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192 ExcellentAbout _foley
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https://github.com/foley-dev
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need help with: remoteExec doMove
_foley replied to jajavst's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're close, try changing [towtruck, [getPosATL MGI157]] remoteExec ["doMove"]; into [towtruck, getPosATL MGI157] remoteExec ["doMove", towtruck]; -
[Release] Infinite Inventory
_foley replied to celludriel's topic in ARMA 3 - MISSION EDITING & SCRIPTING
These days you can set max load on a container, that will give you the same effect if you set it very high. Check out https://community.bistudio.com/wiki/setMaxLoad -
Respawn point set directly between two different squads
_foley replied to _RoosterCat_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
To get a point inbetween two points, you can use vectorLinearConversion, so instead of: "Respawn_west_Alpha" setMarkerPos getPos p1; you can do: "Respawn_west_Alpha" setMarkerPos (vectorLinearConversion [0, 1, 0.5, getPos p1, getPos p2]); -
Issues with setVehicleVarName
_foley replied to Chuggacharles's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey If you need to get a name of given unit, you can first set it with _unit setVariable ["name", "civ11Unit"]; and later retrieve it with _unit getVariable "name"; If you need to get a unit given a name, you can maintain a hashmap of all your units _hashMap set ["civ11Unit", _unit]; and later retrieve it with _hashMap get "civ11Unit"; This covers lookup in both directions. -
Have you tried diag_log yet? It dumps message to the RPT log file though I don't remember whether it also goes to the DS window. Keep in mind there is a slight performance impact as it's a file operation. If there are many log messages times per second then it might be beneficial to accumulate a longer string in the script and dump it to file every once in a while.
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Max useable integer in SQF?
_foley replied to madrussian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Incrementing by one works up to 16777216 (2^24), the next valid number is 16777218, as 16777217 cannot be represented. From this point onward you will experience missing integer values. The largest value is 3.4028235 * 10^38 (340282346638528860000000000000000000000) but at that point gaps between numbers aren't 1 or 2 or even 1000000, they're more like 10^32. There is a chart on wikipedia that shows how accuracy degrades as value increases: https://en.wikipedia.org/wiki/IEEE_754#/media/File:IEEE754.svg You can see the blue line crosses floating point precision = 10^0 at floating point value around 10^7 which is consistent with what we see in SQF. -
There are still some things you can do to achieve this more "naturally". If the problem is that players can access ammo too easily, then you could for example: give enemies a different type of ammo, disable looting enemies completely, clear inventory of containers/vehicles by default and add only what you want manually. Removing magazines on reload isn't super intuitive in a situation where you check your inventory, you have plenty ammo and then suddenly after reload it turns out that you can't use any of it. IMO there should be feedback as soon as you try to pick up a magazine that you aren't allowed to use. Also just to be sure, check if you have any arsenal available. Even if it's an empty arsenal, it still allows players to duplicate any items they already own.
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Boat below water level 3m trigger question
_foley replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this (getPosASLW vehicle1) select 2 < -2 && (getPosASLW vehicle2) select 2 < -2 This is assuming your boats are named vehicle1 and vehicle2. -
@Alleged Accomplice I made a PVP edition with opfor roles who control the truck but it isn't released yet.
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[SOLVED] How to DETACH specific attached object(s) instead of ALL "attachedObjects"?
_foley replied to JCataclisma's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use select to filter the attached objects according to some condition. For example private _attachedTrucks = attachedObjects (vehicle player); becomes: private _attachedTrucks = (attachedObjects (vehicle player)) select {_x isKindOf "Car"}; -
Judging by the error message, it looks like a simple copy-paste mistake. There is "#(argb,8,8,3)color(0,0,0,1)"#(argb,8,8,3)color(0,0,0,1)" instead of "#(argb,8,8,3)color(0,0,0,1)" Try searching for that texture name in all files in the mission and fix it there.
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This will require player to wait at least 60s between spawning drones. if (!isNil "myUavLastSpawned" && {myUavLastSpawned > time - 60}) exitWith { hint "Try again later"; }; myUavLastSpawned = time; myUAV = createVehicle ["B_UAV_02_F", getPos player, [], 0,"FLY"]; createVehicleCrew myUAV;
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How to get an AI squad to avoid an area when moving to a randomly placed waypoint
_foley replied to Sircl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Sircl In cases where AI would walk through the objective, you can give them extra waypoints located between their current position and your staging area but away from the objective (off to one side). -
Checking if classname loadout has any weapons.
_foley replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What's the value of _classname when it fails? Perhaps getUnitLoadout doesn't return array in the expected format for some inputs.