iFu
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ACE3 - A collaborative merger between AGM, CSE, and ACE
iFu replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey everyone, i have a question regarding ace medical. I am part of an Arma unit and we have a basic, theoratical medical certification. But the plan is to make it partly more practical. I thought about making a VR mission where i can spawn downed, friendly AI with specific wound types and vital signs for a new type of certification. Now, ACE hooks into the HandleDamage event from Arma for wounds... Is there even a reliable way to spawn AI with "scripted" wounds and vital signs? If yes, could someone recommend me an approach on doing this? thanks and regards -
Could you maybe provide a sample of such define? First of all, i need to get a hang of GUI development but i sense that working in the editor is more efficient when you understand what you are doing. BTW: regarding resizing. Grid: Absolute is kinda obvious and i know that safezone is relative to the resolution of the client. But what is GUI_GRID exactly? Why should i use it over safezone?
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Thank you for the detailed answer!
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bump, noone got a comment on this? :(
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Hi everyone, i am currently working on designing an interface. I have looked at some tutorials on youtube and Moricky's UI template. The videos sadly don't cover what i had in mind and with Moricky's template i just see the result and not how its built. I have some difficulties grasping some concepts. 1) I want to make a tree view element in the interface that the user can select, expand and collapse. I see how its done in Moricky's template but is there any way to design it in the GUI Editor? I dont see a Tree View element in the list of available resources. 2) Because of 1), is the assumption correct that you only design the overall appearance of the interface in the editor, but do the fine tuning in the code? (setting the CT_TREE type, etc...) 3) If 2) is correct, what kind of element do i need to place into the GUI editor to convert it into a Tree View in the code? 4) Because of 1)-3) it seems that the GUI is hard to maintain after you made the corrections described in 2). I know that you can export the layout in as editor-compatible and the classes. But i assume most of the work is done in the code and not in the editor. Can anyone shed some light on this? Regards, iFu
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There is a command ropeCreate: https://community.bistudio.com/wiki/ropeCreate It says that its creating a PhysX rope, that might look better. Haven't tested it myself.
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Cannot remove Map from dead body
iFu replied to trex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does anybody have a workaround for this? I have a similar problem: (multiplayer, dedicated server, group are all real players) Group can have a fireteam leader which supposed to have a GPS. When he dies, second in command shall pick up his GPS but he is unable to loot it. Same goes for the map. I tried it with onPlayerKilled event script to spawn a GPS inside the dead players backpack ( using oldUnit and newUnit from the event parameters ). Inside the script i tried: (_this select 0) addItemToBackpack "ItemGPS"; ( i also tried "Item_ItemGPS", i saw that as the classname, too ) But it didn't work. Is there a proper way to access dead player inventory? Next thing i would try is trying to get the position of the dead body and create a GPS "next to it". But GPS' are small and i would really like to have the loot effect. Any help? -
iFu started following Custom Loadout Script - JIP help.
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Custom Loadout Script - JIP help.
iFu replied to johnflenaly's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I know this is a 2 year old post, but i tried to find a reason to use "waitUntil {!isNull player};" if you don't actually use player and "_this" instead. I was really wondering because it doesn't make sense... You wait for "player" to be initialized and then use "_this" anyway(which essentially is "this")... As far as i know "this" is initialized prior to "player". Isn't it like: If i use "player" in my init line i MUST use "waitUntil {!isNull player};" to guarantee it is initialized when executing the script. If not, i can use "this" without bothering checking for initialization. Also, i saw "if(true) exitWith {};". Honestly, that looks like it simply does nothing. Can anyone elaborate how and why this is needed??