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About 7erra

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    Gunnery Sergeant

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  • Biography
    - 2012: ArmA2; Public domination, DayZ mod
    - 01.12.2013: Start of ArmA3
    - 06.01.2014: Joined the [IPT] ArmA3 clan, start of milsim "career"
    - March 2014: End of the IPT ArmA3 clan
    - End of 2014: Joined the 23. Luftlandekompanie [23LLK]
    - Middle 2015: Left the 23LLK for the 401PzGrenKp [401]
    - 01.04.1016: 401 joins the virtuelle Lehrbrigade 16 [L16] as PzGrenBtl 402 [402]

    Scripting for 5 years now. Learned by doing, didn't read one single scripting introduction. Not recommended - takes longer I guess.

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  1. The entire mission is available here: The script above does not assign an admin. This is done in another script and it also doesnt compare any UIDs but instead uses BIS_fnc_admin to assign a variable to the user which says if he is an admin: https://github.com/Xeno69/Domination/blob/master/co30_Domination.Altis/clientui/fn_scacheck.sqf // by Xeno //#define __DEBUG__ #define THIS_FILE "fn_scacheck.sqf" #include "..\x_setup.sqf" d_pisadminp = (isMultiplayer && {(call BIS_fnc_admin) > 1}) || {isServer}; This script is run continuesly on the client. As soon as he logs in as admin the variable gets updated. MAYBE this will work: // by Xeno //#define __DEBUG__ #define THIS_FILE "fn_scacheck.sqf" #include "..\x_setup.sqf" d_pisadminp = (isMultiplayer && {(call BIS_fnc_admin) > 1}) || {isServer} || (getPlayerUID player in ["1", "2", "3"]); Where 1, 2 and 3 are your admin UIDs.
  2. 7erra

    Looping Spawn

    Gotta check the units not the array: CK_Enemies = CK_Enemies select {alive _x};
  3. 7erra

    Looping Spawn

    Two possible reasons that I know of: Spawning units in general. Counting a huge array. Try removing dead units from it. That would also simplify the {alive _x} count CK_Enemies in the while do condition to count CK_Enemies. Set a variable to false in the while do condition. If it is from outside of the script then you'll have to use a global variable. Also instead of: { CK_Enemies pushBack _x; } foreach units _grp4; You can use: CK_Enemies append units _grp4;
  4. Hmm that's not good. Next two ideas: Run the script on each client remotely with a createVehicleLocal object Attach the object to an invisible unit, let that unit move from point A to point B
  5. Yeah the GUI Editor is an ancient piece of technology. It doesn't make use of the ctrlCreate command but rather has hundreds of controls stored in its config and as @gc8 said, they are identified via their IDC.
  6. @Larrow If BI didn't change the setPos command family then it is not MP friendly. Last time I tested it the executing instance saw the object move smoothly while I saw it warp across the scenery as if only every nth command was broadcasted. This might be because the every frame refers to the frames that the script executor has and not the other clients'. This was like 2 years back though... My two cents would be to use Keyframe Animation.
  7. @gc8 The teleport is meant to work while looking at a location. A3 has a default map teleport with the keybind ALT + LMouse.
  8. @Tankbuster Hmm that's a though one. Unfortunately there is no way to manipulate the text height of a control outside of its config. All I can say is that the whole debug console scales with the ui size, so setting it to small or very small will actually give you more space for commands but will also make all other ui elements smaller.
  9. v2.3 - "Config Viewer 73" Update + "Config Viewer 73": Adds a modern UI for browsing configs This is one of my favourite additions so far. The idea had been there for a longer time but now I was finally able to pull it off. There are still some functionalities missing such as config inheritance. I will be working on adding other options to access the config viewer (shortcut in 3den, escape menu) as you can only access it via the toolbar in 3den atm.
  10. 7erra

    Global hint format

    Less functions more commands: _time = selectRandom [45, 60, 120]; format ["All friendly units are KIA. Next available unit in: %1 seconds!", _time] remoteExec ["hint", 0]; remoteExec is the way to go.
  11. [_veh, ["<t color ='#ffcc00'>Radio on</t>",{ params ["_target", "_caller", "_actionId", "_arguments"]; [_target, [selectRandom ["music_one","music_two","music_three","music_four","music_five","music_six","music_seven"],2000,1]] remoteExec ["say3D"]; },[],1.5,true,true,"","driver _target == _this"]] remoteExec ["addAction", 0, _veh]; The addaction script runs in another instance (scope? Don't know the correct term) of the script. No local variables from your script will be usable there. Instead we can use the arguments passed to the function where the first parameter references the object the action is attached to, the _veh.
  12. This will only add the action on the machine (server or ONE client) that executes the script. Visibility will depend on how you call the script. There are some symbols on the BIKI page that tell you about the MP compability of the command. In case of addAction: - Arguments Global: _veh object can be local to another machine and still be used - Effects Local: Action is only visible on the machine that executes the command Therefore remoteExecution is required: [_veh, ["Music on",{ [_veh, [selectRandom ["music_one","music_two"],2000,1]] remoteExec ["say3D"]; },[],1.5,true,true,"","driver _target == _this"]] remoteExec ["addAction", 0, _veh]; selectRandom should work. By the way: No need to create a private local variable when you want to make it global anyway. setVehicleVarname is only an identifier and has no effect in scripts. veh_music = createVehicle [selectRandom ["O_G_Offroad_01_armed_F","I_C_Offroad_02_LMG_F"], _pos, [], 0, "NONE"];
  13. _ctrl lbSetCurSel _ind; This one. Referencing a control only by it's IDC might lead to interferences with other controls with the same IDC.
  14. 7erra

    Export SQF not exporting modules

    Some ideas: Have you made sure that the code executes? Maybe the if statements are returning false? Instead of this maybe use createAgent? The BIS_fnc_initModules_disableAutoActivation has to be set to false. Why so many ";;"? It shouldn't break anything but is not good practice. Otherwise I'd suggest checking with diag_log if the modues are created _item18813 = (group (missionNamespace getvariable ["BIS_functions_mainscope",objnull])) createUnit ["ModuleEffectsBubbles_F",[15231.8,14142.8,0.494209],[],0,"CAN_COLLIDE"]; diag_log [_item18813, alive _item18813, isNull _item18813, isNil "_item18813"];
  15. Hi, I was creating a dialog with a combo and was using the lbSetCurSel command. Apparently the BIKI is not entirely correct because it states ~ https://community.bistudio.com/wiki/lbSetCurSel There is one note which seems interesting: ~ @dreadedentity, November 29, 2014 It looks like this behaviour only applies to Listboxes (CT_LISTBOX) but not Combos (CT_COMBO). Instead when selecting the "-1st" entry it selects the 0th. So here's the question: Has anyone got an idea how to deselect a combo entry (ideally without clearing it)?