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Everything posted by nelo_riot
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cTab - Commander's Tablet - FBCB2, Bluforce Tracker, UAV, and Helmetcam Interface
nelo_riot replied to riouken's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm trying to see find the text message function, I'd like to send global text messages to everyone with details as part of a mission. Is anyone familiar with this function? -
[Release] Simple Weapon Shop System
nelo_riot replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Spent several nights sifting through your code and trying to understand it, thanks to you I now have a understanding of the necessity of functions! You were right about the Displayname and Picture after some help from some veteran guys on the discord and forums I have got there. I really liked the fact you pulled the weapon stats from the VA, is that a generic picture in each weapons cfg? I couldn't find anything to point me in that direction, my biggest fear is that it is pulled as individual lines. -
cutRsc and Updating Variables
nelo_riot replied to complacent_lizard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pierre, I have finally come back to attempting this AND I succeeded!! More reading and understanding the knowledge provided got the results required. I have a further question to make sure I am being as efficient as possible. Can I load multiple "Uinamespaces" for multiple controls under the same class? -
Hi Guys, I have written a HoldAddaction script (below) which returns all the dead Opfor units and applies the action, this is in the init.sqf. It functions as intended for SP&MP use for placed Units. If any units are dynamically spawned via other scripts/mods then this will not function on these units. Is this because the If/Then script has only initialised once when server is created and then for each player? I have tried using a While/Do loop but due to the tick time if will continuously add a new HoldAddAction for each time it ticks which obviously kills the frames, I'm looking for a way for this to loop every so often to ensure the newly spawned units inherit this HoldAddAction.
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While/do HoldAddaction Help
nelo_riot replied to nelo_riot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Pier, I will test it later on, would that be more efficient then doing an InitPost?- 2 replies
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Ok Haleks, I will test it again later on and feedback the results. The Shop Addon being the one I have been working on for about 2 months now that I asked you about :P.
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What is everyone's experience with MP Persistent save? Tried it for the first time while testing the Ravage Shop Addon - it caused huge server lag and desync issues which rendered it unplayable. Remove persistence Mp saves and it worked without issues.
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Checking the ownership of a sector defined by the sector module.
nelo_riot replied to target_practice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Larrow, So instead of using the Array, I should've been calling ForEach. Thanks Man! -
Checking the ownership of a sector defined by the sector module.
nelo_riot replied to target_practice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Larrow Could I pick your brain on an old thread? Using the above information, I have managed to fire the handler when it has taken by east (the easy part!), I thought if I created an array then it would apply to all sectors, obviously there is a clear error. Could I ask for some guidance? Essentially the plan is everytime owner is changed to East on any sector - Reinforcement's would head to that sector as a waypoint, This script will be called in the above If/Then. Would I need to use _this select 0 to call the sector module in the below? -
Zombies & Demons 5.0
nelo_riot replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you tried Eventhandler Killer? That seems like it would function completely as required. Player who killed zombie gets money? -
Zombies & Demons 5.0
nelo_riot replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Daimen, What are you trying to achieve? Zombie Dead = Give player money? If this is the case then maybe consider using: { if (side _x isEqualTo EAST) then //East being the side the Zombies are on - this will obviously run whenever an enemy on the East Side is killed. { _x addEventHandler ["Killed", {execvm "money.sqf"}]; }; } forEach allUnits; No matter what you are looking for I think you might need to be using an Eventhandler unless Z&D's uses a completely different created function. -
Custom Menu No Entry Error
nelo_riot replied to ShadowRanger24's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This info helped me cure an issue I didn't understand! I am now having the same issue with Hitzone although the RScShortcutbutton contains it? -
cutRsc and Updating Variables
nelo_riot replied to complacent_lizard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks again for the comprehensive answers, using all the above information (and your examples) to recreate this so I can understand the process. Using the above when I call '_handle= createdialog "JDoe_file";' I am expecting a picture to display of the present weapon. At this stage when I call the dialog, I have the mouse pointer and nothing else. Am I right in thinking calling the dialog would populate the picture? Just for clarity using the above information could you cast your eyes over the below? // (TBH the defines.hpp I'm sure is fine but I put it up as a just in case, also the Description.ext is pre-compiling both defines.hpp & testdefines.hpp with #include) When I was doing further reading on the above information, I was going through Killzone Kids tutorials and I saw a post from you 3 years ago asking about CTRLSetText - clearly you've done a lot of testing since! Defines.hpp: Testdefines.hpp: Init.Sqf: -
