-
Content Count
147 -
Joined
-
Last visited
-
Medals
Everything posted by MKD3
-
Halo Jump From Static C130
MKD3 replied to tom.tucka's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We do exactly this, however, players start on the ground, walk into the aircraft and it fades and the players are attached where they stand, allowing the plane to be teleported, after that, players are unattached and jump out. -
Randomizing roles for players in MP
MKD3 replied to red62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Click the like button on comments you like. It adds rep. No worries, hope you get it sorted -
Yeah its a hard one to gauge. No worries!
-
Id just black the screen out, use time > 5 or something and then execute the intro.
-
The player can exist before they can "see". So theres a chance they might miss part of a cut scene.
-
Randomizing roles for players in MP
MKD3 replied to red62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Definitely possible, likely even. You will need to store the variables on the server and have the clients ask for a role instead of the server sending all of the roles out. -
Randomizing roles for players in MP
MKD3 replied to red62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's a lot to take in all at once. But I see you're using publicVariable to send information across to clients. Theres a chance that those variables aren't being defined when the clientside code is running. This would cause a few things to go wrong, including your addaction failing to show the role description and the code being unreliable on a dedicated,. Try this at the beginning of your client side script. *I have not tested this but I think youll know how to fix it* private _variables = [ "allRoles", "highPrioRoles", "aielloSupporterRole", "amitSupporterRole", "hayesSupporterRole", "allRoles", "highPrioIndex", "currIndex" ]; waituntil { sleep 1; ( {isNil _x} count _variables == 0) }; Also always put a sleep into the start of a waitUntil block or it will run as fast as possible. -
Trying to use addaction to give loudouts to players.
MKD3 replied to Conmanxful's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You may misunderstand what I mean. -
Trying to use addaction to give loudouts to players.
MKD3 replied to Conmanxful's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It will always work & be true. Unless executed on a dedicated server. -
Trying to use addaction to give loudouts to players.
MKD3 replied to Conmanxful's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (!local player) exitWith {}; That would be a bit redundant because player is always local, and the code executed by addactions is also local. So it may aswell not be there at all. -
Trying to use addaction to give loudouts to players.
MKD3 replied to Conmanxful's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To see the problem first read up about parameters. https://community.bistudio.com/wiki/addAction Addaction passes these parameters, [target, caller, ID, arguments]. In a script, these can be accessed like below. _target = _this select 0; _caller = _this select 1; _id = _this select 2; _arguments = _this select 3; And in an external script you cannot use this. It can only be used in the editor. So to make your script work, you'd need something like... -
Seems like youd need an array of UIDs to check against. Eg. _playerUIDs = ["1234", "5678", "9101"]; if (getplayerUID in _playerUIDs) then {//Attach insignia}; My mistake, didn't realise you hadnt got them configured already.
-
Issues with Trigger and sleep, spent 10+ hours on this already
MKD3 replied to LifeSnatcher's topic in ARMA 3 - MISSION EDITING & SCRIPTING
change _myArea to a position. Eg. [100,100,0]. what you have is a position, then a position then a boolean inside an array. Another way to do it would be to set a radius around the marker. private _centre = getMarkerPos "my_marker"; private _radius = 500; private _areaUnits = allunits select {( (side _x == EAST) && ((getpos _x) distance _centre < _radius) )}; waitUntil { sleep 1; { alive _x } count _areaUnits == 0 } -
Wave system not triggering next wave - missionNameSpace not being set
MKD3 replied to wozzsta's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a bit all over the shop cos it looks like its cut from a switch do setup so _wave is not defined in what youve shown. Anyway, run the code with script errors on. Could be something as simple as //Is _oaMarker call fnc_playersinOA; //May need to be [_oaMarker] call fnc_playersinOA; -
Call doesn't work inside trigger
MKD3 replied to aseliot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If multiple things throw errors at once it causes things like that. Always best to isolate code when testing I guess -
Need help making a Admin spawn menu using GUI
MKD3 replied to lel1224's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a basic way of doing it. Clearing and repopulating the list each time its called based on whatever conditions _idc = 1337; lbClear _idc; _stuff = ["a", "c"]; _things = ["a", "b", "c"]; { //if stuff in things, add if (_x in _things) then { lbadd [_idc, _x]; }; } foreach _stuff; -
Is a function more usefull
MKD3 replied to Theassassinzz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could make them a function inside the script, that way on the fly changes can be made fn_myFunction = {}; [] call fn_myfunction; fn_myfunction = {hint 'forgot to write anything'}; [] call fn_myFunction; -
Module Framework: list of synced units?
MKD3 replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, proven wrong. Tried it myself. Must've been doing it at 2am. -
Module Framework: list of synced units?
MKD3 replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In my reading and testing, there isn't a way to add a synchronised object to a module. synchronizeObjectsAdd - Doesnt work in my testing along with the BIS function that I cant remember. But if you find a way around it do let me know :) -
Give variable to an item by his classname
MKD3 replied to Touhou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not check if the bodybag variable becomes nil after its loaded. if so then you could do... waituntil {sleep 1; isnil "body_bag"}; hint 'Loaded'; -
Module Framework: list of synced units?
MKD3 replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
AFAIK, Yep pretty much. I also like to add and remove synced objects, however this isnt possible with modules. So I have the module create a game logic, and transfer all synced objects to that, allowing things to be edited mid mission. -
I spent a day or two on this just now as it happens. I tried to do what the above fix did but those flares hail from flarecore which is access = 3, and seemingly they cannot be edited. If the above doesn't work, I created my own magazines to use today, happy to post them here publicly if needed.
-
Probably cos empty vehicles dont have a side? Look into it.
-
how to detect if gui is open ?
MKD3 replied to Atom_Monky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
UIs are clientside, looking at that, I doubt it'll work. You cant run code on your PC and expect a return of local values on others. -
Creating GUIs: Why does createDialog returns "False"?
MKD3 replied to Moldisocks's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yup- 30 replies
-
- gui
- createdialog
-
(and 2 more)
Tagged with: