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Everything posted by stanhope
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Arsenal Scripts restrict does not work
stanhope replied to June741's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Join the server, there is a new version on there with the fixed version of the script. -
Well open the editor, go to malden place a unit down, press play and run this code: _mapSize = [configfile >> "cfgworlds" >> "Malden","mapSize"] call bis_fnc_returnConfigEntry; _mapHalf = _mapSize / 2; hint str _mapHalf; And with all due respect, go watch some tutorials on youtube about SQF.
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_mapSize = [configfile >> "cfgworlds" >> "Altis","mapSize"] call bis_fnc_returnConfigEntry; _mapHalf = _mapSize / 2; mapCent = [_mapHalf,_mapHalf,0]; Replace Altis with malden and you've got it :)
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Steam will do everything for you, after it updates you just restart the server and it should all work.
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Go into steam, go to downloads, armA server tools will be listed as requiring an update.
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No such thing exists.
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The 2 highlighted things are server executables, along with all the other things that have .exe behind them. This is the folder that's located at C:\Program Files (x86)\Steam\steamapps\common\Arma 3 on my PC. I don't know where it's at on your server. Nor do I know how you downloaded it, or where you put it on your server.
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Shut the server down, update the server-executable, start the server back up.
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You're executing it in an environment that isn't allowed to be suspended, go to the wiki page of sleep and read it, it tells you how to get around that issue. (https://community.bistudio.com/wiki/sleep)
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Force vehicle color global
stanhope replied to Captain Apple's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right I just went into the editor, put down a unit, an SUV and pasted this in the int-field of the suv: this setObjectTextureGlobal [0, "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa"]; The SUV was black when I played the mission as multiplayer. (I also packed it into a PBO, booted up my dedi server and put the PBO on there, the SUV was black) Are you trying to do this in an existing mission? If you're editing an existing mission, which one is it? -
Put this in the trigger (no guarantees, i didn't test it): _result = ["Are you sure you want sky diving?", "Confirm", true, true] call BIS_fnc_guiMessage; if (_result) then { removeBackpack player; player addBackpack "B_Parachute"; player setPos [getPos player select 0, getPos player select 1, (getPos player select 2) +200]; }
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What exactly is it doing or not doing that you don't want it to be doing?
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Ok, I didn't check the alternative syntax, I should probably have done that. What exactly isn't working?
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Right so these are the params that BIS_fnc_guiMessage accept: message, header, position, isCancel, parent, pause and the respective types of these params are: String (or structured text), String (or structured text), array, boolean or array, Display, boolean. I'm guessing that you want the following: message => "Are you sure you want sky diving?" header => "Confirm" isCancel => true pause => true The script doesn't know that, it'll think that you want 'true' for the position. If you don't want to specify a parameter don't just skip it, use 'nil' as the value for the param.
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player addBackpack "B_Parachute";
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https://community.bistudio.com/wiki/addBackpack Look at the syntax, you need to give the command a unit, like 'player'.
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Because when you're executing it on a player 'this' refers to the player. When you're doing it in a trigger 'this' refers to the trigger, not the player.
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Increase the explosion of a nuke for a mission
stanhope replied to Tennis30's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well you're always gonna have to learn a specific syntax so I guess you should learn SQF? Otherwise you can't really use any of what you learned in arma. And any mod will use scripts. -
How and where are you executing it? try: removeBackpack player;
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Increase the explosion of a nuke for a mission
stanhope replied to Tennis30's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've never made a nuclear bomb myself so I wouldn't know how difficult it is. And if you want to learn SQF I suggest watching some tutorials on youtube, that's how I learned it :) -
Increase the explosion of a nuke for a mission
stanhope replied to Tennis30's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I dug into the mods code a bit, from what I can tell this is how the mods author destroys things: ["_bomb",500,42] call BIS_fnc_destroyCity; He's using BIS_fnc_destroyCity, the 500 you see is the range around "_bomb" buildings will get destroyed. It's a given number and not a variable so I don't think the mod author has build anything into his mod to allow for a larger blast radius. You could just change the source code of the mod and recompile it but keep in mind that you cannot redistribute that mod then. And seeing how the mod has been deleted from the steam workshop I don't think the mod author will be reachable for either questions about the license nor for asking him to tweak his mod. -
Force vehicle color global
stanhope replied to Captain Apple's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're running that code right after spawning the vehicle in it'll most likely be overwritten by the randomizer (civilian vehicles and some other things will get a random camo after spawning in). In single player this will happen near instantly, before your command to change the color has been run. In a dedi server it could be that the randomization happens after your command has already been executed. What you could do is spawn the code as above but with half a second of sleep. That or turning of the randomization, sleeping is easier. So: _null = this spawn {sleep 0.5; _this setObjectTextureGlobal [0, "\A3\Soft_F_Gamma\SUV_01\Data\SUV_01_ext_02_CO.paa"];}; (I didn't test so no guarantees) If you're not running this code right after spawning the vehicle in ignore everything I said :) -
player switchmove "any_animation"; _object = _this select 0; deletevehicle _object; itemstotal = profileNamespace getVariable ["total", 1]; itemstotal = itemstotal + 1; profileNamespace setVariable ["total", itemstotal]; hint format["Total Items: %1", itemstotal]; ^Might work (i haven't tested it). How exactly are you executing your script?
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How are you passing the arguments from the addaction on to the script? What exactly are you saving in your array? Is it the object itself, the typeOf object, ...? I think it'd probably be best to save the classname of the object, so you can easily create it when you want to spawn in back in. For what you're going with you also probably want to do 'playerInventory pushBack "Laptop";' You also might want to look into setVariable (https://community.bistudio.com/wiki/setVariable), at least that's what I'd use.
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Yea no, never mind, I'm used to writing 'units (group player)' just because I think it's clearer but 'units' also accepts objects.