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Everything posted by stanhope
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{ for "_i" from 1 to 3 do { _x addItemToUniform "11Rnd_45ACP_Mag"; } } forEach Units player; Didn't test, no guarantees. Why would you even do 'units player'?
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For X time do {code}
stanhope replied to notproplayer3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
These are the wiki pages you want to look into: https://community.bistudio.com/wiki/while https://community.bistudio.com/wiki/for https://community.bistudio.com/wiki/if https://community.bistudio.com/wiki/time https://community.bistudio.com/wiki/sleep -
Need help with a teleport script
stanhope replied to Liamsmith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@JeyR: "OG_Check = []" doesn't work in an if (Only just noticed myself too :) ) -
Need help with a teleport script
stanhope replied to Liamsmith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try using this code (again didn't test it, no guarantees): OG_Location = getmarkerpos "OG_Arms_1"; OG_Check = OG_Location nearEntities [["man"], 15]; if (OG_Check isEqualTo []) then { player setpos OG_Location; } else { OG_Location = getmarkerpos "OG_Arms_2"; OG_Check = OG_Location nearEntities [["man"], 15]; if (OG_Check isEqualTo []) then { player setpos OG_Location; } else { ["All spawns blocked!"] call tankode_fnc_notification_system; }; }; -
Need help with a teleport script
stanhope replied to Liamsmith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try: _OG_Arms = ceil(random 2); if (_OG_Arms == 1) then { OG_Location = getmarkerpos "OG_Arms_1"; OG_Check = OG_Location nearEntities [[man], 15]; if (OG_Check isEqualTo []) then { player setpos OG_Location; } else { _OG_Arms = 2; };}; if (_OG_Arms == 2) then { OG_Location = getmarkerpos "OG_Arms_2"; OG_Check = OG_Location nearEntities [["man"], 15]; if (OG_Check = []) then { player setpos OG_Location; } else { ["All spawns blocked!"] call tankode_fnc_notification_system; }; No guarantees tho, didn't test it. -
No i mean the error, in this topic he's got the following error: .../hud.hpp, line 34: /RscTitles.RscTitles: member already defined. In the other one he had: .../description.ext, line 136: .RscTitles: Member already defined.
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Isn't this the same, or at least a very similar, issue as you raised in this topic?
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https://community.bistudio.com/wiki/setPos ^is what you need Darn Harzach, you posted milliseconds before me
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According to this: https://community.bistudio.com/wiki/BIS_fnc_dynamicText safeZoneX + 0.02 and safeZoneY + safeZoneH - 0.18 are your X and Y. And this is probably somehting you'll also want to look into: https://community.bistudio.com/wiki/safeZoneX
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Update to version 0.5 (changelog for 0.4 is included): Added support for opening multiple log files at the same time in the same table Added dark theme Added filter for connected between 2 given hours Tweaked advanced filters Fixed search bar and advanced filters interfering with each other
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Updated to version 0.3: Added better filters Tweaked layout Fixed some bugs (and probably created some new ones :))
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How to execute spawn BIS_fnc_typeText2 globally?
stanhope replied to groshnak's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you're using Bis_fnc_typedText2 this is one way of doing it: _text = [ ["CAMP ROGAIN,","align = 'center' shadow = '1' size = '0.7' font='PuristaBold'"], ["RESSUPLY POINT","align = 'center' shadow = '1' size = '0.7'","#aaaaaa"], ["","<br/>"], ["10 MINUTES LATER ...","align = 'center' shadow = '1' size = '1.0'"] ]; [_text, BIS_fnc_typeText2] remoteExec ["spawn", 0, false]; (I just copy pasted the text from here in the _text variable, you can do have whatever you want in there.) -
The error you're getting is that RcsTitles is already defined. In you description.ext look for that and merge the 2 together.
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Help needed randomizing Textures for shooting range
stanhope replied to Dusty1Actual's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_textureArray = ["target1.jpeg","target2.jpeg","target3.jpeg"]; this setObjectTexture [0, selectRandom _textureArray ]; ^that in the init-field of your targets and a slightly modified form of that (replace 'this' with the objects varname) in your trigger. -
So first things first, identify which variables you want saved. In my example that's gonna be _ammoCount and _dayTime. Once you have those do the following: profileNamespace setVariable ["_ammoCount", _ammoCount]; profileNamespace setVariable ["_dayTime", _dayTime]; saveProfileNamespace; You've not successfully saved those 2 variables to a document in the users profile (username.vars.Arma3Profile to be exact). Now that's not really useful unless you can also read those variables out of that document. That's what getVariable is for. Now keep in mind that the very first time someone plays your mission he won't have any variables set in his profile. So you'll need to give the getVariable command a default value. _ammoCount = profileNamespace getVariable ["_ammoCount", 30]; _dayTime = profileNamespace getVariable ["_dayTime", 0700]; That's all you basically need. This is the script way of doing it, you could always just pack your mission into a pbo and play it the regular way allowing you to save it with BIs build in save option. Also on a side note don't do that saveProfileNamespace in a loop, it's a heavy operation. Give the user the ability to save it with an addaction or something like that.
