

Waldemar 337
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Everything posted by Waldemar 337
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Have found. It is the 'units' command. https://community.bistudio.com/wiki/units
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I have not found a 'repair' event handler in the list ( https://community.bistudio.com/wiki/Arma_3:_Event_Handlers ). Tried to use the 'Dammaged' handler, but it does not seem to work with ACE3 repair, or I am doing it wrong. The "HandleDamage" and "HandleHeal" event handlers do not seem to work too. some.sqf: _taskTargetObject addEventHandler [ "Dammaged", { _this spawn { (_this select 0) call Mca_fnc_onVehicleRepaired; } } ]; Mca_fnc_onVehicleRepaired.sqf: quest_giver globalChat "onRepair"; //TODO The script is not executed when doing the full repair using the ACE3. Seems that even the ACE3 itself does not have a handler for this. https://ace3mod.com/wiki/framework/events-framework.html How can I create or use the 'repair' E.H. ? Do I have to invent the wheel (create a timer which checks the life status) ? Thank you.
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Starting the compiled SQF script from the SQS script
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as I know, the code of the event handler (E.H.) must be provided as an SQS script. The 'sleep' command does not work in the E.H., so I think it really uses the SQS syntax. It is not directly mentioned on BIS's page, but they use an SQS file in the example 1: https://community.bistudio.com/wiki/addEventHandler Example 1: _EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}] If I am wrong, please correct me. P. S. I need the 'spawn' command to use 'sleep' inside an SQF script. The first method raises an error. The second version works great! Thanks! -
Hello. I am trying to get the Respawn working. 1. I have placed Respawn Markers with good Names: 'respawn_west_1', 'respawn_east_1', 'respawn_guerilla_1' and 'respawn_civilian_1'. Each Respawn Marker uses Ellipse Model with A=10 and B=10, so that it is a Circle with Radius of 10 Meters. 2. I have placed three Playable Characters per each Faction (3x4=12 total) at each Respawn Marker. 3. I have set up Respawn in the Editor's 'Attributes' -> 'Multiplayer...'. Selected: Respawn -> Respawn on custom position. Selected Ticks for: 'Select respawn loadout', 'Select respawn position', 'Select respawn counter', 'Subtract tickets upon Death', 'Subtract tickets upon Respawn'. Respawn Delay set to 1 Minute. Vehicle Respawn Delay set to 0 (did not touch it). Selected 'Show Scoreboard' and 'Allow Manual Respawn'. Now when I start the Mission from Editor in multiplayer Mode, i see: 1. An Error about missing Ellipse. 2. Mission starts with Respawn Counter ticking down from 1 minute. I thought that Respawn Screen must be shown only when the Character is killed. Why at Start?? Okay. I have found the Parameter 'respawnOnStart' in the 'Description.ext' here: https://community.bistudio.com/wiki/Description.ext#respawnOnStart I have set it manually to -1 in the 'Description.ext'. Now, I restart the Mission in M.P. (quit to Editor and start it again), but it starts the same with the Respawn Screen instead of normal Start. Why is it so and how to fix it? Screenshot: Thank you.
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Respawn Trouble
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - MISSION EDITING & SCRIPTING
P. S. If I could change the 'respawnDelay' Parameter from the Game Script, then I could temporarily change it as a "hot-fix", but I can not find a Command to set the 'respawnDelay'. -
Construction Interface Script?
Waldemar 337 replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I am searching for something similar to the "Construction Interface" which used to be in Arma 2. https://community.bistudio.com/wiki/Construction_Interface Do we have similar Script or Module in Arma 3 ? Thank you. -
Hello. Where does Arma 3 store Preview Images of Vehicles which are shown in the Eden Editor when I hover the Vehicle in the Assets -> Objects (F1) List ? What I mean, on the Screenshot: I have found an Icon of a Quadbike, but it is small and monochrome, and not what I wanted. "a3\soft_f\Quadbike_01\data\ui\Quadbike_01_CA.paa" Where do the full colored Preview Images (as on the Screenshot) lie? Thank you.
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Path to Vehicle Images
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can not find a Preview for 'B_G_Van_02_transport_F' Class Vehicle. https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST Seems that it is not inside the 'editorpreviews_f.pbo' File. Where can it be? Have found it in the 'editorpreviews_f_orange.pbo' File. -
Path to Vehicle Images
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dedmen, thank you ! -
Path to Vehicle Images
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sarogahtyp, do you mean that the Game does not store the Preview Images anywhere and the Editor just generates them on-fly every Time I hover Mouse on a List Item? -
Virtual Arsenal is not working
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - TROUBLESHOOTING
Thank you very much for Help! The Reason turned out to be in a very unexpected Place... :) -
Virtual Arsenal is not working
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - TROUBLESHOOTING
Thank you very much. Now (with ACE disabled and new Code) I have the 'Mk200' in the List. Can you tell the Secret ? Why it did not work (returned an Error) when I made it using [ "AmmoboxInit", [_container, true, {true}] ] call BIS_fnc_arsenal; ? That Code was written in Accordance with the 'Example 3' at the 'BIS_fnc_arsenal' Wiki Page: [ "AmmoboxInit", [ ammoBox, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal; Maybe I do not understand something ? It seems the same for me. -
Virtual Arsenal is not working
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - TROUBLESHOOTING
I have tried that Code. It does not return an Error now. But, there is again no 'Mk200' in the Inventory available. Mk200 (Class 'Weapon_LMG_Mk200_F') is listed here: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_Equipment upload -
These Symptoms look like intensive Usage of Memory (RAM). Algorithms with heavy Memory Controller Usage are not using all the CPU Power effeciently (the Number of Cores is not very important to them). I am saying this as a Programmer who knowns various programming Languages (from Assembly to C and C++). I have seen the same Symptoms in all Games of this Series from OFP to Arma 3. All these Games are based on the same Game Engine (with different Modifications).
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Virtual Arsenal is not working
Waldemar 337 replied to Waldemar 337's topic in ARMA 3 - TROUBLESHOOTING
I am using it as it is mentioned in my Message. See the 'Sample Script Code which demonstrates the Effect' Part of my Message. Yes, I did. I used Information from the following Pages: 1. https://community.bistudio.com/wiki/BIS_fnc_arsenal 2. https://community.bistudio.com/wiki/Arma_3_Arsenal I can create a small Mission and share its Code somewhere across the Internet, if you want to see the minimal possible working Example, which demonstrates this Bug. -
Collisions are very strange in Arma 3. Sometimes when i drive a wheeled Vehicle and drive over a lying (neither sitting nor standing) enemy, my Vehicle flies high into the Sky just as if a drove into a giant Spring in an arcade Videogame of 1990's. Also, when i slowly (!) drive on some Stones, the Vehicle suddenly jumps into the Sky like a ping-pong Ball... Moreover, there are environmental Objects with very thin Parts, like Market Tents. They are unbreakeable and unmovable. If I collide a Vehicle with a thin Tent's Stick my Vehicle either flies into the Sky or explodes immediately. Are you Guys serious? Military Simulator with unbreakeble Market Tent Sticks ? The thin Parts of unbreakable Objects must not be used in Collision Calculations at all, they must be separate passable Objects used only for visual Appearance. Such Feature exists in many modern PC Games. That is strange that in a Game in Year 2019 these Bugs still exist... Seems that little has changed since the good old OFP game... Still the same Bugs... I hope that someday you will hear us. Thank you.