AlaskanGlitch
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This would be a very handy feature. For example, I am using Ryan's Zombies & Demons mod that includes antivirus pills and injectors. You can control the duration the pills and injectors provides immunity from the virus. Unfortunately, there is no way to convey how much time remains to the players except through scripted "hints." It would be particularly useful to be able to reset their Countdown Watch timer to the time their immunity will last each time they take an antivirus pill or injector.
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Actually, the Hold waypoint is ID 0, which is why the new one that I created had an ID of 1. Also, adding #USER: before HC_Custom_0 made absolutely no difference. The variable was still being updated either way, but no changes where made to the Custom menu.
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SITUATION: The player is responsible for determining when and where a convoy will move. OBJECTIVE: The plan was to use the Command Custom menu by adding a Menu Item that the player may select. When selected the map would open and the player could select a location on the map. The convoy (currently on a Hold waypoint) would then get a new waypoint and have the old one deleted. Admittedly, it has been a few years since I attempted something like this, but when I did this is how I did it (from the init.sqf): //Creates a Custom menu and menu item #0 (0-9) for High Command. missionNamespace setVariable [ "HC_Custom_0", [ ["Convoy", true], ["Set Waypoint", [12], "", -5, ["expression", "nul = [] execVM 'scripts\MoveConvoy.sqf';"], "1", "1"] ] ]; However, the above code no longer seems to function. No errors are generated, but nothing happens. The Custom Command menu remains unaffected. In an attempt to resolve this problem I came across this method for accomplishing the same thing (from the description.ext): class CfgCommunicationMenu { class MoveConvoy { text = "Move Convoy"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "nul = [] execVM 'scripts\MoveConvoy.sqf';"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\transport_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 1; // 1 to remove the item after calling }; }; _ConvoyID = [player,"MoveConvoy",nil,nil,""] call BIS_fnc_addCommMenuItem; The above code also functions. Or rather I should say that it does not generate any errors. However, I get the same results. No changes to any of the Command Menu or menu items. For completeness sake, the MoveConvoy.sqf is: _caller = _this select 1; _caller groupchat "Left click on the map where you want the convoy to move."; openMap true; mapclick = false; onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; waituntil {mapclick or !(visiblemap)}; if (!visibleMap) exitwith { _caller groupchat "It is best to be certain, but time is running out."; } else { _pos = clickpos; _wayP = grp_Convoy addWaypoint [_pos, 1]; deleteWaypoint [grp_Convoy, 0]; }; I am clearly doing something wrong, but without any errors being generated I'm at a loss as to what the problem might be. If anyone has any ideas, I would certainly appreciate the help. Thanks.
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New Objectifs And Note system (CONTACT)
AlaskanGlitch replied to Julien Patacchini's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been able to discern a few things about this Contact task system. The task description appears as a tool-tip when your mouse hovers over the title of the mission. The Diary Record is available, but only in multiplayer and only at the beginning map, before the mission begins. Once you close the map and start the mission in multiplayer, then like single-player, the Diary Record (as well as all the other Map menu items) is not accessible. None of the Contact tasks use icons, but if you are using multiplayer and have the Scoreboard show up, the icons for the tasks will appear in the Scoreboard. For the Contact tasks to work correctly, there must be primary and secondary task. Having only one level, or more than two levels, does not display the task correctly. I'm not sure how they got the Notes to works. I've tried using Briefing, but no luck. They effectively broke every mission that had been created for the last six years with their Contact DLC. The only option is to disable the DLC, never use it again, and seriously question supporting Bohemia in the future. -
AlaskanGlitch started following New Objectifs And Note system (CONTACT) and Contact DLC: Review and Tips
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I enjoyed the Contact DLC single-player campaign, however, it was not worth breaking the rest of the game for the one DLC. The Contact DLC completely rewrote the Map interface and all the tasks. Gone are all the Map Menu options like accessing your Team or viewing the Situation Report, or any other Map menu option - other than tasks. Even the tasks they do display are missing their icons, and the only way to see the task description is in a tool-tip. Worse of all, the Contact DLC breaks every mission that used the BI Task system before the DLC was released. So while the Contact DLC single-player campaign was enjoyable, it was not worth destroying the rest of the game. BI had better get their collective heads out of their posterior and fix this problem - soon.
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New Objectifs And Note system (CONTACT)
AlaskanGlitch replied to Julien Patacchini's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This has to be a bug that they will eventually fix. I can't believe that Bohemia would throw away all their work on their Task Overhaul for this piece of crap they presented in Contact that doesn't even work properly. None of the icons for the tasks appear (except on the scoreboard, after you leave the mission), the description of the task appears as a stupid tool-tip, and they've eliminated the Map menu completely. You can no longer access your Team, the Diary Record, or any other Map menu option other than Tasks, but worst of all it breaks every mission created using the Task system before the Contact DLC was released.