cutRsc and Updating Variables
nelo_riot replied to complacent_lizard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I added a function layer 2 to the currency layer and now whenever I open/close GUI's it will always stay ontop, thats why I asked! Currency Icon completely functional now! A couple of questions regarding the additional information you provided. _unit_1Wpn_icon = getText (configfile >> "cfgWeapons" >> primaryWeapon player >> "picture"); // I guess '_unit_1Wpn_icon' is just a random name you have given to this? If we were to make it functional with below then it would need to match the variable and control which would be 'JDoe_1wpn'? my control class is inherited in fact : // I think now understand the functionalities of inheritance, the inheritance must already be defined in the defines.hpp, do you simply change the inheritance with the ' JDoe_1wpn: RscPicture' ? So if i wanted to change it to text for example it would be 'JDoe_1wpn: RscText ' ? Additionally in the dialog how would you call the inheritance? As an example dialogs.hpp below would you just match IDC to the Control? class Shop_dialog { IDD = -1; movingenable=false; class Controls { class InfoBox: RscText { idc = 1800; // So I'd just match this IDC to the control in our defines.hpp to call it - this would then populate said box within the dialog wit the previously stated control? x = 0.329375 * safezoneW + safezoneX; y = 0.318 * safezoneH + safezoneY; w = 0.315 * safezoneW; h = 0.476 * safezoneH; }; //////////////////////////////////// class JDoe_file // the global display { idd = -1; duration = 100000; fadein = 0; fadeout = 0; name="JDoe_file_display"; onLoad = "uiNamespace setVariable ['JDoe_Data', _this select 0]"; // This variable is the same variable used for getvariable? in this instance is _this select 0 referring to the player? controls[]= { JDoe_1wpn, ....... }; // all controls are declared here (and probably order is a way to be displayed with priority, I don't remember ascending or descending) class JDoe_1wpn: RscPicture // one of the controls (displaying the primary weapon picture - Note the inheritance to RscPicture standard control class { idc = 2400; x = 0.02 * safezoneW + safezoneX; y = 0.46 * safezoneH + safezoneY; w = 0.07 * safezoneW; h = 0.035*4/3 * safezoneH; }; }; Ultimately how would I call this above dialog using uiNamespace? Example if it were in an addAction . sqf then would it be simply 'uiNamespace getVariable "JDoe_Data" displaycontrol 2400 ctrlSetText ""+str(JDoe_Data);' Thanks for the wiki links before I had read them but it wasn't until you provided this info I started to really understand it and once again thanks for your help Pierre. -
cutRsc and Updating Variables
nelo_riot replied to complacent_lizard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Accidental Double Post -
cutRsc and Updating Variables
nelo_riot replied to complacent_lizard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Pierremgi - I will have a look at this and work on it and post results tomorrow. Fell across this on Cutrsc WIki - is that where the naming for _myrsclayer is being pulled from using the BIS_fnc_rsc_Layer? ("myLayerName" call BIS_fnc_rscLayer) cutRsc ["myRsc","PLAIN"]; //show ("myLayerName" call BIS_fnc_rscLayer) cutText ["","PLAIN"]; //remove As a side question - could I use the same information above to return 'Primaryweapon player;' ? I'm thinking of a way to return the primary weapon display name in a shop. I actually came across your armaholic page earlier, some interesting info on there! -
[Release] Simple Weapon Shop System
nelo_riot replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@hoverguy I absolutely love the way you pull the information about stats etc - need to learn how to do that! -
cutRsc and Updating Variables
nelo_riot replied to complacent_lizard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pierremgi, Thank you so much - I can't believe I overlooked the IDD. It now works, which means I can understand build this in the function I require. Curiously I couldn't get _myrsclayer to work, I guess this I would need to recreate the RSCMenu into a new layer. I'll write up a quite guide on your advice to help others. -
cutRsc and Updating Variables
nelo_riot replied to complacent_lizard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@complacent_lizard @pierremgi I'm trying to understand the basics on DisplayCtrl / DisplaySetText for the very same purpose. I have been trying to reproduce what you have created, (having the same issue finding a straight forward tutorial on this). I have encountered the issue where you only had the Green '$' displayed. Could you post up the code you ended up using or point out the error here? Created Rsctitle in Description.ext: Launched the Other advised code from Init.sqf -
@spunfin Thanks for the advice now working with other classes. I am having this intermittent problem where I place 5/6 Spawnpoints down and place the spawn code in my init and each time they spawn in some locations and not in others, the locations are different everytime.
