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Everything posted by donelsarjo
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Arma 3 Server MOD [Linux]
donelsarjo replied to silente13's topic in ARMA 3 - SERVERS & ADMINISTRATION
@terox. The syntax is propably correct. It is a snippet out of a larger starting script. -
Arma 3 Server MOD [Linux]
donelsarjo replied to silente13's topic in ARMA 3 - SERVERS & ADMINISTRATION
# ARMA 3 Modules # add mods with relative paths: # mods/\@CBA_A3\; # or several mods as: # mods/\@CBA_A3\;mods/\@task_force_radio you forgot the "\" in front of "@" and ";" and why would you want to load the mods twice? -
use ln(XP) to calculate the level. nope same difficulty if you check the function above. maybe KilledEH: level = floor (ln(xp)) if (currlevel != level) then currlevel = level call fn_fancyeffect else do other stuff if it would be so selfexplainatory we would have a lot more sa matras running around :P
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Teleport Script Question or Help.
donelsarjo replied to bauer24x's topic in ARMA 3 - QUESTIONS & ANSWERS
But if you put the code in an object's init delete /*...*/ , because comments like this throw errors there. It will be fine in an external script. No need for a "teleport.sqf". -
Teleport Script Question or Help.
donelsarjo replied to bauer24x's topic in ARMA 3 - QUESTIONS & ANSWERS
Make 2 poles via editor. Name them pole1 and pole2. You can put the code anywhere you like. Init.sqf, objects unit etc. -
Teleport Script Question or Help.
donelsarjo replied to bauer24x's topic in ARMA 3 - QUESTIONS & ANSWERS
pole1 addaction ["Teleport to pole 2", {_this select 1 setpos getpos pole2; /*maybe some fancy cutRsc stuff*/}]; pole2 addaction ["Teleport to pole 1", {_this select 1 setpos getpos pole1; /*maybe some fancy cutRsc stuff*/}]; -
BIS_fnc_respawnTickets fail
donelsarjo replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Private ["_tickets_blue", "_tickets_green"]; Should solve this problem. It seems like the variables are out of scope. -
[SOLVED] Need help to use this script
donelsarjo replied to braker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Was this a question? Did it work? -
[SOLVED] Need help to use this script
donelsarjo replied to braker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so i have tried it. condition : [thistrigger, veh1] call BIS_fnc_inTrigger; activation: _kauabanga = [ veh1] execVM "script.sqf"; script adjusted with: _vehicle = _this select 0; result -> nothing ai driving through the trigger doing the same as before. i u try it with other moving things it will propably work. -
[SOLVED] Need help to use this script
donelsarjo replied to braker's topic in ARMA 3 - MISSION EDITING & SCRIPTING
/|\ | Bullshit. First one needs to know when you want the script to launch. Second you have to adjust the script so it gets something to work with : "_vehicle = _this select 0;" or something.Third poin: the script will do nothing because the AI driving the vehicle will just go on doing his stuff. but i can try it out for you. -
Debug console missing. MP mission made in Eden. 1.56.134787
donelsarjo replied to mind's topic in ARMA 3 - TROUBLESHOOTING
I had a lot of problem with stuff being defined twice . So a set some Respawn stuff in Eden directly and defined it in the description.ext, too. As soon as I used only one method it worked. -
Changing Downloadable Mission's Ai Units To Ones In An Addon?
donelsarjo replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, in some missions the used units are defined in a custom array so they can be replaced with the desired ones. You will often find this information in a readme file or in a comment of a script. So yes you have to go though all the stuff. But usually there are only 1-2 files to edit, if the mission is designed well. This will probably take less skills and time to do. Or maybe just contact the author and ask him where he stored the information of the units used. -
Unable to give Game Logics waypoints?
donelsarjo replied to slendermang's topic in ARMA 3 - EDEN EDITOR
discontiued feature in eden -
nope. discontiued
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Virtual Arsenal Addaction
donelsarjo replied to khaosmatical's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
too lazy to google? "addaction arsenal" https://forums.bistudio.com/topic/170461-how-to-use-virtual-arsenal-like-the-virtual-ammobox-system/?p=2662764 -
Any point creating missions with Bystrica map?
donelsarjo replied to nanomien's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well we have the gamemode "Devastation" running on Bystrica with RHS and ACE. You are welcome to join :) Just click through my signiture -
Or just open the game in window mode o.O
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Problem importing old missions to Eden
donelsarjo replied to gadjr114's topic in ARMA 3 - EDEN EDITOR
I only had the first problem, when I was trying to convert a mission with no unit selected as player. The second error is probably caused by a mod. -
Now how do I check if a building has been destroyed?
donelsarjo replied to the1krisrob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can get the object id (in the 2d editor) by hitting the ID button. -
Now how do I check if a building has been destroyed?
donelsarjo replied to the1krisrob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
works fine for me: example : Condition: !alive ([0,0,0] nearestObject 66576) On Act.: hint "lol" -
Now how do I check if a building has been destroyed?
donelsarjo replied to the1krisrob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
!alive ([0,0,0] nearestObject _yourObjectID) Should work -
Changing item names via script
donelsarjo replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't think you should do this via gui config. Just add the inventory open event handler. Get an array of the items equipped, search for the item you want to replace, delete it and add the new one. -
Any tips to give to have more ai on map with out much fps drop
donelsarjo replied to steevn606's topic in ARMA 3 - GENERAL
Spawn units on a headless client, cache units with scripts like zbe_chache/dac/eos/... or use ALiVE. This will only increase your fps, if it can chache units outside your draw distance. If you have a huge battle going on, u will be left with low fps. Nothing you can do about it. -
Trigger activation: !alive veh1 || !alive veh2 || !alive veh3 || etc... But it would be much more performant to add a killed event handler to the vehicles. For the first part. I will answer the other one when I am sober again.
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then have a look at your random spawn script. there is propaby a line like this: _obj = "some_item" createVehicle _somePosition; you could add following to it: _obj = "some_item" createVehicle _somePosition; if (typeOf _obj isEqualTo "someThingUwant") then {[_obj,["Pick up", "script.sqf"]] remoteExecCall ["addaction", -2]} // or 0 instead of -2