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Where are you downloading them from? If you're downloading from steam I don't think it's possible. If you're using something like arma3sync it should do it on its own.
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Have a look into these things, let me know if you can't figure it out, saw this on my phone while doing something else so only wrote a quick reply: https://community.bistudio.com/wiki/saveProfileNamespace (<= does the actual persistant save) https://community.bistudio.com/wiki/profileNamespace (<= needed for the save) https://community.bistudio.com/wiki/setVariable (<= sets what you're gonna save) https://community.bistudio.com/wiki/getVariable (<= loads stuff back in after a restart with this)
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Removing items from Arsenal
stanhope replied to Captain Apple's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is probabaly what you're looking for: https://community.bistudio.com/wiki/BIS_fnc_removeVirtualItemCargo -
Help Creating a While Loop
stanhope replied to evans d [16aa]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not really, time is already an integer, it's an arma function that returns the amount of seconds passed since the start of your mission. More here: https://community.bistudio.com/wiki/time -
Paste the first thing into a file in your mission called description.ext. The second thing into a file called init.sqf. Both should be in the main folder of your mission.
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Help Creating a While Loop
stanhope replied to evans d [16aa]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can either increase the sleep time or the amount of times the loop runs to make it go less fast. If you increase the amount of times the loop runs don't forget to change the step-size of the decrease in light brightness etc. -
Help Creating a While Loop
stanhope replied to evans d [16aa]'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
_ambientR = 0.285; _ambientGB = 0.095; _colorR = 0.95; for "_i" from 1 to 20 do { insertHeliLight setLightAmbient [ _ambientR, _ambientGB, _ambientGB]; insertHeliLight setLightColor [_colorR, 0, 0]; _ambientR = _ambientR - 0.015; _ambientGB = _ambientGB - 0.005; _colorR = _colorR - 0.05; sleep 0.1; }; I think this could work, didn't test it tho, so no guarantees. -
[Release] Simple targeting script for helicopters and jets
stanhope posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I've been writing scripts for a while now but never separately released them. I had some time today so I tweaked one of the scripts I've written in the past for separate public release. It's a script simple script that will make a jet or a heli target enemy units. You can decide for yourself which types of units (cars, tanks, air, ...) the jet/heli will attack and to which factions are considered hostile. In total there are 9 parameters provided you can tweak when calling the function. Only 1 is mandatory. The script was only tested in a singleplayer environment but I see no reason why it wouldn't work in a multiplayer environment. Included files: Readme, with boring legal information like copyright and license targetingScript.sqf, the actual script targetingScript.Stratis, a little example mission. To play the example mission just drag the mission into one of the following 2 locations: C:\Users\<yourUser>\Documents\Arma 3 - Other Profiles\<yourProfile>\missions C:\Users\<yourUser>\Documents\Arma 3\missions and go into the editor and play it in singleplayer. It's nothing fancy, just a quick example how it works. Usage: Download the script and include it in your mission. I personally suggest turning it into a function when using it. If you keep using it as a script you can look at the init.sqf in the example mission to see how to use it. If you know how to turn it into a function I don't think I need to explain anything to you :) Requirements: none Bugs: If you find any bugs please let me know either in this topic or make an issue here: https://gitlab.com/stanhope/targetingScript/issues Future plans: Turn the time to attack and time to loiter into params Fix any and all bugs General optimization Download: https://gitlab.com/stanhope/targetingScript Lastly I'd like to kindly ask everyone to not host my work in other places if no major changes have been made to it. Instead please simply link to my gitlab, this is merely a request. If you made a significant change to my script I have no problem with anyone hosting it anywhere as long as it's in accordance with the license. -
Ejection seat as an objective
stanhope replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For the first question: _ejectionItems = [ "B_Ejection_Seat_Plane_Fighter_01_F", "B_Ejection_Seat_Plane_CAS_01_F", "O_Ejection_Seat_Plane_CAS_02_F", "O_Ejection_Seat_Plane_Fighter_02_F", "I_Ejection_Seat_Plane_Fighter_04_F", "I_Ejection_Seat_Plane_Fighter_03_F", "plane_fighter_01_canopy_f", "plane_fighter_02_canopy_f", "plane_fighter_03_canopy_f", "plane_fighter_04_canopy_f", "Plane_CAS_01_Canopy_f", "Plane_CAS_02_Canopy_f" ]; ^Ejection seats & canopies. For the second item: I'm gonna guess the regular way? Never tried it myself tho.