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Hiddens

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Everything posted by Hiddens

  1. Hello 😉, I already try this and it does not change the result. the path or are the script does not seem to be found at all
  2. Hello, I need help for include CBA_A3 in my addon. Indeed, i more difficulty for use and understand this structure.
  3. The idea is to always start from an object. you have to create a new class that builds on an existing class to simplify your life. so you just have to modify the specific An example. I declare my addon in the existing class and then I look for the class that includes all the vest for example to add another personalized vest by leaning on an existing vest. class CfgPatches { class Project_Numb_3 { units[]= { "cba_accessory" }; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; I call the class that I want to use as an example. we will take class class I_soldier_F. it is the class of the uniforms for example but it can be anything as long as it is the same thing as your Equipment. class I_soldier_F; class CfgVehicles { class Mymod_uniform_sexy: I_soldier_F { scope=1; camouflage=0.40000001; model="\A3\characters_F\BLUFOR\b_soldier_01.p3d"; hiddenSelectionsTextures[]= { "\Numb_3\multicam.paa" }; }; }; for more details, go in your editor, attribute, explorer and he will open you all the classes of the game. you can also right click on an object and go to log> class you will see all the attributes and class on which it depends. dailleur they are very good example.
  4. All depends on how and where you call your functions. in which file do you call your function? give a concrete example
  5. For simplicity. I am creating a mods. however i have a lot of problem with the unknown path while i am sure it is known. in order to facilitate the creation of my mods. I would like to rely on CBA_A3. this addon offers functions but also macros to organize its mods and simplify this set up. In short I want help on setting up a mods with macros CBA_A3
  6. Hello Is there an error message when repacking? know that it does not do it if your arma is executing with the mods in question. it is necessary to leave completely arma for the repackager. but gives more details about the events and message display when you package your mod
  7. hello, try with include #include "Supplies\varinit.sqf";
  8. Hello everyone, I'm creating an interactive mode with the ARMA3 editor. The problem is that since I've encountered an error innexplicable. When I test my mod. the files containing my functions are foolproof according to the error message. Pourrant I am on the way and I tried several. Could you help me please ? Additional information below @HiddensSystemeOperation\addons\hds_tactiques\fn_module_tactiques_plannifications.sqf Config.cpp class CfgFunctions { class hds { class hds_tactiques_modules_functions { file = "\hds_tactiques\les_fonctions_modules"; class module_tactiques_init{}; class module_tactiques_plannifications{}; }; class hds_tactiques_functions { file = "\hds_tactiques\les_fonctions"; class tactiques_init{}; class tactiques_plannifications{}; class tactiques_applications{}; class tactiques_helicoptere_attaque{}; class tactiques_insertion_air_defense{}; class tactiques_infanterie_attaque{}; class tactiques_renfort_mecaniser{}; }; }; }; Go start mission Error : Script \hds_tactiques\les_fonctions_modules\fn_module_tactiques_plannifications.sqf not found Help plz
  9. Hello everyone, I am trying to create a module addon. However, after having correctly followed the subject of arma 3, it is well detected in game but the module does not appear in the editor menu. need you help me understand please? config.cpp class CfgPatches { class myTag_addonName { units[] = {"hds_systemes_operations"}; requiredVersion = 1.0; requiredAddons[] = { "A3_Modules_F", //"CBA_main" }; }; }; class CfgFactionClasses { class NO_CATEGORY; class hds_systemes_operations: NO_CATEGORY { displayName = "Hiddens systèmes opérations"; }; }; class CfgVehicules { class Logic; class Module_F:Logic { class AttributesBase { class Default; class Edit; // Default edit box (i.e., text input field) class Combo; // Default combo box (i.e., drop-down menu) class Checkbox; // Default checkbox (returned value is Bool) class CheckboxNumber; // Default checkbox (returned value is Number) class ModuleDescription; // Module description class Units; // Selection of units on which the module is applied }; class ModuleDescription { class EmptyDetector; }; }; class hds_systemes_occupations: Module_F { scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it. displayName = "Secteur occupé"; // Name displayed in the menu icon = ""; // Map icon. Delete this entry to use the default icon is3DEN = 0; function = "hds_generations_occupations"; functionPriority = 1; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; class Attributes: AttributesBase { class Yield: Combo { // Unique property, use "<moduleClass>_<attributeClass>" format to make sure the name is unique in the world property = "hds_generations_occupations_factions_Yield"; displayName = "Faction"; // Argument label tooltip = "Veuillez sélectionner la faction qui sera généré dans le secteur"; // Tooltip description typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL" defaultValue = "0"; // Default attribute value. WARNING: This is an expression, and its returned value will be used (50 in this case) class Values { class le_csat {name = "csat"; value = 0;}; class le_fia {name = "fia"; value = 1;}; }; }; }; class ModuleDescription: ModuleDescription { description = "Généré une occupations dans le secteur"; // Short description, will be formatted as structured text }; }; }; class CfgFunctions { class hds { class hds_functions { file = "\hds_occupations_ops\fonctions"; class hds_generations_occupations{}; }; }; };
