McArcher
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Posts posted by McArcher
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ok, I modified script, to see if it executed actually...
// mca_onPlayerKilled.sqf // version 1.0 private ["_caller"]; _caller = _this select 0; // поÑле Ñмерти, но до реÑпа, Ñ Ð½Ð° Ñтороне CIV, но значение player ÑохранÑетÑÑ Ð·Ð°Ð´Ð°Ð½Ð½Ð¾Ð¼Ñƒ в редакторе (RU_player_1, например) if (not isServer) then { if (player == _caller) then { if ( _caller in RU_players) then // Ð´Ð»Ñ Ñ€ÑƒÑÑких { _caller globalChat "I was killed.";//dbg if (dialog) then { closeDialog 1; }; createDialog "mca_respawn"; { lbAdd [101, _x] ; } forEach mcti_fieldHospitals_ru; { lbAdd [101, _x] ; } forEach mcti_mashes_ru; lbAdd [101, "Mobile Headquarters (MHQ)"]; lbSetCurSel [101, (lbSize 101) - 1]; //default selected is MHQ (last) sleep 5; closeDialog 1; waitUntil { !dialog }; _caller globalChat "Dialog is closed now.";//dbg }; }; };and... it doesn't show text second time I'm killed.
so... I have another question then...
as I have learned, when I am killed I am on CIV (side command shows civilians side), how do I know that I am east or west ?
---------- Post added at 00:15 ---------- Previous post was at 00:06 ----------
I added player check:
// mca_onPlayerKilled.sqf // version 1.0 private ["_caller"]; _caller = _this select 0; // поÑле Ñмерти, но до реÑпа, Ñ Ð½Ð° Ñтороне CIV, но значение player ÑохранÑетÑÑ Ð·Ð°Ð´Ð°Ð½Ð½Ð¾Ð¼Ñƒ в редакторе (RU_player_1, например) if (not isServer) then { if (player == _caller) then { _caller globalChat format ["_caller=%1, side _caller=%2, RU_players=%3, I'm in RU_players=%4", _caller, side _caller, RU_players, (_caller in RU_players)];//dbg _caller globalChat format ["player=%1, side player=%2, RU_players=%3, I'm in RU_players=%4", player, side player, RU_players, (player in RU_players)];//dbg if ( _caller in RU_players) then // Ð´Ð»Ñ Ñ€ÑƒÑÑких { _caller globalChat "Starting Dialog.";//dbg if (dialog) then { closeDialog 1; }; createDialog "mca_respawn"; { lbAdd [101, _x] ; } forEach mcti_fieldHospitals_ru; { lbAdd [101, _x] ; } forEach mcti_mashes_ru; lbAdd [101, "Mobile Headquarters (MHQ)"]; lbSetCurSel [101, (lbSize 101) - 1]; //default selected is MHQ (last) sleep 5; closeDialog 1; waitUntil { !dialog }; _caller globalChat "Dialog is closed now.";//dbg }; }; };both, first and second times OF DEATH it says player=_caller=RU_player_1, but 1st time I'm in array, but second time I'm not in array... why?
RU_player_1 is in array in mission's init.sqf.
---------- Post added at 00:18 ---------- Previous post was at 00:15 ----------
// players ///////////////////////////////////////////////////////RU_players = [RU_player_1, RU_player_2, RU_player_3, RU_player_4, RU_player_5, RU_player_6, RU_player_7, RU_player_8, RU_player_9, RU_player_10, RU_player_11, RU_player_12, RU_player_13, RU_player_14, RU_player_15];
publicVariable "RU_players";
it is in init.sqf of mission
---------- Post added at 00:20 ---------- Previous post was at 00:18 ----------
how can I know MY SIDE ? (not CIV, as globalChat says)
---------- Post added at 00:21 ---------- Previous post was at 00:20 ----------
well, I can use a my_side global variable, setting it on mission start, but not publishing it with publicVariable, can I ?
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I have a problem with creating dialog.
I have dialogs, that I can show in game (for example vehicle purchase dialogs), and I can run them any times (once, twice, 3 times and so on). But have trouble with respawn dialog.
One of my dialogs - respawn dialog - is opened only in the first death. In further events of death it doesn't open, though the script, which calls it is executed (checked with globalChat command that it works). Why could that be?
