Jump to content

kylania

Member
  • Content Count

    9181
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by kylania

  1. Do you mean the black script errors? You don't. You fix the errors to stop them from displaying then you publish the mission and play from Singleplayer. Eden isn't really meant for "playing". :) Playing from Singleplayer or Multiplayer by default won't display script errors. So even if you don't fix them you can play ignorant of broken scripts that way.
  2. You can use _condShow for your distance limiter.
  3. I wish, they've been strangely silent with that information.
  4. Why not just use Arsenal's virtual ammo box?
  5. That's only for map objects, not mission objects. So things that are part of the map like buildings or road segments or whatever. Laptops you spawn in via script or place in the editor are not affected by the streaming thing he was talking about. So no worries for that. You can grab a variable with this, and it'll default to 25 if it's not found: _laptop1Distance = laptop1 getVariable["noi_Distance_Adjust", 25]; Problem is I don't know if you can use that in dialogs, so you might be stuck with globals. :) Someone that is better with dialogs will hopefully chime in. I wonder if uiNamespace might be useful?
  6. There already is actually. Look at the windows nearby.
  7. kylania

    [REQUEST] ORBAT Tutorial

    You are missing a }; to close your class general. Add it in just above class QG. You also then have 2 extra }; at the end of that file. Always try to properly indent your code to make this easier to see: class CfgORBAT { class general { id = 0; idType = 0; side = "West"; commander = "Richard Fernandez Nunes"; commanderRank = "General"; text = "14° Brigada de Infantaria Motorizada"; textShort = "14ª Bda Inf Mtz"; subordinates[] = {QG}; texture = "\a3\missions_f_epa\data\img\orbat\B_Aegis_texture_ca.paa"; description = "1° Em comando"; }; class QG { id = 4; idType = 0; type = "HQ"; side = "West"; size = "Battalion"; commander = "Ernesto"; commanderRank = "Sergeant"; text = "Quartel Genral"; textShort = "QG"; subordinates[] = {ef1, ef2, ef3}; //color[] = {0,0,0,1}; description = "2° Em comando"; }; class ef1 { id = 1; idType = 0; type = "MotorizedInfantry"; side = "West"; size = "FireTeam"; commander = "Elias"; commanderRank = "Corporal"; text = "1° Equipe de Fogo"; textShort = "1° EF)"; description = "1° Equipe de Fogo"; }; class ef2 { id = 2; idType = 0; side = "West"; size = "FireTeam"; type = "MotorizedInfantry"; commander = "Caio"; commanderRank = "Corporal"; text = "2° Equipe de Fogo"; textShort = "2° EF"; description = "2° Equipe de Fogo"; }; class ef3 { id = 3; idType = 0; side = "West"; size = "FireTeam"; type = "MotorizedInfantry"; commander = "Josue"; commanderRank = "Corporal"; text = "3° Equipe de Fogo"; textShort = "3 EF"; description = "3° Equipe de Fogo"; }; };
  8. Is number the same for everything? Does it change? Do you really need 8 different global variables? Can you just save the variable on the laptops? How is this number used? What does it do with your dialogs?
  9. kylania

    Changing the default lock state

    https://community.bistudio.com/wiki/lock Run this command where the vehicle is local.
  10. Here's a script I did for "random" ammo caches, which is kinda the same thing you're doing. I have 10 caches preplaced on the map and this script goes in and deletes the ones I don't need. Then it puts down markers at the remaining ones and spawns sentry group at each. Might give you some ideas. if (!isServer) then {exit;}; // input _ammoCacheCount = _this select 0; _ammoCachePool = [ammo0, ammo1, ammo2, ammo3, ammo4, ammo5, ammo6, ammo7, ammo8, ammo9]; _ammoCacheRemaining = []; for [{_i=0},{_i<_ammoCacheCount},{_i=_i+1}] do { // _ammoCache = selectRandom _ammoCachePool; _ammoCacheRemaining pushBack _ammoCache; _ammoCachePool deleteAt (_ammoCachePool find _ammoCache); }; { deleteVehicle _x; } forEach _ammoCachePool; { if (true) then { _rMarker = createMarkerLocal [format["mrk%1", _x], getPos _x]; _rMarker setMarkerShapeLocal "ICON"; _rMarker setMarkerTypeLocal "Minefield"; myMarkers pushBack format["mrk%1", _x]; }; if (true) then { [getPos _x, east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "UInfantry" >> "OIA_GuardSentry")] call BIS_fnc_spawnGroup; }; } forEach _ammoCacheRemaining;
  11. kylania

    Gear Functions

    _aceEnabled = isClass(configFile >> "cfgPatches" >> "ace_main");
  12. This does nothing, all it does is set a variable to a value, it doesn't change the date at all: timeofday = paramsarray select 1; You would have to then use timeofday to adjust the time using skipTime it seems. The weather one will assign that value itself, so you didn't need to declare it.
  13. You can use the BIS_fnc_getParamValue function to understand which value is which easier. weather = "initialWeatherParam" call BIS_fnc_getParamValue; TimeOfDay = "TimeOfDay" call BIS_fnc_getParamValue; Which is probably what that script should have done since you need to edit it if your weather isn't the first value... Where do you use the timeofday value?
  14. The choice remains, but it's unsupported from now on. Press Ctrl-O as in Old from the Editor map select screen. What exactly are you having trouble with?
  15. I meant skip texview entirely and just use PNG or JPG in your mission. No need to convert them to PAA if you're just displaying them in a diaryRecord.
  16. JPG should work fine and I'm fairly sure PNG does too, but can't test at the moment.
  17. You might try this unitPlay rewrite from Larrow.
  18. kylania

    Adding pictures to diary entries?

    https://forums.bistudio.com/topic/191752-briefingtask-images/#entry3047228
  19. UnitCapture and UnitPlay are not really designed for multiplayer use. Especially not multiple units for 10 minutes of playback. How huge is your mission file? You might try this workaround from the feedback tracker: Really the answer is to not use unitPlay for this kind of thing.
  20. Reverse it. In the editor start your players on the LZ and move them into the helos if they exist. Or just keep things simple and start at the LZ and don't try to move, just have the helo fly off at game start as if they'd just dropped them off.
  21. Absolutely, though || means OR so if you want to spawn at the marker if EITHER helo is gone, then your code is great. If you want to detect if BOTH are down use && instead of ||. You also need a few more ( ) // If either helo is down... if ((isNull chinook1) || (isNull chinook2)) then { player setpos (getMarkerPos "markerName"); }; // If both helo is down... if ((isNull chinook1) && (isNull chinook2)) then { player setpos (getMarkerPos "markerName"); };
  22. How does your mission work? Where does the helo drop them off? If you're using an invisible helipad for that maybe tack this onto the end of initPlayerLocal.sqf: if (isNull heloName) then { player setPos getPos invisibleHelipadObjectUsedForLZ; }; So when they join the game if the helo doesn't exist anymore it'll move them to the landing zone invisible helipad instead.
  23. When the helicopter is deleted setup a new starting position somewhere else, either a respawn point or group leader location or something similar.
  24. kylania

    where is the 2d editor?

    Here's the Feedback tracker. Sign up, when you get a crash submit it and hopefully they'll be able to figure out why it's crashing you but not others. If you've never reported that your computer is crashing in Eden they'd have no idea that it doesn't work on your system.
×