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Posts posted by Sgt. Dennenboom
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_greaterThan = {if (_randomNumber > 500) then {_case = 1};};
Never actually runs this code, so _case = {}, which breaks the switch as you compare it with numbers.
Your code fixed:
_randomNumber = 1000; _randomNumber = floor random _randomNumber; _case = {}; if (_randomNumber > 500) then {_case = 1}; if (_randomNumber <= 500) then {_case = 2}; _infoType = {}; switch (_case) do { case 1: {hint format ["%1",_case];}; case 2: {hint format ["%1",_case];}; }; sleep 5; hint "Script is Over";
Though Lucullus' script is cleaner.
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6 hours ago, Bill70 EW said:one thing that has annoyed me when playing either Arma 2 or 3 in tanks is the lack of a "turret" indicator for , Driver ,Commander , Gunner
We've had turret and commander turret indicators on vanilla vehicles for quite a while now. Only the driver doesn't have it on most vanilla vehicles, but they function very nicely.
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To lock driver seat:
UAV1 lockDriver true;
To lock gunner seat:
UAV1 lockTurret [[0],true];
This prevents you from connecting to these positions.
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You use deleteAt, which shortens the array immidiatly. Since the count isn't updated each iteration, _i will eventually be larger than the actual size of the array (which gets smaller every iteration).
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You can record just one vehicle, and use that one result to playback 50 different vehicles with a delay. They will all behave in exactly the same way.
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You'll have to put the deleteMarker(Local) command in a loop if you want to delete an array of marker strings.
So instead of:
deleteMarkerLocal "marker_1";
You do:
{deleteMarkerLocal _x;} forEach ["marker_1","marker_2","marker_3"];
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The error message says exactly what is wrong.
class B_30mm_MP_Tracer_Green; class autocannon_30mm_CTWS: B_30mm_MP_Tracer_Green {}; class B_30mm_APFSDS_Tracer_Red; class autocannon_30mm_CTWS: B_30mm_APFSDS_Tracer_Red {};
You've got the "autocannon_30mm_CTWS" class defined twice. You'll need to define two versions of the 30mm_CTWS for the two parents.
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Once you get the hang of the language and its quirks, it won't give you gray hairs anymore. There's not many things more relaxing for me than scripting something to work exactly as you envisioned :D
Ofcourse it's not everybody's cup of tea
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So your script in an infinite loop could look something like this:
_distance = 6.5; while {true} do { if (count (nearestObjects [player,["House","Building"],_distance]) > 0) then { systemChat format ["%1 is inside",name player]; }; sleep 0.1; };
There are also different ways of checking whether a player is inside a building. Killzone Kid made a nice and much more accurate check for whether the player is in a house on this wiki page: lineIntersectsSurfaces
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Did you try allowFleeing?
Making helicopters land where you want them to is always a bit of a struggle...
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There is a nifty command to get all the objects being slingloaded by a vehicle: ropeAttachedObjects
So in a trigger condition that detects you pickup up any kind of cargo:
!isNull getSlingLoad heli1
And in a trigger condition that detects you pickup up cargo1 object:
cargo1 == getSlingLoad heli1
You do want the enableRopeAttach to be put on the cargo object after it has been dropped where it needs to go, otherwise it can indeed by stolen again!
So where you call your detach script add some extra stuff:
heli1 setSlingLoad objNull; cargo1 allowRopeAttach false;
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I'm not sure what you are trying to with the setVariable and toString stuff, it is not necesary if this is in a single script, and in your case doesn't work.
I've simplified your script a bit. You should look into the forEach command in the wiki, it's very useful!
_items = uniformItems player; player forceAddUniform "marpat1_CamoRS"; {player addItemToUniform _x;} forEach _items;
I'm not a modder though, so I do not know how to make equipping the uniform automatically give you the action...
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Does anybody have a fix for pylon weapons not being removed by setPylonLoadout when they are added to a non-expected turret?
Pylon weapons in turrets which are not the main gunner cannot be gotten through the "weapons" command for manual removal.
Pylon image can be gotten through vehicle config:
getText (configFile >> "CfgVehicles" >> typeOf vehicle player >> "Components" >> "TransportPylonsComponent" >> "uiPicture")
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7 hours ago, Grumpy Old Man said:Will this even work?
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_velInitial will always be the same, most likely [0,0,0] when the variable has been defined.
The _velInitial variable is updated in the while loop so it doesn't need to be determined twice every iteration.
I've copied BIS's function and improved it slightly, so all the variables are the same as theirs.
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1 hour ago, Hvymtal said:Takeoff speed still shouldn't be instant
I reported this and also gave a proper solution:
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4 hours ago, snoops_213 said:... Noticed that if you launch then land and re launch, as soon as you attach to a cat you launch straight away...
This happens because the plane's "bis_launchState" variable keeps its value 1 (successfull launch) after launch, which means that on the next attach it doesn't wait for the hold button action to actually set this variable to 1.
This variable needs to be set to nil or -1 after either detach or launch.
GetIn EH not firing
in ARMA 3 - MISSION EDITING & SCRIPTING
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Some helicopter pilot and co-pilot slots don't have eject capabilities.
Instead of using:
_unit action ["eject",_vehicle];
Use something that checks whether you're being booted from a heli:
if (_vehicle isKindOf "helicopter") then {moveOut _unit;} else {_unit action ["eject",_vehicle];};
It's also possible to check whether the pilot is able to eject using the config (beware, jets DLC ejection seats count as not able to eject here):
getNumber (configFile >> "CfgVehicles" >> typeOf _vehicle >> "driverCanEject") == 0;