d3limit3r
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Issues with a loadout script - error
d3limit3r replied to mrgwilliam's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try doing it this way instead getPlayerLoadout = call compile preprocessfilelinenumbers "player\GetPlayerLoadout.sqf"; restorePlayerLoadout = call compile preprocessfilelinenumbers "player\restorePlayerLoadout.sqf"; //From now on, you can call your function using player spawn getPlayerLoadout; Additionally, using preprocessFileLineNumbers will log the line number of any errors that do occur using those two functions. -
Scripting noob needs assistance!
d3limit3r replied to READTHESCROLL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can certainly do this with markers. You'd simply need to create an array of markers(similar to the array of positions) safeZones = [ "marker1", "marker2", "marker3" ]; and then modifying the count to check the distance from the player to the marker's position using getMarkerPos. if ({player distance getMarkerPos _x < safeZoneDistance} count safeZones > 0) then { //Do whatever you want to the projectile or player }; As far as event handlers go, I'd suggest reading through the list Event Handlers to see if there's perhaps a handler which would be better suited for the task. Event handlers can be added to object but I don't think the Fired event handler would be triggered by the explosive but would instead be triggered by the player. I'm unfortunately not familiar with Exile so I'm not sure what kind of explosive/explosions you are trying to protect from but if you'd like to go into further details, I may be able to come up with a better solution. -
Scripting noob needs assistance!
d3limit3r replied to READTHESCROLL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could do something like //A simple array of positions safeZones = [ [7719.89,1605.51,0.001434433], [7783.26,1642.77,0.00143433] ]; //An arbitrary distance safeZoneDistance = 25; //I would recommend using the fired event handler as it should trigger the moment a unit places an explosive (ofc triggers on weapon fire) player addEventHandler ["Fired", { if ({player distance _x < safeZoneDistance} count safeZones > 0) then { //delete the projectile and whatever else you want }; }]; -
Helicopter on Carrier blows up on respawn[99% of time]
d3limit3r replied to schadler17's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You might just be able to add something like this addEventHandler ["HandleDamage", {false}]; sleep 5; this addEventHandler ["HandleDamage", {true}]; to the unit's init. -
How to get the weapon muzzleName?
d3limit3r replied to Ilias38rus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The one thing that I immediately notice is that you aren't specifying a unit for selectWeapon. The syntax for selectWeapon is unitName selectWeapon muzzleName; So you should be able to do something like { _sidearm = handgunWeapon _x; _x selectWeapon _sidearm; } forEach units group player; Additionally, you do not need to use the str command as handgunWeapon already returns a string. -
call function via variable
d3limit3r replied to M1ke_SK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can/should declare your local variables such as _param and _function using the private command at the beginning of your SQF. private["_param","_function"]; -
I need some scripting help!
d3limit3r replied to sneakyadolf123's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm unfortunately not quite sure I understand what you're trying to achieve here... When a vehicle is damaged, specific components/parts will be damaged depending on the damage. For example, if you shoot the a wheel on a car, that wheel will take damage. This damage can then be retrieved using getHit. If the vehicle has taken damage, you will then be able to repair the vehicle. -
Searching for documentation about BIS squad command menu
d3limit3r replied to R3vo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Were you perhaps thinking of https://community.bistudio.com/wiki/showCommandingMenu and https://resources.bisimulations.com/wiki/Custom_Command_Menus ? -
Call a texture from a PBO file
d3limit3r replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As long as you can reliably access the path to the pbo, it shouldn't be an issue. -
Call a texture from a PBO file
d3limit3r replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The first example on the wiki indicates that you can do this _objectname setObjectTexture [0, "\pboname\texture.paa"]; -
Limiting number of respawns...?
d3limit3r replied to Duke101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried using BIS_fnc_respawnTickets? -
A2/A2:OA Beta Patches Pre-Final Patch
d3limit3r replied to goliath86's topic in ARMA 2 & OA - BETA PATCH TESTING
Since feature #69249 was added, headlights in both daytime and night time have become incredibly bright (to the point of effectively blinding players even during the middle of the day). It would be great if the brightness could be toned done a bit.