Chris_37
Member-
Content Count
31 -
Joined
-
Last visited
-
Medals
Everything posted by Chris_37
-
Hello, Does anyone have any solutions to this? https://imgur.com/eU3OyTv Thanks
-
Hello wondering if anyone could help me, ive currently done this _group_name = _myGroup select 0; _group_leaders = _myGroup select 1; _group_members = _myGroup select 2; _group_funds = _myGroup select 3; _group_wars = _myGroup select 4; _uid = getPlayerUID player; serverGroups deleteAt (_group_members find _uid); publicVariable "serverGroups"; however this seems to delete everything within serverGroups
-
Removing playeruid from an array
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
oh so how could i just delete the the uid in _group_members? -
Arma 3 Whitelist Server Side Editable
Chris_37 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey wondering if anyone could help me out ive been looking at other whitelist topics but had no luck in have a player uid whitelist where the file is serverside and editable? or would i have to use a addon such as extdb3? -
Arma 3 Whitelist Server Side Editable
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It Works! However i cant edit it 'file in use from another process' -
Arma 3 Whitelist Server Side Editable
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, is it possible for the file to be edited while the server is active or would i have to use something like extdb3? -
Hello, wondering if someone could tell me what i am doing wrong? i currently have this in my config.cpp class CfgWorlds { class Zargabad { cutscenes[] = {"IntroZc"}; // Class names of used scenes. When more than one is present, the system will pick one randomly. }; }; class CfgMissions { class Cutscenes { class IntroZc // Class referenced in 'cutscenes' property in CfgWorlds { directory = "\ZC\data\ZCIntro.Zargabad"; // Path to scenario with the scene }; }; }; however it doesn't seem to work. i have followed the guide here https://community.bistudio.com/wiki/Arma_3_Main_Menu
-
BIS_fnc_holdActionAdd to dead bodys?
Chris_37 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Im wanting to use BIS_fnc_holdActionAdd however im struggling to add it to a dead player body any ideas? i can easily do a addaction but cant seem to work out what the target: Object - Object the action is attached to" would be for a players dead body. -
BIS_fnc_holdActionAdd to dead bodys?
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for the help any idea how i could remove that action after a certain amount of time? -
BIS_fnc_holdActionAdd to dead bodys?
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_unit getVariable ["Organs",false] seems to work but its a little temperamental......... also how does the BIS_fnc_holdActionRemove because whats the id? -
BIS_fnc_holdActionAdd to dead bodys?
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks not getting any errors now however i am getting no action on the body? -
BIS_fnc_holdActionAdd to dead bodys?
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
player addEventHandler ["Killed", { params ["_unit", "_killer"]; [ _unit, // Object the action is attached to "Harvest Organs", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_target getVariable ["Organs",false];", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick {hint "test";}, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 12, // Action duration 0, // Priority true, // Remove on completion false // Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", [0,2] select isDedicated, _unit]; not sure if i should be using _target or not? i also get this error 12:18:03 Error in expression "_target getVariable ["Organs",false];", 12:18:03 Error position: <Organs",false];", 12:18:03 Error Missing ] -
BIS_fnc_holdActionAdd to dead bodys?
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
T Thanks guys really helped however can you not use getVariable in the Condition for the action to be shown? -
saving and loading player weapon to profilenamespace?
Chris_37 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, wondering if anyone could help me saving a weapon to the profilenamespace as well as loading it? -
Arma 3 Revive System - handle damage
Chris_37 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello wondering if anyone is able to help me currently i am attempting to create it so when a unit enters the INCAPACITATED state a dialog appears on the screen not sure if i am going about it right however i currently have if (lifeState _unit == "INCAPACITATED") then { createdialog "blah"; }; this ^ in my event handler handle damage but cant seem to get it to work any ideas? -
Arma 3 Revive System - handle damage
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Larrow @pierremgi thanks guys, don't suppose it s possible to stop the player from rolling over when Incapacitated? -
Hello wondering if anyone can help me? i am trying to come up a way of counting all the players with a variable and if their is 5 players already with the variable the player will be prevented from joining?
-
counting players with variable
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How would i go about doing a gobal array that manages players depending of which variable they had? like in terms of adding/removing? -
Get All players with certain variable in to a array?
Chris_37 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, I am trying to get all the players in a mission with a certain variable into an array and when their is already 5 players in the array it will stop the player from having a gun. So far I have found this and attempted to use it. player setVariable ["hasweapon",true, true]; playerArray = []; _players = player GetVariable "hasweapon"; { if (!isNil "_players") then { playerArray PushBack _x; }; } forEach allPlayers; hint format ["%1 players have the variable 'hasweapon'.",(count playerArray)]; _result = count playerArray; if (_result >= 2) then { removeAllWeapons player; }; however this didn't completely work I was testing earlier and it wasn't working as expected, am I doing something wrong, or even going about it wrong? -
Getting the same issue as well its just started to happen recently. I've even reinstalled my windows and arma in attempt to fix this? Any one got any solutions?
-
Hi all, been using the default arma respawn/revive system however it it possible to remove this icon/player revive symbol as seen in the image below? https://imgur.com/a/Ar2iI Thanks
-
Random Gear Loadout On All Players
Chris_37 replied to Chris_37's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Guys really appreciate it. -
Hello, i am wondering if anyone is able to help me but i am struggling to be able to come up with something which, on the mission loading, will create a random load out and exec it on everyone on the server. I have looked around but haven't been able to find much. Any suggestions?
-
Looks Fantastic any ideas on when it will be available?