Jump to content

Mr H.

Member
  • Content Count

    307
  • Joined

  • Last visited

  • Medals

Community Reputation

223 Excellent

3 Followers

About Mr H.

  • Rank
    Staff Sergeant

Contact Methods

  • Website URL
    https://mrhmilsimtools-arma3-mod.wikia.com/wiki/MRHMilsimTools_ARMA3_Mod_Wiki
  • Biography
    Whiskey Tango Foxtrot?!
  • Youtube
    https://www.youtube.com/channel/UCRAc5T6CsfXodKi9kKTET8Q?view_as=subscriber
  • Steam url id
    https://steamcommunity.com/id/wizardofodds/
  • Twitch.Tv
    https://www.twitch.tv/lunaticwraith

Profile Information

  • Gender
    Male
  • Location
    https://mrhmilsimtools-arma3-mod.wikia.com/wiki/MRHMilsimTools_ARMA3_Mod_Wiki

Recent Profile Visitors

790 profile views
  1. Exactly Yes indeed, I assume the closing brackets I've been left out intentionally. In other words the example code works, you just have to close the brackets.
  2. Ace interactions cannot be set from description.ext AFAIK . It is however possible to set them via configuration from an add-on and the example provided in the documentation does work!
  3. Mr H.

    help with config.cpp

    class Extended_PreInit_EventHandlers  { class Reggaeman_init { init = "call compile preprocessFileLineNumbers '\easyArty\easyArtyInit.sqf'"; }; };
  4. Mr H.

    help with config.cpp

    do you have cba activated? Extended_PreInit_EventHandlers are only available with cba
  5. It's originally a .dds file, opened with textviewer and saved as a paa
  6. Hi! So I recently released some models for a mod of mine (https://steamcommunity.com/sharedfiles/filedetails/?id=1196049538) and I'm getting report from some users that the textures on objects don't show properly for them. The textures are 2048*2048 paa . It seems that depending on users' texture resolution settings the texture will not show. I was not aware that you could or had to set and include different sizes of the same texture in a model and I'm not even a 100% sure that this explains the issue altogether so I'm asking here in case someone can shed some light on my problem!
  7. Weather /time of day commands have to be called on the server (remoteExec ) otherwise the server will overwrite client-side changes after a whîle (that's what's happening to you)
  8. Mr H.

    Trigger after action

    Just put it on the on activation partof your trigger or add it to the code of the addaction
  9. Mr H.

    Trigger after action

    Simpler: this addaction ["talk", {missionNamespace setVariable ["sentencedPassed",true,true]}];//in you npc''s in it field. Set your trigger condition to : sentencePassed and that's it!
  10. Use the epeecontact eventhandler https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EpeContactStart
  11. It's more for functions that are declared in global variable and can be easily hacked. But yes it is best practice (and entirely feasible mostly feasible) to avoid global variables altogether. Store your variables in a nameSpace (uinamespace or parsingNameSpace). see this thread
  12. The mod must be fucking with the addaction then. I'm sorry I've had a lot on my plate at work lately and haven't had much time to address the issue. Thanks for your input.
  13. This function does what you ask: https://community.bistudio.com/wiki/BIS_fnc_stalk
  14. Thanks for the input. I will investigate ASAP
×