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Tostm8 started following Using a vehicle's class name to get it's real name, Structured Text - Execute Code On Pressing A Word, Overlapping Decals and and 1 other
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Structured Text - Execute Code On Pressing A Word
Tostm8 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, So I've been making a Morrowind style dialog GUI and I've hit a snag. I'm trying to use a href link in some structured text to execute some code but I don't think it's possible. As far as I'm aware you can only put urls in there. Is there a way to be able to press a word and it would then execute some code? Other than the way I tried already. Thanks in advance! -
Hello, I've got the concrete panels decal and then a helipad decal on top of it. I just reloaded the game and the helipad decal is underneath the concrete panels decal. Is there a way to have one stay on top of the other? Thanks in advance.
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I've been making a little VR arena but when I spawn the AI through a script they just go straight through the VR Blocks. Is there a way to fix this?
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Using a vehicle's class name to get it's real name
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you both! I reckon that should work. Ta. *EDIT* Works like a charm. Thank you very much guys! -
Using a vehicle's class name to get it's real name
Tostm8 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I need some help here. I want to find another way to do this basically: _vehicle = _this select 0; vehicleType = ""; if (typeOf _vehicle == "B_Truck_01_mover_F") then {vehicleType = "HEMTT"}; if (typeOf _vehicle == "B_Truck_01_ammo_F") then {vehicleType = "HEMTT Ammo"}; if (typeOf _vehicle == "B_Truck_01_fuel_F") then {vehicleType = "HEMTT Fuel"}; if (typeOf _vehicle == "B_Truck_01_medical_F") then {vehicleType = "HEMTT Medical"}; if (typeOf _vehicle == "B_Truck_01_Repair_F") then {vehicleType = "HEMTT Repair"}; if (typeOf _vehicle == "B_Truck_01_transport_F") then {vehicleType = "HEMTT Transport"}; if (typeOf _vehicle == "B_Truck_01_covered_F") then {vehicleType = "HEMTT Transport (Covered)"}; I don't want to have to type out every different variation because I'm lazy haha. Is there another way around this? Thanks, Toasty. *EDIT* !SOLVED! Here's the solution / an example of its use: _nearVehicles = nearestObjects [player, ["Car"], 200]; { _description = getDescription _x; _className = _description select 0; _displayName = getText (configFile >> "CfgVehicles" >> _className >> "displayName"); _marker = createMarker [str(_x), getPos _x]; _marker setMarkerColor "ColorRed"; _marker setMarkerShape "ICON"; _marker setMarkerType "mil_end"; _marker setMarkerText _displayName; } forEach _nearVehicles; This will add a marker onto every "car" with its name within a 200-meter radius. -
Advanced Hints - Adding in Variables
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, so I've realised how special I am. The thing that was screwing me over was the 8th parameter. I need to learn how to read good. Thank you for everyone's help! All sorted now. Also a special thank you to you Larrow for pointing that out :) -
Advanced Hints - Adding in Variables
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Larrow I tried calling the advanced hint again. But it seems like the original never goes away. I couldn't find a way to un-call it. I know it says: But that doesn't seem to get rid of it after the 35 seconds or whatever when set to true. -
Advanced Hints - Adding in Variables
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So for example when I kill an enemy I get +1 experience. But that isn't shown on the adv. hint. It will still say 0 xp. Also yes. It just loads up at the start and never loads again right? No, I just wanted to see if it would work honestly. I am using normal hints now but I like the design of the adv. hint. -
Advanced Hints - Adding in Variables
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@HazJ No just the simple way :D @Larrow That did it, thank you! I ran into a different problem which seems to not be fixable but the values won't update. I don't think it would be possible for them to update since it's set in the description? -
Advanced Hints - Adding in Variables
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Grumpy Old Man They are just numbers, nothing special. Also, yes they are global. -
Advanced Hints - Adding in Variables
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Usually yep but not with Advanced Hints: https://community.bistudio.com/wiki/Arma_3_Advanced_Hints_(Field_Manual) - Explanation at the bottom. I think they changed it recently. -
Do you mean something like this?
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Hello, I'm running into some trouble here. I'm trying to add a variable into an advanced hint. For example, displaying the amount of money the player has. So far this is what I have: class CfgHints { class Toasty { displayName = "Player Info"; class Toa_playerInfo { arguments[] = { "name player", "money", "expe" }; description = "Name: %11<br/>Money: %12<br/>XP: %13"; displayName = "Player Information"; tip = "ABC"; }; }; }; The player's name shows up fine but the money and experience variables do not. Where they should be is just a blank space and no error. Can anyone help here? I'm a bit stumped... Thanks in advance, Toasty.
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Changing a Unit's Type Issue
Tostm8 replied to Tostm8's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was wondering if I could do it with just a simple command. Not that doing it the deletion way is difficult, I just wanted a quicker way. Thank you both anyway! -
Hello, I want to change a unit from let's say a hatchback to an offroad in a script. Is there a way of doing it that doesn't involve deleting the former and placing down the latter? Like a setType command but not just for locations... Thanks in advance, Toasty.