Amazed
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Posts posted by Amazed
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Hi!
I have been looking for a way to iterate over all properties of any given object in order to get k,v-pairs of those.
Things like the capacity of a container or the size of a magazine.
I have been looking for hours but I couldn't find anything.
Does SQF have some sort of reflection maybe?
Thanks guys!
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Where can I find that skeet disk?
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Hey Guys!
I am looking for a quick and dirty way to disable recoil on all firearms completely for testing purposes.
Are there any addons around?
Thanks in advance!
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Yup red barrel works.
init barrel:
this addEventHandler ["HandleDamage", {_this execVM "hint.sqf"}];
hint.sqf:
hint "damage"; sleep 2; hint ""; _this setDamage 0;
But execution halts after I use "_this".
So the same script written like this only works up the the "_this":
hint "damage"; _this setDamage 0; sleep 2; hint "";
Why is that?
Oh also what is the smallest object you know that has a hit model? :)
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Hey!
I am trying to add "hit" EventHandlers to arbitrary objects to monitor for damage/hits received.
What I tried:
init line of object:
this addEventHandler ["Hit", {_this execVM "hint.sqf"}]
hint.sqf:
hint "hit";
Works on pop-up targets but won't work on a barrel.
What am I doing wrong?
Thanks in advance!
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Yup this definitively has an effect. Just have to figure out the values. Here is an in-depth discussion: http://forums.bistudio.com/showthread.php?88977-SetVectorDirandUp-Usage-Solved&p=1470985#post1470985
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Hm that changes the game.
Well do you know of any objects that are exactly 1m tall and present one continuous area at that side?
And while we are at it how can I make any object receive damage and test for it? For example every time I hit an object I want a hint to be triggered.
What I tried:
Init field of object:
this addEventHandler ["Hit", {_this execVM "hint.sqf"}];
hint.sqf:
hint "damage";
Seem to only work with pop-up targets.
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Hi Guys!
I am setting up a testing environment and I need the (human) player to aim at a certain position dead-on.
Is there a way of doing that? Also can I make the player fire by any command?
Seems "lookAt" only works for AI.
Thanks in advance fellows!
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Thanks guys!
You are quite the helpful crowd! :)
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Thanks man!
Now I got this result for an object:
[[-0.318,-0.251953,-0.757122],[0.318,0.251953,0.757122]]
Does that mean the height of the object is |Ymin| + Ymax or in numbers ~1.5m ?
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Hey!
I am looking for a way to determine the dimensions of arbitrary objects (in meters).
The script commands apparently only retrieve the position of objects relative to the map.
Does anybody know how?
Alternatively a list with all object dimensions would do the trick just as well. When push comes to shove I would content myself with a 1m tall object. :)
Thanks in advance!
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Thank you very much! Just what I was looking for.
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Hi!
Is there any way to disable the weapon sway quick and dirty ?
Tried a few things without any success.
Need to eliminate sway for testing.
Thanks!
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Thank you for your advise.
What about view distance? Whats a good deal considered in that department?
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As of now I am really confused what I actually can expect perfomance-wise on my rig with OA and what settings I should use.
CPU: Ci7-860@3.8Ghz
RAM: 4GB Crucial@1600Mhz
GPU: HD5870 Vapor-X Rev.2
OS: Win7 Pro x64
Thanks for any help.
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Well that does not work for me. I double checked and put the command on a different key.
Even after restarting the game and doing the tutorial all over again. Same outcome. Exactly nothing happens.
Any suggestions?
Hope its only limited to this tutorial.
[QUESTION]Are dynamic identifiers for publicVariables possible?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hi!
I am trying to avoid race conditions in a mp scenario by assigning each client a separate publicVariable it can broadcast to. I know you can have dynamic identifier names for variables like so:
source: http://tactical.nekromantix.com/wiki/doku.php?id=arma:scripting#dynamic_variables
What I came up with so far is this:
Sadly this seems to be not working. Any ideas?