-
Content Count
193 -
Joined
-
Last visited
-
Medals
Everything posted by donelsarjo
-
and consider putting the position correction into "if (_cityType in _cityTypes) then { /*position correction*/ _cities pushBack _cityPos}; ". No need to waste CPU usage.
-
0 fadeRadio 0; ???
-
Strategic Map Module Zoom
donelsarjo replied to rcmw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe somebody should make a ticket for it. And please delete the post, if I am changing stuff I am not suppored to change... -
Strategic Map Module Zoom
donelsarjo replied to rcmw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
unfortunately it is not possible for the module if you don't won't to write a config for it. Here is why: taken from fn_strategicmapopen.sqf bis_fnc_mapSize returns -1 on almost all non vanilla maps ... (strangly on VR, too) BUT, if you know your way around you can copy fn_strategicmapopen.sqf, replace _mapSize = [] call bis_fnc_mapSize; // line 80 with _mapSize = worldSize; RscDisplayStrategicMap_scaleMin = _scale; // line 93 RscDisplayStrategicMap_scaleMax = _scale; // line 94 RscDisplayStrategicMap_scaleDefault = _scale; //line 95 with RscDisplayStrategicMap_scaleMin = 0; RscDisplayStrategicMap_scaleMax = 1; RscDisplayStrategicMap_scaleDefault = _scale; make it into a function and [stuff] call IMPROVED_BIS_fnc_strategicmapopen. StrategicMapOpen Don't forget the 8th parameter ,which is the default scale. Now everything works. At least it does for me on PR Fata. -
Seeking workaround for destroying empty vehicles
donelsarjo replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
vehicle addEventHandler["killed",{ (_this select 1) addRating -10000}] -
not pritty but it works
-
_cities = []; _locations = configfile >> "CfgWorlds" >> worldName >> "Names"; _cityTypes = ["NameVillage","NameCity","NameCityCapital","NameLocal"]; for "_x" from 0 to (count _locations - 1) do { private["_cityPos","_cityType"]; _randomLoc = _locations select _x; _cityPos = getArray(_randomLoc >> "position"); _cityType = getText(_randomLoc >> "type"); if(typeName(_cityPos select 0) == "String") then { _cityPos = [call compile (_cityPos select 0),call compile (_cityPos select 1)]; }; _posX = floor (_cityPos select 0); _posY = floor (_cityPos select 1); _rstX = _posX%50; _rsty = _posY%50; _posX = (50 - _rstX) + _posX; if (_posX%100 == 0) then {_posX = _posX + 50}; _posY = (50 - _rstY) + _posY; if (_posY%100 != 0) then {_posY = _posY - 50}; _cityPos set [0, _posX]; _cityPos set [1, _posY]; if (_cityType in _cityTypes) then { _cities pushBack _cityPos; }; }; _cities /* { _mrk = createMarker [format ["%1",str _x] , _x]; _mrk setMarkerShape "ICON"; _mrk setMarkerType "mil_dot"; }foreach _cities; */ sorry now they are dead center (at least on chernarus)
-
Mods ruining editor placed variables
donelsarjo replied to barbolani's topic in ARMA 3 - MISSION EDITING & SCRIPTING
in singleplayer playableunits = []; use switchable units in multiplayer playableunits = [ unit_1 , unit_2 etc] and switchableunits = []; just use unitlist = playableunits + switchableunits -
edited my post
-
this will propably only work if you do it manualy. The center of a city name is defined in the config. But if you see a pettern in the positions you could do this. E.g. the positions are always off a certain vector. if you want the positions to be exact in the middle of a square on the map you coud use "modulo". % _nbr = floor (_pos select 0); // _pos = [2915.2,6164.52] -> _nbr = 2915 _rest = nbr%50; // _rest = 15 <- look up the right syntax plz _nbr = (50 - _rest) + nbr; //2950 _nbr ist the first index of your position array _pos with floor you get an integer number _rest is the rest that remains when you devide _nbr / 50 . e.g 55%3 = 1, or 34%2 = 0 now we define the new number _nbr with (50 - _rest) + the old number _nbr now you can do this for the next index of _pos
-
and since you are using parts of "SL_fnc_urbanAreas" you could add this line so strangely coded positions are fetched, too (e.g. for PR Fata sometimes position like ["3454,24 + 2342,34", "2343.23 + 2324.23"] occure) _cityPos = getArray (_randomLoc >> "position"); if (typeName (_cityPos select 0) == "String") then { _cityPos = [call compile (_cityPos select 0), call compile (_cityPos select 1)]; };
-
Can anyone help me decipher my .RPT file to see why my server crashed
donelsarjo replied to rekkless's topic in ARMA 3 - TROUBLESHOOTING
I had the same problems. I think it is Leight's Opfor Pack. I've removed it and no crashes since. -
try this
-
attatchto after respawn help
donelsarjo replied to Sablerno's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the Respawn module there is a blank text field for code to run on the respawned vehicle. If you select force Respawn then the code is run at the beginning of the mission. -
Precise method: You could use X-Cam and hover the mouse over the object you want it's ID from. Try and Error method: Or use nearestObjects The second number is the ID.
