December 22, 2018 On 12/21/2018 at 2:01 AM, Hvymtal said: If I were to become arma 3 team lead for a day I'd be strongly torn between "generic skins for all vehicles" and "make all hidden textures into proper skins and uniform items" On 12/20/2018 at 6:44 PM, a_killer_wombat said: We could also use jungle/Pacific camo for the few NATO vehicles which still lack such camo textures (e.g. Hunter series, HEMTT series, etc.) Well guess what, that's on dev branch right now! (Now we just need olive skins for the AAF and CSAT vehicles so we can use them for Tanoan and Russian units) Share this post Link to post Share on other sites