hardrock
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Everything posted by hardrock
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That's actually a good point. I think I'll go buy a second copy. Thanks BIS! Glad that Armed Assault is released, finally. At least partially. I'm sure the community will be just as busy and creative as for OFP.
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Sorry, me not. I'm not at home over the christmas days.
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Some information that you probably know anyway: ACES comes with a few map textures for the cockpit.
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First of all, the change is not completely done yet. Second, of course things have changed ( ). That's why you have to rethink a bit, but then you will notice the better structure of the categories and articles.
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We did? No page was lost, they are just better organized. Check out the category tree and you will find everything pretty fast (which the reorganization was for). Of course not all of the articles are complete or written yet to replace the mess before. But the reorganization meant to make the wiki more usable for beginners, making it more clear by seperating categories and articles and giving it a good category structure. So if you're searching for something specific in a specific topic, use the categories. Some articles need to be written yet. But any help is welcome
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You see, that's the reason why I didn't touch the scripting engine yet. Let's wait a few patches until most of the non or wrong-working commands are fixed, that saves a lot of
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Setpos getpos not working?
hardrock replied to Vänskä's topic in ARMA - MISSION EDITING & SCRIPTING
It can be that ArmA is more sensitive concerning brackets. You may have to write <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(getpos this) select 0 instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getpos this select 0 This is just a guess combined with some information about this topic I have got. -
I hope so too! Congrats raedor to your new moderator status!
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Germany 1985's Editor Update released
hardrock replied to Karel85's topic in ARMA - ADDONS & MODS: COMPLETE
Great work, wise unknown guy! -
dedicated training missions or courses
hardrock replied to TEL-16AAB-'s topic in ARMA - USER MISSIONS
On him, he's got ArmA!! Sorry mate, few of us even have got Armed Assault. We belong to the poor 5th (05) world that was condemned not to be given His Great Game. We shall live on praying to the mighty Lords Of Prague, waiting for the day when we shall be enlightened by Their graciousness. -
I guess those people who get ArmA right in November should work 24-7 to get out some mods within the first three months. And then they shall do their reviews
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Haha, cool stuff! Didn't know this before Any chance for an ArmA version?
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Cool stuff, congrats bals! Tactical possibilities for the player and AI (radio menu, behaviour of the AI comrades) would be interesting. Also I'm interested in how the AI behaves when driving vehicles. In ofp that was sort of a "problematic" aspect . . .
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I want to add that this is the mentality of only few of us!
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Austria. *sigh* I feel so alone as the only active Austrian community member . . .
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A tiny note, since this is an often done and mostly annoying step: It's much cleaner to use the modulo function for that, as in <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">newDir = (oldDir + 1) % 360
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Nice games yesterday!
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Ho to detect if there are no more vehicles alive
hardrock replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
That's the point. The trigger triggers only once in the beginning and fills the array EastVehicles. This array should be much smaller than the array of all vehicles in the trigger's area, that's why I suggested to use this for the condition of the second trigger. -
.paa has transparancy capability and .pac does not Well, both have. But .pac supports only 2bit transparency, means completely visible or completely invisible, while you can set up several greyscales in .paa.
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Ho to detect if there are no more vehicles alive
hardrock replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
But it only counts the units in the array as opposed to all units in the trigger's list. This should really be possible, since triggers were designed exactly for that. -
Ho to detect if there are no more vehicles alive
hardrock replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
I rather would do it this way: First trigger, covering whole mission, condition: true, onActivation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">EastVehicles = []; {if (driver _x != _x) then {EastVehicles = EastVehicles + [_x]}} forEach thislist Second trigger = detection trigger, condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{canMove _x} count EastVehicles == 0 -
Remove actions from a menu
hardrock replied to SouthSaturnDelta's topic in OFP : CONFIGS & SCRIPTING
Well, it just would be an extension of the above. You just always have to add the actions in the reverse order. Some init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">drinkMenuOpen = false sandwichMenuOpen = false drawMenu = loadFile "drawMenu.sqf" call drawMenu drawMenu.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{player removeAction _x} forEach [actionDrink, actionDrinkTea, actionDrinkCoffee, actionSandwich, actionSandwichHam, actionSandwichCheese]; if (drinkMenuOpen) then { actionDrinkCoffee = player addAction [" ... coffee", "drink_coffee.sqs"]; actionDrinkTea = player addAction [" ... tea", "drink_tea.sqs"]; actionDrink = player addAction ["- Make drink", "drink_menu_close.sqs"]; } else { actionDrink = player addAction ["+ Make drink", "drink_menu_open.sqs"]; } if (sandwichMenuOpen) then { actionSandwichCheese = player addAction [" ... cheese", "sandwich_cheese.sqs"]; actionSandwichHam = player addAction [" ... ham", "sandwich_ham.sqs"]; actionSandwich = player addAction ["- Make sandwich", "sandwich_menu_close.sqs"]; } else { actionSandwich = player addAction ["+ Make sandwich", "sandwich_menu_open.sqs"]; } drink_coffee.sqs, drink_tea.sqs, drink_menu_close.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">drinkMenuOpen = false call drawMenu ; additional code drink_menu_open.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">drinkMenuOpen = true call drawMenu and the same for the sandwich scripts. -
Remove actions from a menu
hardrock replied to SouthSaturnDelta's topic in OFP : CONFIGS & SCRIPTING
Well, I don't see why that is a problem for you. It should be like that, no? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ActionSandwich = player addAction ["+ Make a sandwich", "draw_sandwich_actions.sqs"] draw_sandwich_actions.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player removeAction ActionSandwich ActionSandwich = player addAction ["- Make a sandwich", "remove_sandwich_actions.sqs"] ActionCheeseSandwich = player addAction [" ... cheese", "cheese_sandwich.sqs"] ActionHamSandwich = player addAction [" ... ham", "ham_sandwich.sqs"] cheese_sandwich.sqs, ham_sandwich.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "remove_sandwich_actions.sqs" ; further code remove_sandwich_actions.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{player removeAction _x} forEach [ActionSandwich, ActionCheeseSandwich, ActionHamSandwich] ActionSandwich = player addAction ["+ Make a sandwich", "draw_sandwich_actions.sqs"] That works for the player only, but I guess that's all what you need, not? -
Ah, yes, even better