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Chipotles

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  1. Ok this is working. But there seems to be a small problem here. When im getting into the game or opening the function in the function-viewer it says "Script fn_navBar.sqf" not found. Funniely enough when im executing it on some missions its working, but not all missions. *Edit, i got it finally to wortk with this config.cpp setup : class cfgPatches { class MyAddon { name = "My Addon"; author = "JonVeD"; requiredVersion = 0.1; }; }; class CfgFunctions { class myTag { class myCategory { file = "\myAddon\functions\compass"; class myFunction {}; }; }; }; the script i put here \myAddon\functions\compass\script.sqf It is now working thank your very much pierremgi
  2. Thank you very much! I tried your suggestion but it seems like im doing something wrong. Could it be the folder structure? It looks like this Arma 3\@AddonX\addons\@AddonX.pbo Arma 3\@AddonX\config.cpp Arma 3\@AddonX\fn_navBar.sqf Do i even got the config file correct? class cfgPatches { class MyAddon { name = "My Addonx"; author = "Mex"; requiredVersion = 1.60; file = "fn_navBar.sqf"; postInit = 1; ext = ".sqf"; }; }; I activated the addon in the client too, but nothing happens when i get into server browser > host server > random mission. Or is there something different i got to pay attention to? im sorry if im asking too much it just seems like there is so much potential to fail..
  3. Im a guy comming from mission-scripting and have been there for a while. I have now made a simple client-side gui controls script. The actual purpose of this script was coded with the "mission-file" context in mind. Now people asked me if i couldnt upload it to the steam workshop for easier installation and convenient use. I did some research on this but i cant fint anything relevant anywhere. Is is possible to pack a single script in an workshop-addon and expect it to load on every mission that it is executed with? When yes, how do i perform this?
  4. You described it perfectly. Thats exactly what i needed. The mission is now running perfectly! You are an experienced man, thank you! I just got an single question remaining in my mind. Are missions which are filled with a lot of props in any way inefficient when it comes to performance? both kind of performance. fps & loading time.
  5. Hey guys, it seems like i just cant get my head around it. Ive been looking though a few similar posts like this but i just dont get it. I have made a King of the Hill gamemode which runs perfectly in the eden editor. But when im loading the mission with TDAST dedicated server tool it just behaves differently. My score doesnt work (just shows "Any") and so on. I think the initServer.sqf just doesnt launch. i have 3 init files. initPlayerLocal.sqf, init.sqf and initServer.sqf. This runs without problems in the editor. here are my three scripts. i know these arent efficient yet, and works and i just started scripting. how would i proceed with this? initServer.sqf scoreLimit = 50; scoreWest = 0; scoreEast = 0; engagingWest = 0; engagingEast = 0; engagingRadius = 50; "engagingMarker" setMarkerSize [engagingRadius, engagingRadius]; actionScript = true; while {actionScript} do { if (engagingWest > engagingEast) then { scoreWest = scoreWest + 1; "engagingMarker" setMarkerColor "colorBLUFOR"; sleep 1; }; if (engagingEast > engagingWest) then { scoreEast = scoreEast + 1; "engagingMarker" setMarkerColor "colorOPFOR"; sleep 1; }; if ((engagingWest == 0) and (engagingEast == 0)) then { "engagingMarker" setMarkerColor "ColorBlack"; }; if (scoreWest >= scoreLimit) then { "end1" call BIS_fnc_endMissionServer; actionScript = false; //disableUserInput true; }; if (scoreEast >= scoreLimit) then { "end1" call BIS_fnc_endMissionServer; actionScript = false; //disableUserInput true; }; if !(actionScript) exitWith {}; }; initPlayerLocal.sqf while {true} do { waituntil {((player distance AmmoSups) <= engagingRadius);}; hint "You have entered"; if (player distance AmmoSups <= engagingRadius) then { switch (playerSide) do { case west: { engagingWest = engagingWest + 1; }; case east: { engagingEast = engagingEast + 1; }; }; }; sleep 1; waituntil {((player distance AmmoSups) >= engagingRadius);}; hint "You have left"; if (player distance AmmoSups >= engagingRadius) then { switch (playerSide) do { case west: { engagingWest = engagingWest - 1; }; case east: { engagingEast = engagingEast - 1; }; }; }; }; init.sqf display_switch = true; _nul = [] execVM "engine.sqf"; engine.sqf (the display hud. here is a screenshot) while {alive player} do { waituntil {display_switch}; cutrsc ["status_display", "PLAIN", 1, false]; ((uiNamespace getVariable "status_display") displayCtrl 0001) ctrlSetText format ["%1", scoreWest]; ((uiNamespace getVariable "status_display") displayCtrl 0002) ctrlSetText format ["%1", scoreEast]; sleep 1; }; I would apperciate every kind of help! Thank you.
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