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- ai spawn script pack
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Counting and Returning a Value with Displayable Number
nelo_riot posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Guys, I am looking at the possibilities to count the value of an object and return that value in a format that I can display. The context is to display currency (Item Equivalent) in a GUI menu, furthering this I'd look to work out how to display this global trade system to each clients local currency. Any pointers? -
@haleks So with a clean P Drive and a clean install finally getting back around to doing the Ravage Shop! Is there a standard price that you can currently trade the items with or do they vary with each trader and play through etc? Also got this problem Haleks - makes it difficult to pull the classnames :P *** RESOLVED******
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CFG Functions & Remote Exec
nelo_riot replied to nelo_riot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
here are some weird things in your usage. CfgFunctions should look like this and will compile a function which can be called or spawned with the name ai_fnc_AlesiaMilitia class CfgFunctions { class ai { class canBeAnthing { class AlesiaMilitia { file = "Adminmenu\AiScripts\fnc_alesiamilita.sqf"; }; }; }; }; CfgRemoteExec should look like this but Im not sure boute that mode option: class CfgRemoteExec { // List of script functions allowed to be sent from client via remoteExec class Functions { // State of remoteExec: 0-turned off, 1-turned on, taking whitelist into account, 2-turned on, however, ignoring whitelists (default because of backward compatibility) mode = 1; // Ability to send jip messages: 0-disabled, 1-enabled (default) jip = 1; /*your functions here*/ class ai_fnc_AlesiaMilitia { allowedTargets=2; // can target server only jip = 1; // sending jip messages is enabled for this function (overrides settings in the Functions class) }; // class YourFunction2 { allowedTargets=1; }; // can target only clients // class YourFunction3 { allowedTargets=0; }; // can target anyone }; }; I am trying to implement your advice above, i will let you know how it goes. I feel you are right about the militarize sqf needing to be pre-compiled as that is the script actually spawning AI which needs o be remoteexec, my assumption was the initial launch of the SQF containing the pathway to militarise would need to be remoteexec as well. Here is the Rpt below: Thanks for giving me your time to look at this, -
Hi Guys, Scrawling the forums, I have been educating myself on Functions & Remote Exec in aid of spawning AI groups (LV Scripts from Spunoff) via a GUI (Local to Admins which I have created), I have followed the formats from the wiki and Various other posts but I cannot seem to get it to execute, here are the files below it would be great if someone could look over it. Thanks! Description.EXT GUI Extract : dialogs.hpp Fnc_AlesiaMilitia.sqf
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CFG Functions & Remote Exec
nelo_riot replied to nelo_riot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am familiar with RPT logs from the dedicated server, but thanks anyway ;) To me there isn't anything especially obvious out of the normal Mod errors: https://drive.google.com/open?id=0BxLWvnkKRUoEWEo0SWJJeHlLRFk << Copy of file.