Here's the script which calls the dialog:
// mca_onPlayerKilled.sqf // version 1.0 private ["_caller"]; _caller = _this select 0; _caller globalChat "I was killed.";//dbg // поÑле Ñмерти, но до реÑпа, Ñ Ð½Ð° Ñтороне CIV, но значение player ÑохранÑетÑÑ Ð·Ð°Ð´Ð°Ð½Ð½Ð¾Ð¼Ñƒ в редакторе (RU_player_1, например) if ( _caller in RU_players) then // Ð´Ð»Ñ Ñ€ÑƒÑÑких { if (dialog) then { closeDialog 1; }; createDialog "mca_respawn"; { lbAdd [101, _x] ; } forEach mcti_fieldHospitals_ru; { lbAdd [101, _x] ; } forEach mcti_mashes_ru; lbAdd [101, "Mobile Headquarters (MHQ)"]; lbSetCurSel [101, (lbSize 101) - 1]; //default selected is MHQ (last) //waitUntil { !dialog }; sleep 5; closeDialog 1; };and here's the dialog's .hpp:
class mca_respawn { name=mca_respawn; idd=1; movingEnable=1; controlsBackground[]={ mca_respawn_bg, mca_respawn_bgf1, mca_respawn_bgf2, mca_respawn_bgf3, mca_respawn_bgf4 }; objects[]={}; controls[]={ mca_respawn_lb1, mca_respawn_title }; class mca_respawn_bg : RscBackground { x = 0.1; y = 0.1; w = 0.8; h = 0.8; }; class mca_respawn_bgf1 : RscBackground { x = 0.1; y = 0.1; w = 0.8; h = 0.005; }; class mca_respawn_bgf3 : RscBackground { x = 0.1; y = 0.9-0.005; w = 0.8; h = 0.005; }; class mca_respawn_bgf2 : RscBackground { x = 0.1; y = 0.1; w = 0.005; h = 0.8-0.005; }; class mca_respawn_bgf4 : RscBackground { x = 0.9-0.005; y = 0.1; w = 0.005; h = 0.8-0.005; }; class mca_respawn_lb1 : RscListBox //List { idc = 101; x = 0.1; y = 0.25; w = 0.35; h = 0.6; rows = 10; columns = 1; style = LB_TEXTURES; }; class mca_respawn_title : RscText { x = 0.2; y = 0.1; w = 0.5; h = 0.1; text = "Select your Respawn Place"; }; };---------- Post added at 23:34 ---------- Previous post was at 23:29 ----------
.rpt has following text:
Unsupported language Russian in stringtableUnsupported language Russian in stringtable
Unsupported language Russian in stringtable
Unsupported language Russian in stringtable
Unsupported language Russian in stringtable
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_13
Remote entity want to supply: RU_player_13
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_13
Remote entity want to supply: RU_player_12
Remote entity want to supply: RU_player_12
Remote entity want to supply: RU_player_2
Remote entity want to supply: RU_player_2
Remote entity want to supply: RU_player_2
Remote entity want to supply: RU_player_13
Remote entity want to supply: RU_player_12
Remote entity want to supply: RU_player_2
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_2
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_11
Remote entity want to supply: RU_player_3
Remote entity want to supply: RU_player_10
Remote entity want to supply: RU_player_3
Remote entity want to supply: RU_player_6
Remote entity want to supply: RU_player_6
Remote entity want to supply: RU_player_6
Remote entity want to supply: RU_player_6
Remote entity want to supply: RU_player_6
Remote entity want to supply: RU_player_6
Remote entity want to supply: RU_player_6
---------- Post added at 23:45 ---------- Previous post was at 23:34 ----------
I have added player check to script, now it doesn't write anything to .rpt, but dialog is still not created... why?
---------- Post added at 23:46 ---------- Previous post was at 23:45 ----------
// mca_onPlayerKilled.sqf // version 1.0 private ["_caller"]; _caller = _this select 0; // поÑле Ñмерти, но до реÑпа, Ñ Ð½Ð° Ñтороне CIV, но значение player ÑохранÑетÑÑ Ð·Ð°Ð´Ð°Ð½Ð½Ð¾Ð¼Ñƒ в редакторе (RU_player_1, например) if (not isServer) then { if (player == _caller) then { _caller globalChat "I was killed.";//dbg if ( _caller in RU_players) then // Ð´Ð»Ñ Ñ€ÑƒÑÑких { if (dialog) then { closeDialog 1; }; createDialog "mca_respawn"; { lbAdd [101, _x] ; } forEach mcti_fieldHospitals_ru; { lbAdd [101, _x] ; } forEach mcti_mashes_ru; lbAdd [101, "Mobile Headquarters (MHQ)"]; lbSetCurSel [101, (lbSize 101) - 1]; //default selected is MHQ (last) //waitUntil { !dialog }; sleep 5; closeDialog 1; }; }; }; -
omg, I thought it wasn't working, but it works even for warfare field hospital ! I just forgot to injure my character to check that it's working... :)
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How can I add a ability to heal to the field hospital building and mash tent via script? What should I do?
(What I want: when I enter this building or tent, the sign '*' appears and I can heal myself here inside of tent).
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I know how to make static markers, but how do I use markers with moving units? If I run endless loops, even with sleep, they will cause high lags when with many units ingame, i think. Or am I wrong? Or I just need to hide them all in one time and forget about them?
Deadfast, please help, how do I use them?
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Is there an ability to hide player's and other units' markers by a script (as it is done by server in veteran mode) and to show them back, when needed ?
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I think, it works ))
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How can I give a variable with type Object to the dialog?
Using local variable (local for a script that starts dialog and waits for its end) doesn't work. Using global variable helps, but, I cannot use 1 temporary variable, because I will have several such dialogs in game, ad if 2 of them change this global tmp_obj at the same time, it will cause a bug in game.
How to give a dialog my Object?
