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Everything posted by kylania
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Grabbing what triggers a trigger
kylania replied to snniper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this addAction [ "Use Shop", { if (rankId (_this select 1) <= 1) then { hint "You are not a high enough rank to use this shop"; } else { hint "Welcome to the shop"; [_this select 1] call fn_start_shop_or_whatever; }; } ]; -
Grabbing what triggers a trigger
kylania replied to snniper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Using tryteyker's idea of an addAction, Shopkeeper's init: this addAction ["Use Shop", "shop.sqf", [], 0, true, true, "", "rankId _this > 1"]; Assuming they are a Sergeant (rankID 2) or higher they'll see the action, otherwise they won't. -
There's quite endless methods of doing what you want really. First thing you'd want to look at is repeated code. What do you have in multiple locations that is basically the same thing? If you've got 9 files all with this: //File 1: _object = "myCarClass" createVehicle getMarkerPos "marker1"; //File 2: _object = "myCarClass" createVehicle getMarkerPos "marker2"; //File 3: _object = "myOtherCarClass" createVehicle getMarkerPos "marker3"; You can combine all of those into a single function you just feed different input to: //Function: _objectSpawned = ["myCarClass", "myMarker1"] call gagi_fnc_spawnObjectAtMarker; gagi_fnc_spawnObjectAtMarker = { params ["_className", "_markerName"]; _object = _className createVehicle getMarkerPos _markerName; _object }; Then you have a single function which can spawn any class object at any marker instead of nine copies of the same code. So maybe take a look at Functions and see if they can help you condense down your code somewhat.
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Saw someone mention this the other day and i saw the same thing. Less than a second to load from Editor to World without one on the map. Add one in and the transition took 10 seconds to load the world. The one I was testing with was manned.
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*click click bang* Never repeat code. :) // _nul = [this,0.05] execVM "lightSource.sqf"; // _nul = [this, 0.05, "1F"] execVM "lightSource.sqf"; // Optional, place on 1st floor. params ["_light", "_intensity", ["_floor", "GF"]]; _height = switch (_floor) do { case "GF": {1.8}; case "1F": {4.8}; // you'd play around with these numbers to get the right height per floor. case "2F": {7.8}; default {1.8}; }; _light setPosATL[(getPosATL _light select 0), (getPosATL _light select 1), _height]; BIS_lightEmitor01 = "#lightpoint" createVehicleLocal getPosATL _light; BIS_lightEmitor01 setLightColor [1, 1, 1]; BIS_lightEmitor01 setLightBrightness _intensity; BIS_lightEmitor01 setLightAmbient [1,1,1]; BIS_lightEmitor01 lightAttachObject [_light, [0, 0, 0.1]];
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deleteAt and _forEachIndex clarification needed.
kylania replied to Fiddi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Test in game :) Type the code into the debug console and click the little speedometer button to see. -
From today's dev build:
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flyInHeight should help keep altitude. I noticed the speed offset thing too. Had three full groups below me I was shooting at with the Gatling. Emptied half my rounds and killed a total of 1 guy.
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Vehicle in Vehicle Transport Feedback
kylania replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
None of these will load for me: ammoboxes, vehicle ammo and supply crates. -
apex pacific class names and some groups - hope it helps someone... or save time
kylania replied to thedubl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
//Soldiers ["0_T_Soldier_A_F","O_T_Soldier_AAR_F", Is that 0 a typo? The leading zero there. -
Is there a way to color a aaf buzzard completely black?
kylania replied to panicsferd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You'd want to color both of the sections. Add this line under the matching BLACK line: case "BLACKWING": {[1,"#(argb,8,8,3)color(0,0,0,0.6)"]}; Then call this as well: _null = [[this, "BLACKWING"], "TAG_fnc_colorSUV", true, true] spawn BIS_fnc_MP; -
Need help with addAction...
kylania replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why stop at planes?! -
Need help with addAction...
kylania replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just change the very first plane in Larrow's example to say this and slap that in each plane's init field. -
Need help with addAction...
kylania replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, but you should use Larrow's code. That smoke looks much better (larger and easier to see) and it's not limited by the smoke grenade timeout. It's also a single line of code, which is pretty awesome! heh -
How to remove map object, nothing seams to work
kylania replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably should have made a new thread since virtually everything else in this thread is obsolete. :) I've not seen hideObjectGlobal redisplaying the object based on LOD like that but I'm totally seeing it happen in that spot. It didn't happen in another spot with similar objects though. Seems if you also setDamage 1 it minimizes the pop back effect since the things are all flattened. Very obscure bug you should report it. :) -
The latest dev change log is the little splat icon in the bottom right corner just click on the version.
