-
Content Count
941 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by moricky
-
Hide unnecessary error messages
moricky replied to gnc_lord_mdb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you encounter undefined variable in the official content, could you please report it on feedback tracker? We're doing out best to eliminate all remaining errors, but some of them may slip through. I tried to fix the error you mentioned, but I'm unable to reproduce it without specific repro steps :( -
I'm afraid I'm not, although I provide technical support. I mainly focus on mutliplayer R&D ;)
-
The inability to upload a mission is a problem on our side, we're solving it now.
-
I added some more info about BIS_fnc_respawnTickets, it might help.
-
The problem was that the expression expected a returned value, but your code didn't provide any. I fixed it, the returned value will no longer be required in the next dev branch.
-
XML parser shouldn't have problem with it, a lot of our localized strings are already using structured text tags.
- 80 replies
-
- debriefing
- loading
-
(and 4 more)
Tagged with:
-
Actually, as stated in Mission Overview, the description is a structured text, which offers greater customization options than HTML ;)
- 80 replies
-
- debriefing
- loading
-
(and 4 more)
Tagged with:
-
Actually, this is the first time in our games when the island is so large it can justify presence of its own defense forces. When designing AAF, we were partly inspired by Armed Forces of Malta, because Malta is island of the similar size and location. Don't expect AAF to have arsenal of the same size as NATO or CSAT though. It's basically limited to four companies and tiny air wing; for example losing a helicopter will mean your original air force strength is reduced by 10% ;)
-
spawn BIS_fnc_MP stops working
moricky replied to unidad2pete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How exactly is it broken? I'm not aware of any problems, there are also no reported issues in the feedback tracker. -
Vehicle Respawn module in the same category does precisely that ;) I'm going to write more detailed description of these modules soon.
-
Synced, grouping is not and never was relevant to modules. The other line is just transparent (optional connections are transparent), but I see it can be confusing. I'll change it so only the icon will remain transparent. I fixed this issue with oscillating between sides while capturing, it should appear in the next dev build. Fixed as well. The plan is to make the whole column re-positionable in the Custom Layout menu, I'm going to implement it in upcoming days. I'm going to describe the details further in Community Wiki, stay tuned ;)
-
The delayed call of forced (now preInit) functions was a bug, that's why it was not announced in the change log. I summarized the details in the feedback tracker. I'm sorry for problems it caused.
-
Tickets respawn template is designed specifically for this Put this to description.ext: respawnTemplates[] = {"Tickets"}; Now every time player respawns, it will decrease the global tickets value by 1. Since you want to have one value for BLUFOR and one OPFOR, you will have to define them separately ticketsWest = 100; ticketsEast = 100; Now, we need to let player know which value should he use. In the mission folder, create a file initPlayerLocal.sqf - it's called automatically when a player joins - and put the following code inside: if (side group player == west) then {"ticketsWest"} else {"ticketsEast"}; player setVariable ["BIS_fnc_respawnTickets_var",_var]; In the upcoming days, I'm planning to allow side specific respawn tickets by default, so you won't be required to save any variables to player's object. EDIT: Disregard what I wrote, I just updated the system to be more user friendly by default. It will be possible to define tickets specifically either for whole mission, for a side, a group or even for an object. The change should make it into the upcoming dev build update.
-
whats the new setVehicleInit - processInitCommands ?
moricky replied to Blitzer134's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Using call compile is really expensive operation, I suggest to use the following code for assigning dynamic variables: missionNamespace setVariable [_unitName,_spawnUnit]; publicVariable _unitName; -
How the the explosives under 'Effects' module tab in dev build work?
moricky replied to laverniusregalis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good point, should be easy to add. -
How the the explosives under 'Effects' module tab in dev build work?
moricky replied to laverniusregalis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, they're going to be modules which will allow you to drop an artillery shell on the location, with proper sound and visual effects. However, they are not finished yet and they accidentally slipped to the public version. Sorry for the confusion. -
respawnTemplates different per player side ?
moricky replied to kamaradski's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Based on your feedback here, I added an ability to define side specific templates: respawnTemplatesWest[] = {"MenuInventory"}; respawnTemplatesEast[] = {"Counter"}; respawnTemplatesGuer[] = {"Tickets"}; respawnTemplatesCiv[] = {"Spectator"}; It should appear in the next dev branch update. Please don't modify the original functions. When we update them, you would still be using the old mirrored version. -
Creating JIP-compatible markers on the fly
moricky replied to Fuzzy Bandit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes Could you please verify it, you guys made me doubt what I said :D -
Creating JIP-compatible markers on the fly
moricky replied to Fuzzy Bandit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, when I say markers created by script, I mean markers created by script. :P Just tested it in Steam version (dev build, but should be in the default one as well) and it works. -
Creating JIP-compatible markers on the fly
moricky replied to Fuzzy Bandit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Markers placed both in editor and by script are now synchronized automatically, no need to hack it around ;) -
End mission variants for west and east depending on outcome?
moricky replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Using BIS_fnc_MP, you can broadcast a function to players of specific side. Execute the following on server: ["EpicWin","BIS_fnc_endMission",west] call BIS_fnc_MP; ["EpicFail","BIS_fnc_endMission",east] call BIS_fnc_MP; All BLUFOR players will receive "EpicWin" ending, while all OPFOR player will get "EpicFail". Modify sides and and ending names to fit your situation. -
Created Markers for JIP players
moricky replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not anymore, the engine now synchronizes global markers automatically for all players, including those who JIP. ;) -
respawn = "instant" not working properly
moricky replied to oxysplatter's topic in ARMA 3 - MISSION EDITING & SCRIPTING
respawnDelay is supposed to be a number, not string. Simply change it to respawndelay = 30; -
Bar at bottom of the screen when calling BIS_fnc_removespawnposition
moricky replied to slenderboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for finding the issue, should be fixed in today's dev branch. -
Bar at bottom of the screen when calling BIS_fnc_removespawnposition
moricky replied to slenderboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm afraid I'm unable to reproduce the bug without knowing the code you're using to add the respawn positions. Coul you please post it here?