  10. oh common, i am un stupid boy. IsEDEN = 1 … well the parameter chang.. logic
  11. well, my function Don't work and i Don't know why. nothing error messages fn_genetationsoccupations.sqf private ["_module","_unites","_activer"]; // Module specific behavior. Function can extract arguments from logic and use them. if (_this select 2) then { // Attribute values are saved in module's object space under their class names _position = getpos (_this select 0); _faction = (_this select 0) getVariable ["hds_generations_occupations_factions_Yield",0]; //(as per the previous example, but you can define your own.) _taille = 100; _nombres_equipes = 4; //création du marqueur _secteur = [(format ["hds_occups_%1",round random 900]),_position,"Ellipse",[_taille,_taille], "BRUSH:","Border", "COLOR:","colorOPFOR" ] call cba_fnc_createmarker; for "_i" from 1 to _nombres_equipes do { _equipe = [(_secteur call bis_fnc_randomPosTrigger), east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "UInfantry" >> "OIA_GuardSquad") ] call BIS_fnc_spawnGroup; [_position,nil,(units _equipe),_taille,1,false,true] call ace_ai_fnc_garrison; }; }; true help me plz Note my _faction variable no used
  12. Indeed lol, thank you bro (c'est con en effet) j'ai un problème maintenant avec ma fonction qui ne retour aucune erreur et ne fait rien mais je vais chercher un peu. thank you again
  13. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]};
  14. Hello, One of my words made me cogitate I managed to solve my problem with the following logic. Code executed when connecting a client to the client's local. I just add this behavior to my functions too. if (TerminalArsenal) then {[hds_terminal] remoteExecCall ["fnc_EstUnArsenal",player]}; if (TerminalDeSaute) then {[hds_terminal,"Insertion"] remoteExecCall ["fnc_EstUnTerminalDeSaut",player]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S"] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",player]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S"] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",player]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S"] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",player]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante"] remoteExecCall ["fnc_EstunTerminalMission",player]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire"] remoteExecCall ["fnc_JoueursNeutre",player]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement"] remoteExecCall ["fnc_SauvegardeEquipements",player]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission"] remoteExecCall ["fnc_EstUnDebugger",player]}; params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée _Message, //Titre de l'action _Icone, //L'icone qui est affiché à l'écran _Icone, //L'icone de progression "_this distance _target < 6", //Contion pour que l'action soit affiché "_this distance _target < 6", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {}, //Le code exécuté quand l'action est entrain de progressé { /* _LeGroupeOperation = [([getpos _caller,50,100,1,0,60,0] call BIS_fnc_findSafePos),CampsRenfortAllie,4] call BIS_fnc_spawnGroup; [hdssoldat_01,[missionNamespace,"hdssoldat_01"]] call BIS_fnc_saveInventory; [hdssoldat_02,[missionNamespace,"hdssoldat_02"]] call BIS_fnc_saveInventory; [hdssoldat_03,[missionNamespace,"hdssoldat_03"]] call BIS_fnc_saveInventory; {[_x,[missionNamespace,(selectrandom ["hdssoldat_01","hdssoldat_02","hdssoldat_03"])]] call BIS_fnc_loadInventory} foreach Units _LeGroupeOperation; (Units _LeGroupeOperation) join (group _caller); */ _mafenetre = createDialog "hds_recrutement"; }, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée false, //Supprimer quand l'action est terminé ? false //Montrer dans l'attat d'inconscience ? ] remoteexeccall ["BIS_fnc_holdActionAdd",player,_UnObjet]; thank you for helping me
  15. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]}; Below the code of one of my actions params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée | The object on which the action is attached _Message, //Titre de l'action | Action title _Icone, //L'icone qui est affiché à l'écran | The icon that is displayed on the screen _Icone, //L'icone de progression | The icon displayed on the progress screen "_this distance _target < 5", //Contion pour que l'action soit affiché "_this distance _target < 5", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {},//Le code exécuté quand l'action est entrain de progressé {ExecVM "atm_airdrop\atm_airdrop.sqf"}, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée | Priority (ordre on the screen) false, //Supprimer quand l'action est terminé ? | if remove after down action false //Montrer dans l'etat d'inconscience ? | ] remoteExec ["BIS_fnc_holdActionAdd",0,_UnObjet]; //-2 : Tous le monde sauf le serveur In conclusion, this code is executed only by the server. however, the action is visible to all clients. Clients only see the last action that the server performs. locally all works properly. if the code is executed by the client, then yes it works, but each client will generate duplicates.