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You can do that already. :) Change it to whatever you want. https://community.bistudio.com/wiki/Arma_3_Main_Menu Unfortunately QuickPlay, a feature that I personally will never ever use, is hard coded. Would be nice to be able to point that to Recent Servers or whatever you have Favorited there instead. (Editor is hard coded too, but that's just fine heh)
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Methods for lag testing a mod/mission in Multiplayer? <Solved>
kylania replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How insane is it that we live in a world where that's even an option? "Oh, it's Thursday? I'll just use a server from Australia for a bit I suppose..." :) -
Need help with addAction...
kylania replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A variable with a preceding _ is called a local variable. That means that it's only available within the script in which it was created. So since you created those objects in SpawnSmoke script StopSmoke doesn't know what they are since they were local to the SpawnSmoke script. That's why you're getting that error. You can get around this a few ways, the easiest is to simple remove the _ from those variables which makes them global and both scripts would know about them assuming no issues with locality, which is yet another entire headache to deal with), but a different way might be to track those variables in a slightly different way. this setVariable ["YOLO_SmokeOn", [], true]; this addAction ["Release Smoke Trails", "SpawnSmoke.sqf", [true], 0, false, true, "", "driver _target == _this && count (_target getVariable 'YOLO_SmokeOn') < 1"]; this addAction ["Stop Smoke Trails", "SpawnSmoke.sqf", [false], 0, false, true, "", "driver _target == _this && count (_target getVariable 'YOLO_SmokeOn') > 0"]; SpawnSmoke.sqf: // SpawnSmoke.sqf //this setVariable ["YOLO_SmokeOn", [], true]; //this addAction ["Release Smoke Trails", "SpawnSmoke.sqf", [true], 0, false, true, "", "driver _target == _this && count (_target getVariable 'YOLO_SmokeOn') < 1"]; //this addAction ["Stop Smoke Trails", "SpawnSmoke.sqf", [false], 0, false, true, "", "driver _target == _this && count (_target getVariable 'YOLO_SmokeOn') > 0"]; params ["_plane", "_pilot", "_action", "_args"]; _smokeStart = _args param [0, false]; _smokes = []; if (_smokeStart) then { { _smokeTrail = (_x select 0) createVehicle [0, 0, 1000]; _smokeTrail attachTo [_plane, [(_x select 1), 0, 0]]; _smokes pushBack _smokeTrail; } forEach [["SmokeShellRed", -4], ["SmokeShellRed", 4], ["SmokeShellBlue", -5], ["SmokeShellBlue", 5]]; } else { { deleteVehicle _x; } forEach (_plane getVariable "YOLO_SmokeOn"); }; _plane setVariable ["YOLO_SmokeOn", _smokes, true]; -
Methods for lag testing a mod/mission in Multiplayer? <Solved>
kylania replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make friends across the pond? Maybe head over to the Arma 3 Units page and enlist some milsim units from the other side of the globe to help you test things? -
Using Notepad++ you can alt-drag just the positions from the log. Then cut and paste and use Edit -> Column Editor to append a comma onto the end of each line. Easy array!
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With newly created missions? It will probably show up if you're using unfixed missions from when the editor bug was live or pre-1.60 mods where the config hasn't been updated yet.
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Well, that's a tube full of nope right there! I'm feeling claustrophobic just looking at that guy about to enter that mostly flooded tube. No thank you!
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diag_log a few values at a time? Join with , in your favorite text editor. Or UnitCapture as you walk around the island then take that resulting file and remove out the frames where you weren't over the spots you wanted, edit it into array and tada!
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You don't need to be a extensively trained EOD professional in a bomb suit with the latest detection gear to say "Maybe don't step on that artillery shell with wires coming out of it in the middle of the road, mmmkay?" I can see maybe changing the range of knowledge, like if some random grunt finds one he marks it with spray point or something so you only know it's there if you're 50m away or something but if EOD marks it they run it up the chain and all datalinked units get a warning on their BLUFOR trackers about the location (ie, markers on the map and 200m view range of the symbol or something).