---------- Post added at 06:01 ---------- Previous post was at 05:16 ----------
I've just got an idea.
What if I have a tmp_obj variable, but I don't use publicVariable instructions. This won't be visible to other clients even if they manipulate with tmp_obj ? They will have another tmp_obj, not syncronized with mine?
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I have just created this thread to get more people voting for this bug :)
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Haven't tried it myself but there's this tool.this tool in no better than handwriting, sorry, typing on keyboard =)
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Missing ';' prior '}' can be if they forgot [] after array's name. look at that line (3-4) of file.
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registered and voted :D
21 votes already for this :) (was 19 some minutes ago)
---------- Post added at 01:15 ---------- Previous post was at 00:44 ----------
update:
http://dev-heaven.net/issues/show/2014
http://dev-heaven.net/issues/show/2109
(two topics)
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VBS2 is the real military simulation which is used by armys of the world (USMC, US Army, etc.) ;) And it costs over 1000$ ^^VBS2 is based on the ArmA 1 engine.
they could make more money with Arma2 (or maybe, are making already) if they join VBS+Arma in 1 product but with higher but reasonable price.
---------- Post added at 01:11 ---------- Previous post was at 00:50 ----------
everybody, vote here please : http://dev-heaven.net/issues/show/2014
maybe they will help us soon :)
---------- Post added at 01:13 ---------- Previous post was at 01:11 ----------
and here: http://dev-heaven.net/issues/show/2109
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Better:This two commands from VBS2:
and this command :D
Please BIS!

yes, yes!

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2. Such fortifications already exists as objects. You just need to make an engineer team be able to build them, via scripting. I haven't tested how collisions are done, does tank collide (rest on) ground or on placed fortification? I agree that finding good hull down locations in terrain are more difficult than in real terrain. Guessing here (not a tanker), but I think islands with smaller cell sizes helps though.don't mess digged trenches, which are the hole in the ground with that poor similarity of placeble object in Arma2. These objects are very easily destroyable ingame and thus not effective. Maybe I can somehow edit their strength, then I will like them?.. But where can I do that?
---------- Post added at 00:37 ---------- Previous post was at 00:33 ----------
Looks like someone is at least trying to do it.the hole is as it was 50 kg of TNT , lol
---------- Post added at 00:38 ---------- Previous post was at 00:37 ----------
does this work with all maps anywhere?
---------- Post added at 00:42 ---------- Previous post was at 00:38 ----------
True, but you can concede that its a start. Also, for trenches, I saw this http://www.vimeo.com/4833156Long time no see Carl (Dom-lite or Dominatrix for A2?)
55769Stang [ODB]
looks strange...
he starts moving ground and the hill appears suddenly))
it need more smooth and realistic ground moving))
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ok, thanks. have found it - http://dev-heaven.net/issues/show/2014
---------- Post added at 00:24 ---------- Previous post was at 00:23 ----------
how can I vote there?
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Cyborg112, I have always known that Arma (Arma2) is a cut-version of something... Now I know that in our case - cut from VBS2... and this is sad. It is like when manufacturing CPU, you have persentage of defected CPUs with defected cache memory, and in order not to waste them, you sell them for less money... selling Celerons instead of Pentiums (as in early 2000's). And I feel myself now like a poor dog at the street, to which bones are thrown...
BIS...BIS... it's not the right way...
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Hello,
Where can I find/get/take/rip
Vehicles Purchase Menus/Dialogs/Windows
i need something like in warfare, but I don't know how to work with this dialogs (yet). Maybe someone did them before, or just ripped from warfare missions? Or knows where to get them from?
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Cyborg112, yes.... my hope also disappeared, when I read that...
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why do you have two "_init1" ?
---------- Post added at 02:12 ---------- Previous post was at 02:06 ----------
I think all these complicated constructions are the consequence of BIS's laziness - they haven't made functions to get inventory from vehicles, no events like "onUse" and "onUsed" for actions added by addAction, and so on....
personnaly for me, while {true} is a bad manner in programming... but all this is caused by...... I have written above ))
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what is Bis_fnc_invString ?
---------- Post added at 01:44 ---------- Previous post was at 01:44 ----------
returns inventory of an object??
---------- Post added at 01:45 ---------- Previous post was at 01:44 ----------
where did you find this function and where can I see other BIS_*** functions?
---------- Post added at 01:47 ---------- Previous post was at 01:45 ----------
OMG !
http://community.bistudio.com/wiki/Image:Fnc_help.jpg
I need to look at this!
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download link doesn't work
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BIS, please fix this...
1) COIN doesn't allow to build when trees are close to an object, even if there is enough space to build it. (on flat horisontal land!)
2) EVEN WHEN I CLEAR THIS GROUND OUT OF TREES , IT STILL DOESN'T ALLOW TO BUILD !!! AMAZING LOGICS !!!
createDialog problem
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
can I use my_side variable without publishing it? (this method works now, but I'm not sure that this variable is really not broadcasted somehow to others. Who knows what OFP engine will show us next second? =) )
---------- Post added at 00:34 ---------- Previous post was at 00:31 ----------
I define this variable in client's script (with isServer check).