KaidenSmith
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Everything posted by KaidenSmith
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So I am currently trying to make a script that sets some type of blockade in the windows depending on the building. It works fine positioning wise since I have worked with modelToWorld/worldToModel, but I am not sure how to get and set the direction depending on the building/where the building is, so it just ends up looking like this: Would appreciate it if anyone could help me out with this.
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Relative Direction
KaidenSmith replied to KaidenSmith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Already attempted getDir but didn't realize the method until now. Simply did: /* _obj: the actual blockade _house: obvisouly the house _objTimesDir; the amount of times it needs to rotate */ _obj setDir (getDir _house - (_objTimesDir * 90)); -
Does anyone have a simple way of getting the animation name of the door you are looking at? I have been using animationNames and then opening each of the doors using foreach while displaying the anime name in system chat, but it is not very efficient.
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Is it possible to check if a command is disabled via cfgdisabledcommands?
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Check if command is disabled
KaidenSmith replied to KaidenSmith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nvm figured it out 🙃 For people who wanna know just use isClass like so: isClass (missionConfigFile >> "CfgDisabledCommands" >> "COMMAND") -
Is it possible to return the name of the case in which a script is in? Example: _location = getMarkerPos; _name = ?; switch (_location) do { case "Name" {player setPos getMarkerPos _name}; }; Where the _name variable is supposed to come out as "Name".
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Feel like a complete moron when you explain it like that 🤦♂️
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Just simply instead of writing getMarkerPos "Name" than doing getMarkerPos _markerName which would then return the name of the case, which in this case would be "Name".
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So I am trying to make a script or add an event handler that detects if you destroyed an object. This is for an object repair script. So if you destroy the object yourself, you will not be able to repair it.
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Object player destruct detection
KaidenSmith replied to KaidenSmith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah clearly -
Object player destruct detection
KaidenSmith replied to KaidenSmith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I might have been a bit unclear, but it is not supposed to determine the damage done to vehicles. It is supposed to determine who did the damage to the object. Objects such as walls. -
Ty, worked perfectly!
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How would I go on about making it so if you try to subtract in an edit field the dialog would close. Or the dialog would close when you pressed the button that would execute the number changing. I have attempted saying if (_valuable < 0) exitWith {};
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Tried it and it doesn't work.
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private["_type","_index","_price","_var","_amount","_name"]; if((lbCurSel 2402) == -1) exitWith {}; _type = lbData[2402,(lbCurSel 2402)]; _index = [_type,sell_array] call TON_fnc_index; if(_index == -1) exitWith {}; _var = [_type,0] call life_fnc_varHandle; _amount = ctrlText 2405; if(!([_amount] call TON_fnc_isnumber)) exitWith {hint localize "STR_Shop_Virt_NoNum";}; _amount = parseNumber (_amount); _amount = parseNumber true; if(_amount > (missionNameSpace getVariable _var)) exitWith {hint localize "STR_Shop_Virt_NotEnough"}; if ((time - life_action_delay) < 0.2) exitWith {hint localize "STR_NOTF_ActionDelay";}; life_action_delay = time; _price = (_price * _amount); _name = [_var] call life_fnc_vartostr; if(([false,_type,_amount] call life_fnc_handleInv)) then { hint format[localize "STR_Shop_Virt_SellItem",_amount,_name,[_price] call life_fnc_numberText]; [format["%1 (%2) sold %3 %4 for $%5.", profileName, getPlayerUID player, _amount, _name, [_price] call life_fnc_numberText], "MoneyLog"] remoteExecCall["A3Log", 2]; SaCpTBF = SaCpTBF + _price; DYNAMICMARKET_boughtItems pushBack [_type,_amount]; [] call life_fnc_virt_update; [] spawn SOCK_fnc_updateRequest; }; [0] call SOCK_fnc_updatePartial; [3] call SOCK_fnc_updatePartial; My temp fix is to use _amount = parseNumber true; Makes it so you only sell 1 item per click no matter what.
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It is a menu where you can sell certain items you find or buy. This would be the part of the dialog that is used in this case: class sellEdit : RscEdit { idc = 2405; text = "1"; sizeEx = 0.030; x = 0.554166 * safezoneW + safezoneX; y = 0.60537 * safezoneH + safezoneY; w = 0.069375 * safezoneW; h = 0.0235185 * safezoneH; }; class ButtonRemoveG : RscButtonSilent { idc = -1; text = "$STR_VS_SellItem"; colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5}; onButtonClick = "[] call item_sell"; x = 0.531979 * safezoneW + safezoneX; y = 0.641148 * safezoneH + safezoneY; w = 0.0803125 * safezoneW; h = 0.0272222 * safezoneH; }; I am trying to make it so the dialog closes or something like that if you put a negative number in the RscEdit box. Cause as of right now when you put a "-" in, the item will duplicate.
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Alright, so I know I am not the only person who has occurred this issue, but I have not been able to resolve it with any of the solutions I have been given. The issue is that when I load in my vehicle with a certain texture, the texture changes color. Info: Size - 2048x2048 Extension types I have tried: png, jpg, DDS (1&5) Texture color in photoshop and what it looks like as a paa: https://gyazo.com/4c910875d246c56a742595e8c88fa3b8 Texture color in game: https://gyazo.com/525d7f7350fe783a5d83926f6ca98d8b
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All the current vehicles I have made textures for, but the Tahoe are all turning yellow for some odd reason. It is all cars but the Tahoe. Looks like they all turn a lot brighter than the original texture.
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Sooo, I am getting the error: bisign is deprecated! When bisigning. The error happens for all of my 308 files. This only happens when I force V2.
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Bisign is deprecated!
KaidenSmith replied to KaidenSmith's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Isn't there only verify signature "1" and "2"? -
Bisign is deprecated!
KaidenSmith replied to KaidenSmith's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Does V1 stop all the cheaters from modifying files and all that? -
Bisign is deprecated!
KaidenSmith replied to KaidenSmith's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Using the DSUtil I force the V2, that is correct. I do not understand the meaning of "deprecated bisign" which makes it that much harder for me to do something about it. -
[Source Files] Jackson County Community Project WIP
KaidenSmith replied to schultzit's topic in ARMA 3 - TERRAIN - (BUILDER)
Hello, I am having some trouble opening the map. I know this thread is kinda old but if anyone can help please do. I clearly have the addon that it says I don't have - I then fixed that by regenerating the layers but the this happened - Resolved: Updated some addons and regenerated the layers again. New problem: All grass is completely white. -
18-05-2017 18:58:19 - Blocked loading of file 'F:\Program Files (x86)\Steam\steamapps\common\Arma 3\@task_force_radio\task_force_radio_pipe_x64.dll' https://gyazo.com/cbb55ea75620e49d238ac43005d9c0c9
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18-05-2017 18:58:19 - Blocked loading of file 'F:\Program Files (x86)\Steam\steamapps\common\Arma 3\@task_force_radio\task_force_radio_pipe_x64.dll' https://gyazo.com/cbb55ea75620e49d238ac43005d9c0c9