-
https://community.bistudio.com/wiki/hideObjectGlobal
-
ArmA 3 Ticket System
donelsarjo replied to MisterCat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
call BIS_fnc_showMissionStatus; this gets you a small number on the right upper side of the screen. Biki Link -
Add killed eventhandler
donelsarjo replied to davidoss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
well the problem might be that you are running sleep in unschedualed environment. try to spawn it. -
I would have taken the time for writing this nonsense post to adjust the game according to my preferences. Every single point can be "fixed" (lol) by simply starting a mod or adjust settings. Be happy you have the liberty to do so. And if you are still unsatisfied play a better game. Good luck finding one.
-
As the Biki states it : the first Parameter is the object, group or side the task should be given to: Example side : [civilian,["task1"],["Do this and you get a cookie","Earn Cookie","cookiemarker"],[0,0,0],1,2,true] call BIS_fnc_taskCreate For the module Owner : BLUFOR/OPFOR/CIVILIAN/INDEPENDENT or Sides of synchronized units Example group: [(group player),["task1"],["Do this and you get a cookie","Earn Cookie","cookiemarker"],[0,0,0],1,2,true] call BIS_fnc_taskCreate For the module: Owner : Group of synchrinized objects (sync with leader) Example object: [player,["task1"],["Do this and you get a cookie","Earn Cookie","cookiemarker"],[0,0,0],1,2,true] call BIS_fnc_taskCreate For the module: Owner : Synchronized objects only
-
Create a marker of any size. Give it a name (e.g,: "mrk"). Create a trigger the same size as the marker and place it exactly over it. TRIGGER Type: NONE Activiation: ENEMY SIDE Repeatedly Present Conditon: this ON ACT. "mrk" setMarkerColor "ColorEast"; ON DEA. "mrk" setMarkerColor "ColorGuer";
-
[SOLVED!!]"allowDamage" false only in the air
donelsarjo replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try : _cowabanga = [this] spawn { (_this select 0) allowDamage false; waitUntil { (getPosATL (_this select 0)) select 2 < 2}; (_this select 0) allowDamage true;}; -
_this select and _x
donelsarjo replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
damn you Tankbuster, you have been faster :D -
_this select and _x
donelsarjo replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
1. my_fnc_add = 2. { 3. _a = _this select 0; 4. _b = _this select 1; 5. _c = _a + _b; 6. hint c; 7. }; 8. [45,3] call my_fnc_add; 9. //at the upper right corner you see 48 Look at that example. I have made a function called my_fnc_add. This function expects an array with two variables. So when I call it (line 9.) I have to pass two parameter "[45,3]". Now the function gets the array you passed. You can address it by "_this" (only inside the function). So in "my_fnc_add", "_this" contains the array "[45,3]". Now we want to add those two numbers(line 5.). To do so, we have to select the first number in the array by using "_this select 0". Now "_this select 0" contains 45. We store it in the variable "_a" for better readabilitry. The same goes for the second number using: "_this select 1". The function would also work using hint ( _this select 0 + _this select 1). But it is harder to read. "...but what I don't understand is what it has to do with "_target, _caller and _object (I think)" In your example there is propably some function passing/expecting three variables in an array. That's it. When you look at the biki you will find a description what _target, _caller and _object or some other variables should be for the function you use. When you use e.g. "addaction" is passes three variables in an array to a script you launch (_object,_caller,_id). In this script you can refere to them like this: _obj = _this select 0; <- this is the object the addaction is attached to (you can also call it _a, _lol, _pinguin or just _obj) _caller = _this select 1; <- this is the guy who used the action _id = _this select 2; <- this is a number the action gets, so you can remove it using: _obj removeAction _id; You get the information about what a function expects and what is returns by reading the biki. I didn't quite understand what "_x" does as well The "_x" is mainly used in a foreach loop. 1. _array = [1,2,3,4,5]; 2. {_x = 0} foreach _array; 3. hint _array; 4. //at the upper right corner you see [0,0,0,0,0] foreach expects an array. It loops through all entires of the array. In each loop it saves an entry in _x. In this example in the first loop it takes the number "1" and saves it in "_x". Then it redefines "_x" as "0" and puts it back in the array. In the second loop it takes the number "2" and so on. That's what "_x" is mainly used for. I hope I have answered your question.