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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 !

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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.

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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 !

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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

ww1aPR5nS3_2zB6cF4Ot9Q.png

 

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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

ww1aPR5nS3_2zB6cF4Ot9Q.png

 

 

Your argument format is wrong, see the documentation https://community.bistudio.com/wiki/BIS_fnc_randomPos

There is even example

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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;

 

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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

 

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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 !

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14 minutes ago, GEORGE FLOROS GR said:

-maybe it should be added this example as well

 

But there is already example - Example 5 ¯\_(ツ)_/¯

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Just now, killzone_kid said:

Example 5

 

yes but ,

is not including the blacklisted - water or ground in the example.

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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.

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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.

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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

sw2ulc.png28k0t9w.png

Edited by zukov
insert image
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Today's changelog :

Quote

Added: say3d command extension to exclude Speech cat. sounds from the filtering

 

This. Is. Awesome. bave.png

 

Good bye kbTell!

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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

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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!

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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?

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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....


n5nak2.png

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If I were to become arma 3 team lead for a day

 

Quote

PLAIN COLORED GENERIC SKINS FOR EVERYBODY!!!!!

 

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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 :don13:  (example the dcl 120 holosight over  M2HB in 4x4 offroad)

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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.

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Tried Olive vehicles in Tanoa and I feel those wheels are bright and “dusty” as Altis, should be more darker and “muddy”.

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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 .... 
 

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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)

 

 

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