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Everything posted by kylania
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Password your server. Or use Battleye to whitelist. Both are much better ideas than an SQF mission based whitelist. Your code is backwards though, just leave it as austin medic had it: playerwhitelist = ["123456","1234567","12345678"]; // This checks to see if the steamID of the player (getplayerUID player) is in the playerwhitelist array. if(getplayerUID player in playerwhitelist) then { // Friendly code here, you match. hint format["Welcome to the server %1!", name player]; } else { // Unfriendly code here, you don't match, so kick them here or something. hint format["You're not welcome here you should know, %1!", name player]; };
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Should be able to detect a hit to the head and randomly disableTIEquipment or disableNVGEquipment based on that to fake it though.
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There shouldn't be anything hard coded into this system. Defaults sure, but no hard limits. Let the mission makers decide bleed time and everything else with the system, or else it's just completely redundant and will be replaced by a player system that does allow that sort of thing.
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Task Location Condition Loop
kylania replied to HelloCam3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Based on the documentation it seems that you can use this to toggle the 3D icon visibility: ["taskID", false] call BIS_fnc_taskSetAlwaysVisible; // turn off, use true to turn on. In a mission where the player is supposed to be lost the mission maker probably shouldn't create task destination markers at all in the first place. Map markers make sense as someone can open a map and say 'Hey, a port, lets go there!" and those automatically "disappear" should the player lose a map. -
I think that's the new LeftControl+RightClick+W "Look Over Everything" stance. :P
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Tanoa Lite - a possibility or a total No-Go?
kylania replied to TrueCruel_Nobody's topic in ARMA 3 - GENERAL
It's $28. Everyone has wasted more than $28 worth of time complaining about it. Just get the DLC or don't. CoD is $60, Battlefield 1 is $80, Overwatch is $60, Doom is $60, DaZ is $35, Killing Floor 2 is $20, GTA V is $60. $28 is the paper mache of paywalls. -
The current Release Candidate branch was recently upgraded. Dev branch continues to be updated daily however. Both have all the content, Dev will just have more bug fixes.
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Task Location Condition Loop
kylania replied to HelloCam3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you have no ItemMap you can't see the map, nor any markers, anyway. -
It's in game.. taunting us, constantly... :mellow:
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Seeking help modifying EH script for civilian casualties
kylania replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Umm.. not really, if you're comfortable with triggers, by all means continue to use them. There's the endMission gotcha to think about, but otherwise modules should be OK now. -
Seeking help modifying EH script for civilian casualties
kylania replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, replace failMission with _task = ["task1", "FAILED"] spawn BIS_fnc_taskSetState; -
Seeking help modifying EH script for civilian casualties
kylania replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://forums.bistudio.com/topic/191085-number-of-civs-killed-5-end-mission This doesn't do the did the player do it part, but shows the count part. :) EH instead of trigger. -
Mynock wrote a script to do just that. There's a strange bounce as it settles though.
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<marker name='markerName'>link title here</marker> You'd embed that in your task description. Clicking on the link title will center the map over the marker you had, even if it's an Empty marker.
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You can script a solution. Put down an ammo box, addAction it and have that spawn the weapon you wanted to recover or whatever.
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Blackfish Auto-orbit script?
kylania replied to all3n's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Woo! From today's dev branch changelog: -
Identifying what limb takes damage
kylania replied to Jetrise's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was working on a mission spawn script the other day and instead of using a Radio Alpha trigger, I decided to get diabolical and instead ran the script from an onHit eventHandler on some poor AI. It was super fun! Time to test? BANG! Splat! Spawn! Time to test again? BANG! Splat! Spawn! That's when I started hitting multiple parts and ended up spawning multiple things in the same location and blew my base up... oops. What I'm trying to say is, be prepared for multiple returns. :) -
BIS_fnc_setUnitInsignia multiplayer problem
kylania replied to Dzou Sisohvat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ha! You're doing pretty well then. :) -
Script to lock out player slots
kylania replied to cobrosstuidos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is your initserver.sqf file listed in Windows explorer as an "SQF File" or a "Text Document"? -
I saw that stuff the other night looking at someone's issue. If you have Playable units on the map you're locked into Multiplayer tags and can't change it before or after publish.
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Mission complete state when all !alive killed
kylania replied to HeroesandvillainsOS's topic in ARMA 3 - MISSION EDITING & SCRIPTING
While that's true, please bear in mind this note from the Biki with regards to BIS_fnc_endMission: -
Do you see the same behavior in the Editor with no mods?
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We want the openable ramp on the VTOL's back!
kylania replied to Foxone's topic in ARMA 3 - DEVELOPMENT BRANCH
At least with Friday's Dev Build you could still open it via scripting. We just want the addAction back on the pilot so we don't have to. No extra functionality, no integration with the ViV system, just let the pilot (and scripts!) animate the ramp opening and closing as it was when we first saw the vehicle and as it is with the infantry version. -
How to set one faction within the Independent side hostile to everyone?
kylania replied to daza's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you say "enemy towards everyone" do you mean "enemy towards BLUFOR and INDEPENDENT"? Because that's simple. If you want them enemy against OPFOR as well, then you're designing a poor mission. :) To make only Syndikat units hostile to B and I you need to place down a higher ranked OPFOR unit first, then group the Syndikat to them. Set the OPFOR unit to 0% Probability of Presence by expanding Object: Presence in it's attributes and setting the bar far left. That unit won't actually show up in game but will make the group they were leader of count as OPFOR. You'll see them outlined in red in the editor if you did it correctly. Actually, looks like in Eden you can delete the OPFOR unit and they remain OPFOR. Hmm. Probably safest to leave them there as 0% though. -
A place to follow the missions I make for ArmA 3
kylania replied to sic-disaster's topic in ARMA 3 - GENERAL
Neat idea, but Facebook seems like the worst place to do this kind of thing. The lack of proper text formatting is a huge minus. Code examples look horrible unformatted. Posts are difficult to find (no table of contents or cross links) and squished in a tiny column in the middle of utter distractions. Even maximizing the browser to 1920x1200 still keeps the actual text a mere 500 pixels across. Facebook just isn't good at presenting information for reference, especially not when code will be involved. Instead of simple timeline posts you might try using Facebook Notes. There's limited formatting available, critically the ability to have highlighted code sections, and while it's painful to use it lets you create a post that looks like this instead of this.