

The Grease Mage
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Noob help using arguments, Sector module expression field
The Grease Mage replied to The Grease Mage's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, I wasn't sure how much the module was handling for the passing of the arguments. I got it working fine now with this final version: Sector module expression field: [(_this select 0), (_this select 1), (_this select 2)] execVM "objectiveControl.sqf"; objectiveControl.sqf: params ["_module","_ownerSide","_previousOwnerSide"]; hint str _ownerSide; Thanks for the help. Lmk any appropriate & popular places I could ask quick one-off noob questions. Like, "Some 'if' statement wiki examples have one semicolon, some have two. Is that a typo? What's up with that?" -
Noob help using arguments, Sector module expression field
The Grease Mage replied to The Grease Mage's topic in ARMA 3 - MISSION EDITING & SCRIPTING
mmm, I see. Very impressed I missed the big red box on the params wiki that says "All variables names must start with underscore". I took care of that and added "hint str" as well, but unfortunately it's back to giving me an "undefined _ownerSide variable" error. Sector module expression field: [] execVM "objectiveControl.sqf"; objectiveControl.sqf: params ["_module","_ownerSide","_previousOwnerSide"]; hint str _ownerSide; per my advanced learning art of Trying Shit Without Even Knowing Why, I made another attempt. objectiveControl.sqf: params ["_module","_ownerSide","_previousOwnerSide"]; test = _this select 1; hint str test; but this just lands me an error saying I "tried to divide by zero", which apparently also appears if one tries to access an array element that isn't there. Still got more to learn about _this I guess. -
Noob help using arguments, Sector module expression field
The Grease Mage posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Howdy. I am moderately experienced with programming, but green to Arma scripting. I have a sector module placed in my editor, and a script in my mission directory "objectiveControl.sqf". In the "expression" attribute of the Sector module (ModuleSector_F), the description says that passed arguments are [<module>,<ownerSide>,<previousOwnerSide>] I would like to use the expression field to call a file or a function of my own, while passing and ultimately use those arguments for logic in the respective file or function. All attempts have given me "undefined ownerSide variable" or currently "local variable being used in global space". Sector expression: [] execVM "objectiveControl.sqf"; objectiveControl.sqf code: params ["module","ownerSide","previousOwnerSide"]; hint(ownerSide); -
Understanding character movement (how do I change movespeed?)
The Grease Mage replied to The Grease Mage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
'preciate the recommendation EricJ -
Understanding character movement (how do I change movespeed?)
The Grease Mage posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey y'all, I'm freshly dipping my toes in the waters of Arma III modding in general, with the aim of tweaking MP gameplay for my friends & I. I've been doing my own research for a bit, but I'm getting to the point where I ought check my understanding with others. I ideally want to play around with infantry movement, and eventually, health, damage, and weapon mechanics. First thing I've been looking at is how on-foot movement speed is controlled. Despite my best hopes that there would be a object definition with movespeed vars I could change via console functions to modify an object's movement speeds - it seems the only option for that, is setAnimSpeedCoef. Which definitely makes you move faster\slower how I like, and looks very funny, but the intense crackhead energy it gives off doesn't strike me as ideal (yet). I would like to adjust move speed independently of animation playback speed. To test changing config values, I modded configFile >> "CfgMovesMaleSdr" >> "States" >> "(movement animation here)" >> "speed" using someone else's mod (didn't want to play with the core files). I increased the "speed" property for certain animations (like sprinting) but like the wiki suggests, it just changes playback speed and gives the same crackhead energy as setAnimSpeedCoef, albeit for whatever animations you chose. I'm going to look for other properties, possibly under CfgMoves (relSpeedMin\Max) or CfgVehicles(maxSpeed). If that doesn't work, I'm wondering if the movespeed is controlled somewhere along the animation inclusion process or behind a source code wall. That still strikes me as strange, considering the ability to mod in new vehicles with their own movement properties independent of animation. On the odds anyone knows exactly what I'm looking for, had experience with these areas, just sees an error in my understanding, or knows I'm about to hit some brick wall, just lmk. Thanks.