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Everything posted by cookies2432
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Issues calling functions
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm still having issues when calling the functions, i have even replaced the functions code to a simple hint command to see if it was something wrong with the function. No luck tho. // Finds a mission location from 4 possible ones _fn_findMissionLocation = { private ["_convoy1", "_convoy2", "_convoy3", "_convoy4"]; _convoy1 = getMarkerPos "convoy1"; _convoy2 = getMarkerPos "convoy2"; _convoy3 = getMarkerPos "convoy3"; _convoy4 = getMarkerPos "convoy4"; [_convoy1, _convoy2, _convoy3, _convoy4] call BIS_fnc_selectRandom; }; // Creates a marker at "_location" _missionMarker = createMarker ["missionMarker", call _fn_findMissionLocation]; _missionMarker setMarkerShape "ELLIPSE"; _missionMarker setMarkerSize [200, 200]; _missionMarker setMarkerBrush "Solid"; _missionMarker setMarkerColor "ColorRed"; _missionMarker setMarkerText "Convoy taking a break"; // A function that spawns the ai and vehicles at the mission, both have a limit. _fn_spawnAiOnMission = { private ["_aiLimit", "_truckLimit"]; _aiLimit = _this select 0; //retrive the first parameter from the function call; _truckLimit = _this select 1; //retrive the second parameter from the function call; _aux = 0; //added a aux variable that I use as index for the while loop _alpha = createGroup west; //create a group that after the execution of this function will be automatically deleted while {_aux < _aiLimit} do { "B_Soldier_F" createUnit [getMarkerPos "missionMarker", group _alpha, setBehaviour "SAFE"]; _aux = _aux + 1; hint format ["There are %1 ai units in the mission area", _aiLimit]; sleep 5; }; //at this point _aux should be 10 _aux = 0; //again 0 while {_aux < _truckLimit} do { _veh = createVehicle ["B_MRAP_01_F", getMarkerPos "missionMarker"]; _aux = _aux + 1; }; //finish doing the same thing }; // Creates a timer for the mission, if time <= 1 then it will delete the marker and delete all units after 5 minutes (a hint tells everyone about it) // This is where i changed the code [] spawn { _fn_missionClock = { private ["_time"]; _time = 1200; if (1 + 1 == 2) do { while {_time >= 1} _time = _time - 1; }; if (_time <= 1) then { hint format["The convoy mission has ended. All vehicles and infantry will be deleted in 5 minute"]; deleteMarker "missionMarker"; sleep 300; }; call _fn_missionClock; }; [10, 2] call _fn_spawnAiOnMission; }; -
Issues calling functions
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for all the responses, will try them and see if i can get it working :) -
Issues calling functions
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know about local and global variables. _funnyVariable is a local variable funnyVariable is a global variable. How do i check the .rpt? I thought it was correct since it was working and i didn't need a variable. The Functions i'm in need of calling are: _fn_spawnAiOnMission and _fn_missionClock If there are any other script issues that people can find then please let me know, i'm fairly new to scripting. -
addAction issues...
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, thanks! -
So.. I'm trying to add an action to an ai character however, it doesn't seem to be working. This is my script: _buyHatchBack = carseller addAction ["Buy Hatchback",{call fn_carBuySystem}, [carID = C_Hatchback_01_F, carPrice = 200]6,false,false]]; My function call "fn_carBuysystem" is: fn_carBuySystem { carSpawn = carspawn; if (Money >= carPrice) then { Money = Money - carPrice; carID createVehicle setPos (getPos carSpawn); hint ["You have bought a %1 and you have %2 dollars left.", carName, Money]; } else { hint "You do not have enough money for this car"; }; What am i doing wrong? :)
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addAction issues...
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got more issues, YAY. :) So for some reason this doesn't seem to be working: "B_Soldier_F" createUnit [getMarkerPos "test", _group1]; But when i put it like this: "B_Soldier_F" createUnit [getpos player, group player]; I may be a total idiot for not knowing what's wrong but, i don't get it :mellow: . Proabably that damn "_this select 0" command agains isn't it? <_< -
addAction issues...
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah thank, didn't know it could overwrite variables used by addons. :) -
addAction issues...
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a ton! -
addAction issues...
