Marz1pan
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Everything posted by Marz1pan
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CBA - Community Base Addons - ARMA 3
Marz1pan replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello! Have a question about Extended Event Handlers. One addon has this lines. class Extended_PostInit_EventHandlers { class rm_event_strt { init = "EXECVM 'rm_strt\strt.sqf'"; }; }; is it possible somehow to stop strt.sqf executing without editing it? Or even prevent it from starting/override with another file? -
Hello! Will try to explain the steps I've taken 1. Editing a mission in the editor. 2. Pressed save. 3. ArmA instantly stopped responding and shortly after, the whole system stopped responding to any commands as well, so i had to reboot. 4. As a result - i cannot open the mission anymore. It was NOT binarized, the mission.sqm is full of "NUL", size is as it was (approx 700Kb). I cannot use merge option as i don't see the mission folder in the list. Tried CfgConvert etc, nothing helped. I'm almost sure I have nothing more to try and the file is gone, but I hope the community may give some advice. Thank you!
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(alive) issue for weapons. Need help in scripting.
Marz1pan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys. Have a following problem. I am making mission for MP. The task is to find a special launcher (Titan, i'm giving him name in editor tit1). I have also a certain script if tit1 is not alive. But, when i take the spawned launcher in game (I place it in editor on the ground), it appears to be dead after that. (alive tit1 returns false). Sorry if it is a bit difficult to understand. Is there any way to overcome this? So that tit1 dies only if it is in inventory of a car, that explodes, for example. -
(alive) issue for weapons. Need help in scripting.
Marz1pan replied to Marz1pan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as i understand, if a place it from the editor, it's already a groundweaponholder. So when the weapon is taken, holder dissapears and thus returns false on alive. But if you say that a weapon is not an object.. Seems that I'll have to find another way. Thanks) Bacically what i need -> A Box should be delivered to the trigger. I write the position of the box so that if it's destroyed, one more spawns on that place. The only way i managed to destroy it - put it in ACE cargo of a car and destroy the car. (And this is the only way ti move it fast). But on dedicated server it doesn't work. After destroying the car {alive box} returns true, but the model itself is nowhere. Maybe there is a way to check whether the Cargo holding the box is destroyed.