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realZNorQ

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Everything posted by realZNorQ

  1. I created a simple add-on which will contain a few resources such as scripts and images, and I'm using "Arma 3 Tools" -> "Addon Builder" to pack into a pbo-file and add it to the game. Game loads add-on, no problems. Lets say the directory structure is as follows; NSF4Resources - img - sqf The "NSF4Resources" folder is the highest level which "Addon builder" uses, so the add-on will become "NSF4Resources.pbo". Under img and sqf there are various files that I want to use during a set of missions I'm making. The problem is when I'm trying to reference to the files - I can't reach them. Let's say under img there is a file called "overview.jpg" - what would the path be? PS! The actual finished pbo is placed under a folder called @nsf/addons/NSF4Resources.pbo, and I use "ArmA3Launcher" -> "Mods" -> "Local Mod" to add it to the game (and yes, I make sure that the mod is also in "loaded mods"-list). Oh, and I've also experimented with the "Addon Prefix" (putting in "nsf4" ) in the "Addon Builder". I've tried to find documentation on this - but all my search attempts just ends up on a discussion on where to put the acutal pbo-file. Kenneth aka ZNorQ
  2. Omg, after hours and hours and hours - I found the problem. Seems I have to specify what file types that "ArmA3 Addon Builder" will put in to the pbo... To me, that sounds strange, but I guess there is a good reason for it.
  3. When you create a new MP game, you select the island and then there is a list of the missions you can select. My missions are shown as the filename, but I'd really like to set my own name; can anyone tell me how I go about doing that? I've tried looking for clues to how I go about this, but in vain... regards Kenneth aka ZNorQ
  4. I'm so sorry, just as I've given up - I remembered the description.ext-section in the Wikipages - and I found it. ** SOLVED **
  5. Thank you for your suggestion, I will try this out too! 🙂
  6. I'm creating a few triggers that contains the following code (count units group someNamedGroup) == 0 However it took for ever for the engine to register that the group was empty, so I changed it to ({alive _x} count units someNamedGroup) == 0 I suspect this may be an inefficient way to do it? What if there are tons for groups that I want checked... Are there better ways? Regards Kenneth aka ZNorQ
  7. Thanks killzone, I'll try this solution out - try to stress-test it :)
  8. I see, but could it be that there is a small gap where new leader hasn't been assigned in time and the trigger gives a wrong result?
  9. Hmmm, just thougth of something; instead of all those variables to track counts, I'm thinking I'd rather just count how many are alive in the group when-ever one unit is killed....
  10. But wouldn't that just check if the leader is dead, and not the whole group? I'm trying out the following code ... All groups I want to check if all units are dead have the following code in the group-init-box in 3DEN; this setVariable ["checkAllDead", true]; The following code creates an eH for each unit in all groups that contain a variable "checkAllDead"=true false spawn { systemChat "starting eh"; { systemChat format["Testing group %1", _x]; if ( _x getVariable [ "checkAllDead", false ] ) then { _x setVariable [ "Total", count units _x ]; _x setVariable [ "Dead", 0]; _x setVariable [ "allDead", false ]; systemChat format["Setting variables for %1!", _x]; { _x addEventHandler [ "Killed", { params ["_unit", "_killer", "_instigator", "_useEffects" ]; private _unitsGroup = group _unit; _unitsGroup setVariable[ "Dead", ( _unitsGroup getVariable "dead" ) +1 ]; if ( ( _unitsGroup getVariable "Total" ) == ( _unitsGroup getVariable "dead" ) ) then {_x setVariable [ "allDead", true ];}; systemChat format[ "%1 died, shot by %2 (%3, %4)", _unit, _killer, _instigator, _useEffects ]; } ]; systemChat format["Added eh to %1", _x ]; } forEach units _x; }; } forEach allGroups; }; What happens; Every time a unit gets killed in the flagged group, it adds to a death-counter "Dead" for the group that the unit belongs to. It then matches against "total" - how many in was part of the group initially. If the death-counter " and "total" is same, "allDead" is set to true. I'm not a very good coder - and it's been YEARS since my last sqf-endeavor- so be gentle in the critique! :P PS! I'm testing it out as I write this, so I'm not sure if it even works... PS2! systemChats shall be removed, of course. Kenneth aka ZNorQ.
  11. Maybe add this in the group init-box; { _x addEventHandler [ "Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; // some code counting how many died...? } ]; } forEach units someNamedGroup;
  12. Sounds like a hassle to implement, or am I wrong? When I create random groups I want to check, how would I go about doing that? I'm guessing you're refering to this; this addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; }];
  13. When a (backpack) respawn tent have been assembled and then disassembled, it seems that the respawn map-marker will not be removed. Further, trying to re-assemble the tent does not move the map-marker, and only the previous respawn-position is available in the respawn menu. Anyone know if this is an engine bug, or deliberate? PS! I'm using latest dev. build.
  14. realZNorQ

    Respawn tents not working?

    I found another solution - skipped the respawn tents. However, I'm not sure if my solution is MP-proof, but I guess time will tell. Too bad about the tents. Thanks for the feedback, folks.
  15. realZNorQ

    Respawn tents not working?

    Sadly, it didn't work... :/ I'm going to try something similar, but not through the configs. However, I'm not certain it will work globally for all players...
  16. realZNorQ

    Respawn tents not working?

    I use "Respawn on custom pos" as well, and no options selected. I'm running dev. verison, 1.81.xxxx (todays).
  17. realZNorQ

    Respawn tents not working?

    Not sure what more info you need, but yes, it's in MP it is a problem. I use EDEN ofcourse to design the mission, and when I test it out in MP (only me as player though, and still within Eden), it is as stated earlier - won't move the marker when I disassemble/reassemble the tent. I've tried all three tents. I've tried the WeaponDisassembled, and I see I need the code to find the correct marker, find it and delete it. For that I guess I'm going to have to use allMapMarkers. To find the correct marker, I guess I have to use setVehicleVarName when assembling the tent so that I can easily find the correct on in allMapMarkers. It's been such a long time since I've scripted, so I have a lot to re-learn.
  18. realZNorQ

    Respawn tents not working?

    Can no one help me with this ? Or did I post it in the wrong section?
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