Jump to content

Djavu

Member
  • Content Count

    48
  • Joined

  • Last visited

  • Medals

Community Reputation

6 Neutral

About Djavu

  • Rank
    Lance Corporal

Profile Information

  • Location
    Brasil

Recent Profile Visitors

541 profile views
  1. Hello people. I have a doubt, but it's just for study. using the deleteAt and findIf commands: for example: I have an array that stores units close to the player arr = nearestObjects [player, ["Man"],100]; to delete the dead units i would use: _arr deleteAt (_arr findIf {not alive _x}); Problem solved. But what if I want to save the position of the dead unit in the array, to indicate the number ex: _dead = _arr findIf {not alive _x}; How could I use _dead on deleteAt? being an array, not a number? Not for use in this example, but for use on another occasion. As I said at the beginning, it's for studies only, I'm trying to learn a little about Sqf. Thanks
  2. Have you tried adding logging it to there to check if it works or not? Might very well be the waitUntil failing. I feel ashamed. It was my mistake. The variable m_falho has the value changed in another script, and I forgot publicvariable. In the debug console, I was setting it along with the code, so it worked there. Now it works perfectly. Thanks for listening.
  3. are you sure int_base is set to true? Have you tried adding logging it to there to check if it works or not? Might very well be the waitUntil failing. works perfectly when run on debug console The point is that when compared to == 3 it works, when compared to> 0, it works. Only when compared to> = 3 does it not work in the script, only in the debug console.
  4. Hello, I need some help. When I use the >= comparison in the debugger it returns true, however, when using in a script it makes false. Here's the code below: (Sorry for my English) _grupoUnits = []; { if ((_x distance L_base) < 200) then { _grupoUnits pushback _x; }; } foreach allplayers; _grupoUnits; _playercount = count _grupoUnits; [[west, "BASE"],format["There are %1 operators here in Base. We will continue this operation only if 3 of you cooperate.",_playercount]] remoteexec ["sidechat",[0,-2] select isdedicated]; waitUntil{!M_time}; if({_x distance port1 > 150}count _grupoUnits >= 3)then{ //works on debugger waituntil {sleep 1;int_base;}; sleep 5; "MySound" remoteExec [ "playSound",[0,-2] select isDedicated,false]; sleep 15; "MySound" remoteExec [ "playSound",[0,-2] select isDedicated,false]; }else{ m_falho = true; ["end1",false] remoteExecCall ["BIS_fnc_endMission",0]; };
  5. It works perfectly. As I am learning about Sqf, I will still make a lot of mistakes 🙂, but luckily we can count on the help of nice people in this forum, like you . Thanks
  6. Need help. I want to get units in a group into nearby vehicles. But my code returns an error, as described in the comment, next to it. In my research I found only how to convert string into object. If they point me in a way to research and learn about, it's a big help. Thank you. private _Grupo = (group p1); private _VEIC = nearestObjects [_grupo, ["Car"], 30]; {_grupo addvehicle _x} foreach _VEIC; sleep 1; { _x assignAsCargo _veic} foreach units _grupo; //error, array type waiting for object (_veic is an array of nearestObjects) {[_x] orderGetIn true; [_x] allowGetIn true}foreach units _Grupo;
  7. Djavu

    Can't move camera on Buldozer

    I had this problem, too. To resolve: Check the root of your drive P has folder languagecore_f If you are not, then go to your Weapon installation, inside the Dta folder you will have the languagecore_f.pbo, extract to the P Buldozer will now work and move.
  8. Maybe it's not Vcom. I placed my base well away from the position where Alive generates the units, and when I requested the delivery of a group of allied units using logistics, when they were near the support units (CAS, Transport and Artillery), they simply left the their positions, they gained waypoints for the position of the reinforcement group.
  9. Sorry, my mistake. Yes, use it anyway (group this) setVariable ["Vcm_Disable", true]. The support units of the alive, I put manually in the editor, just to put the command Vcom in the pilot's init, but it does not work. Well, on the other hand, could Alive be generating waipoints for the drive? I'll investigate. Thanks for the quick response.
  10. Hello, I have problems using Vcom with Alive. Even putting [(group this) setVariable ["Vcm_Disable", true]; in the init of the air support pilot or init of the commanding unit of the artillery, they are still affected by the Vcom.
  11. Thank you friend. I just want to take a look at how a map is generated, for example: I would like to make a helicopter transport with a dialog box and that contains the map to select the extraction site. But I ate looking at the GUI editor a few days ago and some things are still confusing for me. As I do not have much experience in sqf and am curious, I'm running behind. Thank you again.
  12. Hello. The download link is broken, could you share it again? I would like to take a look at this example to learn more about this subject. thankful
  13. Hello guys. I would like to know which programming language most identifies with Arma3. I intend to start some course in this area. Not as a profession, but only out of passion for Arma 3.
  14. I'm following from the beginning, waiting for the finalization. Thank you for the time and effort devoted to this work.
  15. Djavu

    Apex Framework

    billboard class "Land_Billboard_F", or other similar.
×