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have another issue, i use the SetVehicleLock command, i can lock it but i can't unlock it for some reason. This is the function: fn_carBuySystem = { private ["_carID", "_carPrice", "_carName, _caller"]; _carID =(_this select 3) select 0; _carPrice = (_this select 3) select 1; _carName = (_this select 3) select 2; _carSpawn = carspawn; _caller = _this select 1; if (Money >= _carPrice) then { Money = Money - _carPrice; sleep 3; _veh = _carID createVehicle (getPos _carSpawn); _veh setVehicleLock "LOCKED"; _veh addAction ["Unlock Vehicle", {_veh setVehicleLock "UNLOCKED"}]; hint format ["You have bought a %1 and you have %2 dollars left.", _carName, Money]; } else { hint "You do not have enough money for this car"; }; }; -
addAction issues...
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Aha, yea i was thinking of the "this select 0 etc" command, wasn't just sure about it since i'm quite a "magic" variables. Thanks a ton for the help! :) -
Could someone be so kind as to explain exacly what "_this select 0" and (_this select 0) and select 0 means as well as _x? I've searched it up but seen different explenations all over, such as "It chooses an object from the array that it was exectued from" but after that i see "_this select 0" in the beginning of an init.sqf. _x i have no clue about. Thanks for reading and hopefully i can understand this.I'm just a new guy trying to learn scripting for arma :)
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_this select and _x
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't take insult from it :). Thing is i understand variables in other scripting languages such as C++ with integeres (or however you spell them) but in arma "_x" and those other magic variables make it a bit confusing :mellow: -
_this select and _x
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks a lot! I think i understand now. I had trouble with those 2 variables for long, especially with the fact of them being in the middle of nowhere in a script, i didn't quite understand that but i think i do now. Thanks! :) -
_this select and _x
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I understand that "_this select 0" and so on chooses an object from an array but what I don't understand is what it has to do with "_target, _caller and _object (I think)" as well as what it means when it's in the beginning of a script line where it looks like it and has no connection to any array. I didn't quite understand what "_x" does as well :( -
So.. I've been grinding my head about this for a couple of hours so i'll just see if i can get some help on here. :) I'm trying to make it so that a trigger will only go off if i have it detached inside of a trigger's radius. If possible also make it so that if you move the object away from the trigger's radius the timer will stop? And a last question would be how you could do a condition for an addAction that only allows you to do the addAction if you're let's say 4m from the object. Thanks for reading and i hope i can get help by someone! :D Also my friend got a question as to how you can increase the "Direct Channel" sound ingame more, even after putting it at max. Thanks! //Cookies
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Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh i think i know what to do now, gonna try it! -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know of that but that'll delay the trigger from executing as well, which will just delay it all. -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How can i upload it here, i can send my current mission but i don't know how. -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have tried it in the triggers' condition but it doesn't work however when i did so i used this: C4 distance vault <= 4; Which i belive is incorrect, or am i totally wrong here? -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the _C4 and was supposed to refer to a game object called C4. With the distance i just can't get it to work, i use for example if ((C4 distance vault) <= 5) then { bla bla bla code here } But it never works. C4 and vault are game objects. -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh. well i did not think that one through. How would i go on about doing it correct? I'm not very good at scripting. Also i'm having real difficulties with the "distance" command. -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is my script for it: publicVariable "_time"; _time = 20; _C4 = C4; _vault = vault; while {_time > 0} do { _time = _time - 1; hintSilent format["Time Left: \n %1", [((_time)/60)+.01,"HH:MM"] call BIS_fnc_timetostring]; sleep 1; }; if (_time < 1) then { bomb="M_Mo_82mm_AT_LG" createVehicle (getPos C4); deletevehicle C4; deleteVehicle _vault; }; -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i know that and i have done that, thing is that they can just run there with the object and then run off and the trigger will still go off, i don't want that to happend. i want it so that they have to drop the trigger and that it has to stay there for the whole countdown of the timer. -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
bump again :) -
Basic Scripting help
cookies2432 replied to cookies2432's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Basicly, I'm picking up a suitcase for example and I drop it inside of the area of a trigger. This starts a script, a timer. I want it so that the script stops if you move the suitcase outside of the triggers area.