

Rastavovich
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VBS2/3 Discussion thread - the one and only
Rastavovich replied to Placebo's topic in ARMA 3 - GENERAL
If your key was updated for 1.50 another update should not be necessary. -
Do not go to "U Fleku" if you dislike having a band playing "traditional" czech music right into your ear while you wait for that tiny portion of your food. I was not sure if that music is actually played so the customers bugger off faster after their meal, but the average staying time seemed to have been 30-45 mins. I suggest to visit the second castle in Prague that is not as known as the main one and has actually a pretty decent view (in the south of the city on the east side of the river).
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Complaining about the design of an experimental aircraft is rather pointless. How many X series vehicles have you actually seen/heard of being sold to end customers beside collectors/museums? I can't think of a single one where a experimental craft actually went into full production (which does not mean there might be not one or two)
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PC Discussion Thread II - All PC related discussion goes here.
Rastavovich replied to Placebo's topic in OFFTOPIC
Assuming both computers run windows you might even get away with just enabling "internet connection sharing" on your laptop wifi connection. -
Create Simple Config
Rastavovich replied to FIN-Nixo's topic in ARMA : CONFIGS AND SCRIPTING (addons)
You are unnecessarly emptying classes in your example, that was the old OFP style, now it should look like: class CfgVehicles { class SoldierWB; class MySoldier1: SoldierWB { ... }; class MySoldier2: SoldierWB { ... }; }; -
No entry 'bin'\houseBase.coefInside
Rastavovich replied to csj's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Is there a reason for so many inheritance classes listed instead of only the needed? Try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class House; class CSJ_buildings: House { scope = private; vehicleClass = "CSJ_BuildingsClass"; // coefInside = 0; // coefInsideHeur = 0.3; dammageHalf[] = {}; dammageFull[] = {}; }; -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (isServer) then {  //server  [] execVM "scripts\main_thread_server.sqf";  if (!(isNull player)) then {   //server-client   [] execVM "scripts\main_thread_client.sqf";  }; } else {  //client  if (isNull player) then {   //JIP-client   [] spawn { waitUntil { !(isNull player) };};  };  [] execVM "scripts\main_thread_client.sqf"; }; might or might not work Edit: several formating issues
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"mirror" inverts animations outside of the limits given by "minValue" and "maxValue". So if you would use an animation with "mirror" and minValue=0; maxValue=0.5; the animation plays from sourceValue 0-0.5 and then goes back between sourceValue 0.5-1, so you end up on angle0 point when reaching sourceValue 1
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Displaying variable in hint
Rastavovich replied to Somerville's topic in ARMA - MISSION EDITING & SCRIPTING
Well in that case you need to provide a bit more information. Do you test the whole thing in the single player editor, the multiplayer editor or even directly on a dedicated server? Can you reduce your testmission down to the point that it shows only the P6F never turns true issue? -
Displaying variable in hint
Rastavovich replied to Somerville's topic in ARMA - MISSION EDITING & SCRIPTING
I could imagine the problem is the variable P6F that got not sent. Do you use publicVariable on it when setting it to true? Is there a reason why you dublicate information with P6F and Player6Fly? else you can also try the code below <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hint format ["Player: %1 \nisFlying: %2", name unit6, P6F] Hope it helps -
How to make a timer?
Rastavovich replied to StarvinMarvin's topic in ARMA - MISSION EDITING & SCRIPTING
Use and .sqf and in it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _time = 0; stoptime = false; while {!stoptime} do { Â _time = _time + 0.1; Â sleep 0.1; }; _time and use it in the main script over _timeNeeded = [] execVM "thatScript.sqf" Attention: the results might differ with very slow framerate (but that issue the other mentioned examples have as well) Edit: typo in code -
Public, Global, Local!!!
Rastavovich replied to Op4 BuhBye's topic in ARMA - MISSION EDITING & SCRIPTING
This script has a few issues, from being unoptimized <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(side _hit == west && side _violatorff == west) : _hitff = ffwest ?(side _hit == east && side _violatorff == east) : _hitff = ffeast ?(side _violatorff == west && side _hit == west ) : _shotff = ffwest ?(side _violatorff == east && side _hit == east ) : _shotff = ffeast to a potential calling itself several times per hit, after the player was hit several times (shrapnel etc.) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _hit addeventhandler ["hit",{_this exec "violation.sqs"}] This makes it rather hard to read and you also did not describe what exactly did not work.. Was the punishment script not called? Was the whole script not running? What did you try to debug? Edit: Actually I wonder that your code ever worked <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(count _this) > 1 : _violatorff = _this select 1 ?(count _this) > 2 : _violatorsf = _this select 2 ?(count _this) > 3 : _damage = _this select 3 ?(count _this) > 3 : goto "who" _this only contains [victim,shooter,damage] so actually _violatorsf would be "damage" and _damage would be outside of the array -
config issue idf units
Rastavovich replied to sfc.itzhak's topic in ARMA - ADDONS & MODS: DISCUSSION
I see several issues: a) why do you have the whole class Tank in that config, you risk overwriting unintentionally Armas configs for that class. b) you have a mess with closing brackets in your tank definition where the turret definition ends, it seems. Actually it appears that closes whole class cfgVehicles, which would make your apc definition afterwards not be used at all. b) Since it might be that any other addon as well messes around in that class you can force for your addon to show in the tank class by adding the line vehicleClass="Armored"; -
105 beta dedicated server, how to?
Rastavovich replied to Tankbuster's topic in ARMA - TROUBLESHOOTING
The server needs to be started in another current directory enviroment similar to the way the regular beta exe is started. Look at the startbetapatch.bat to see how to do it. -
This would simply never cause any errors. But I do not know if it works, I have very little understanding of Models actually That actually is the easiest and clean way of making it work. The problem is caused by interaddon problems with the handling of class default and overwriting each others definitions. To make it a bit more clear: class Default {}; empties the default class class Default; tells the engine that such a class is defined somewhere else. So incase someone inherits after another addon emptied the class, you will have all kinds of funny effects. The way described by sickboy would prevent such things.