Mr H.
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Everything posted by Mr H.
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My test mine was placed in editor so not created by script. Spawn the minefield and watch player nearObjects ["MineBase", 100]; see what it returns
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The only way I could get the mine was with (player nearObjects ["MineBase", 200]) "APERSMine" didn't work, neither did "APERSMine_Range_Ammo"
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BUT I used nearObjects recently to detect a grenade and had to check for the ammo. So just try and see.
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Someone in the comments of nearestObjects says it doesn't work for grenades and that you should use nearobjects instead so maybe use that instead but use your original class names in the end I think @killzone_kid has it right not me
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ok after checking the other way around neither work my bad again
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As I said, I did. Once on the ground the object placed is class APERSMine_Range_Ammo so for the snippet @Stormmy1950 posted "APERSMine" doesn't work while "APERSMine_Range_Ammo" should
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So find the ammo classes here https://community.bistudio.com/wiki/Arma_3_CfgMagazines
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nope I was right: just checked and placed a mine next to me typeOf((nearestObjects [player, [], 200]) select 1); returns APERSMine_Range_Ammo
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My bad!
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Yeah but for explosives the class name is not the cfgMagazines but ammo try with APERSMine_Range_Ammo
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You don't need to set damage if you delete the object. If that doesn't work check the class names.
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_x setDamage _mines doesn't make any sense
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Camo netting on retextured tank
Mr H. replied to shiftysean's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Issue was a bit similar, maybe it will help -
Respawning Heli with custom INIT
Mr H. replied to VHFluffy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you using this with mods or a mission like DCG? -
Respawning Heli with custom INIT
Mr H. replied to VHFluffy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't put your code in the helicopters init. Put it in your initplayerlocal.sqf -
Need help with script for on screen text.
Mr H. replied to GremlinTheGreat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nothing wrong with your code the 0,0 is the center of the screen if I remember correctly where 0 is center and -1 and 1 are the edges of the screen on the axis. Try lower values./positive values. Haven't toyed with this in a while so I might be wrong. -
nope. I don't know if that's even possible ctrlActivate ((findDisplay 49) displayCtrl 101) doesn't work
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_handler = getText (configFile>>"RscDisplayInterrupt">>"ButtonAbort">>"action") doesn't work because the handler is set by script, but you can get the onload script by getText (configFile>>"RscDisplayInterrupt">>"onload")
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For a control /display created by config it might be possible to use getText do get the handler, but for a script created control I don't think there's a command for that and so you can't.
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Yup so back to my previous answer: the best way is to look it up in the configviewer
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I don't understand what you want, what hapens when the pos is changed is defined in what you posted above: _G_Slider ctrlAddEventHandler ['SliderPosChanged',' _RED = profileNamespace getVariable "Var_Red"; _BLUE = profileNamespace getVariable "Var_Blue"; _GREEN = profileNamespace getVariable "Var_Green"; _BRIGHT = profileNamespace getVariable "Var_Bright"; _REDC = _RED / 255; _BLUEC = _BLUE / 255; _BRIGHTC = _BRIGHT / 255; _GREEN_UR = (_this select 1); _GREEN = Round _GREEN_UR; _GREENC = _GREEN / 255; _RGBA = [_REDC,_GREENC,_BLUEC,_BRIGHTC]; ((findDisplay 999) displayCtrl 68) sliderSetPosition (_this select 1); ((findDisplay 999) displayCtrl 119) ctrlSetText format[''%1 '',_GREEN]; ((findDisplay 999) displayCtrl 123) ctrlSetBackgroundColor _RGBA; profileNamespace setVariable ["Var_Green",_GREEN]; ']; this sets the color of the control and redefines the value of the green in profilenamespace
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How to disable the respawn button in Arma game main menu
Mr H. replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In your mission in the editor under attributes >> multiplayer uncheck allow manual respawn (not sure I have the correct labels I'm not at my computer but the setting's there) -
Your question was about a control handler, a regular event handler is a different matter. You can't get the script this way you'd have to find where it's added in the first place. Maybe if you explained what you're trying to do it would be easier to help you.
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You could retrieve it by script (might be a bit tricky) but you'd be better off browsing the cfg files of the display you want to get the script.
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Sorting an array of objects by name
Mr H. replied to Tova's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ah s*** I was meaning to...