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_SCAR

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Everything posted by _SCAR

  1. Is there an event to know when the mission is exited? I don't see it in the MissionEventHandler, or maybe I'm wrong?
  2. This may work on dedicated servers, but it does not on local servers. When you exit from a mission, the Handle Disconnect EH does not get triggered. I'd like to have a solution where this works always.
  3. I want to trigger a custom function on the server when a mission is exited.
  4. Oh gosh. Definitely clever, but not what I'd like to be using for what I have in mind. Thank you for sharing BTW.
  5. Is there a way to retrieve the list of event handlers attached to a unit / object / etc? Thanks, _SCAR.
  6. Due to many requests, ACE is now optional.
  7. a. It can hardly be variable, since the result would rarely line up correctly. This is why you first have to build everything in the editor, to your liking. b. you can have multiple different construction areas at the same time. Though, every area would have its own foreman, workers, landing zone, etc. c. haven't thought of it yet. The whole idea was to have military accompany workers.
  8. You can use the existing events to do so, this is outside the scope of the mod. But it is a great idea.
  9. All, The painful process of developing a mod is to have to: compile a .pbo start arma start the editor open a mission try your stuff exit arma change code back to 1 Is there anyway at all to avoid closing arma for every time you change a single line in the code? Can arma.exe be instructed to reload mods? Anything? Thanks, _SCAR
  10. This is interesting. Thank you Reyhard. What about compiled sqf functions defined in CfgFunctions? I guess you'd still have to recompile the PB, is that correct?
  11. Right. But for instance there's no v0.6, and in other mods of mine you increase the numbers regardless of what's in the CfgPatches class (for instance, Kastellorizo) :) Anyway... no big deal. I was just curious. Thanks for your work.
  12. Thank you foxhound, though I have to say that I find *very* confusing the random version numbers that Armaholic assigns. Version numbers are the ones on github. :)
  13. And I thank you for taking the time to provide feedback :)
  14. All, I am trying to use the Module Framework but I can't understand how to: Add other entities beside UNITS to the list of synced entities (for example, if I sync a LocationArea_F) Limit the classes that can sync with a module. Any kind soul has pointers? Thank you, _SCAR
  15. Got it, but this is not the purpose of this mod. You are referring to mechanisms closer to other mods such as EXILE. This can complement it.
  16. Oh wow. So simple, yet I couldn't find it (not referenced in any "near*" functions). Thank you.
  17. As per the title: what is the optimal way to find if a specific module is on the whole map, for instance a Logic module? nearestObjects seems to be overkill, as I need to cover the whole map. Any ideas welcome. Thanks, _SCAR
  18. I guess you'd like a interaction system where players can build a pipeline and stay close? This mod only allows for AI currently.
  19. ALiVE support is currently still in development, see: http://alivemod.com/forum/3162-alive-and-ucm
  20. Thank you @HeroesandvillainsOS. We'll see if this gathers interest for additional development. Right now the main feedback I got is from some EXILE players, asking to make the ACE dependency optional.
  21. Yes, but that part is only to add description to the module (as the name suggests). I guess the only way is to use one of the following? https://community.bistudio.com/wiki/synchronizedObjects https://community.bistudio.com/wiki/BIS_fnc_synchronizedObjects It just sounds strange that the Module Framework only returns units, and the other elements need to be retrieved using other ways...
  22. _SCAR

    Side from String?

    Thank you, I'll need to add a few (blufor, opfor, resistance) but I think you're right.
  23. _SCAR

    Side from String?

    Answering myself, but not sure if this is "clean": _side = [] call compile "WEST";
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