-
Content Count
18 -
Joined
-
Last visited
-
Medals
Everything posted by realZNorQ
-
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
-
Path to resources in an addon
realZNorQ replied to realZNorQ's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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. -
Name of mission instead of filename
realZNorQ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Name of mission instead of filename
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm so sorry, just as I've given up - I remembered the description.ext-section in the Wikipages - and I found it. ** SOLVED ** -
Fastest way to check if all members of a group are dead
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for your suggestion, I will try this out too! 🙂 -
Fastest way to check if all members of a group are dead
realZNorQ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Fastest way to check if all members of a group are dead
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks killzone, I'll try this solution out - try to stress-test it :) -
Fastest way to check if all members of a group are dead
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
Fastest way to check if all members of a group are dead
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.... -
Fastest way to check if all members of a group are dead
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Fastest way to check if all members of a group are dead
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; -
Fastest way to check if all members of a group are dead
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"]; }]; -
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.
-
Respawn tents not working?
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Respawn tents not working?
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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... -
Respawn tents not working?
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use "Respawn on custom pos" as well, and no options selected. I'm running dev. verison, 1.81.xxxx (todays). -
Respawn tents not working?
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Respawn tents not working?
realZNorQ replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can no one help me with this ? Or did I post it in the wrong section?