  16. Hello, To explain my problem.I have a list of actions that appears on one and only one object. In test mode. all actions are present in the list. But in multiplayer, there is only one action that appears. As if all other actions were crashing each other.
  17. Hello bro, There, it does not work anymore in multiplayer My problem is not a problem of execution of the addaction but a problem of display of the action in multi-players. if (TerminalArsenal) then {[hds_terminal] call fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] call fnc_EstUnTerminalDeSaut}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] call fnc_EstUnTerminalDeGroupeIA}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] call fnc_EstUnTerminalDeGroupeIARHS}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] call fnc_EstUnTerminalDeGroupePERSO}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] call fnc_EstunTerminalMission}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] call fnc_JoueursNeutre}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] call fnc_SauvegardeEquipements}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] call fnc_EstUnDebugger}; params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée _Message, //Titre de l'action _Icone, //L'icone qui est affiché à l'écran _Icone, //L'icone de progression "_this distance _target < 5", //Contion pour que l'action soit affiché "_this distance _target < 5", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {},//Le code exécuté quand l'action est entrain de progressé {ExecVM "atm_airdrop\atm_airdrop.sqf"}, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée false, //Supprimer quand l'action est terminé ? false //Montrer dans l'attat d'inconscience ? ] spawn BIS_fnc_holdActionAdd;
  18. Hello, Ok so if I understood correctly, I have to do something like that? params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée _Message, //Titre de l'action _Icone, //L'icone qui est affiché à l'écran _Icone, //L'icone de progression "_this distance _target < 5", //Contion pour que l'action soit affiché "_this distance _target < 5", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {},//Le code exécuté quand l'action est entrain de progressé {ExecVM "atm_airdrop\atm_airdrop.sqf"}, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée false, //Supprimer quand l'action est terminé ? false //Montrer dans l'attat d'inconscience ? ] spawn BIS_fnc_holdActionAdd; I'm trying and I'm coming back to you thz
  19. Hiddens

    creat a simple module

    Hello, I created a mission framwork. ALiVE is the best-known example. I would like my first module to allow the user to set mission variables. My module calls a function_setvariablemymission; Need use this module in 3DEden as ALiVe
  20. Hello, Hmal = createVehicle ["Land_PlasticCase_01_small_F","M1" call BIS_fnc_randomPosTrigger, [], 0, "CAN_COLLIDE"]; _hbatimentPos = nearestBuilding getpos Hmal; _hBatiment = nearestBuilding _hbatimentPos; Hmal setPosATL (_hBatiment buildingPos 1); [[Hmal, ["= Collecter =", "if (isServer) then { deleteVehicle Hmal; }; if (hasInterface) then { deleteVehicle Hmal; }" ]],"addAction",true,true] call BIS_fnc_MP; During my mission, i create object as intel. but my problem is that "DeleteVehicle" don't work in multiplayers. without and with condition "IF". Help-me plz. I try create a intel objectif. i need that players collect this box and that my server delete this box. sorry for my English. i am not English man. Thanz you
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