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Posts posted by kylania
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Better way would be to only add it to player from that side in the first place. (Given that sides don't change)
Kill a friendly (or two), even accidentally, and your side will change to ENEMY.
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You don't need remoteExec or BIS_fnc_MP for any of that. Just put it all in initPlayerLocal.sqf
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I have one question. (Don't know if this is the right topic to ask it but I can't make my own)
I'm busy with making a campaign. I want that the player to start with the same gear, ammo, outfits, etc as the previous mission. So the player gets to keep the gear he found in the previous mission.
Can someone help me with this?
Here is a Demo Campaign to look at. At the end of a mission we'll use getUnitLoadout to capture the current equipment and at the start of the next we'll use setUnitLoadout to rearm them. We'll use the saveVar system to keep track of the actual loadout between missions.
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64x64 seems good.
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Why would they be wasting batteries strolling around with their lasers on?
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There's probably variables you can set to disable it but we're still waiting on documentation for the new system. It's coming, just no ETA.
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setObjectTextureGlobal
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What is _template? Can you just post all your current code?
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Change ANYBODY to a Side or
if (!(_x getVariable["hell_protected", false]) && (_x isKindOf "Man")) then {
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Sure, but that's more important to you? Removing the information or having information in the "wrong" spot.
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Just skip the nil check and assign _target to someone new? It's either gonna be nil or a dead unit, so you're going to want to assign it again anyway.
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Does anybody have a FULL APEX UPDATED list post Apex release because the ones I am seeing on the internet are missing a lot of stuff like the new helmets that were not include in the preview version. How come BIS doesn't release this or update their classname page whenever they release new stuff like this?
You do. In the editor click Tools then Config Viewer, and there's your list. Or for helmets you can right click on your unit in the editor and Edit Loadout and see all the available helmets. BIS has been busy releasing Apex but are planning on updating the asset lists Soonâ„¢.
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Maybe use tasks for information that will be changing during the mission instead? Can you set them to nil?
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Name the trigger then change the onAct for the triggers locally for those names/UIDs to prevent then from setting it off themselves.
You'll need to change your onAct for everyone else to prevent someone else from setting it off while they are in it however. Maybe set a variable on everyone and only apply damage if they have that variable to false or something?
For your protectees:
player setVariable["hell_protected", true, true];
change your onActivation to:
{ if (!(_x getVariable["hell_protected", false])) then { _x setDamage 1; }; } forEach thisList;
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If you're really that much into scripting, set up your own functions library.
He's got that and once things are more settled we'll be moving more functions over to that format. :)
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Init fields aren't for animations, but you can run a script from there that can activate animations.
BIS_fnc_ambientAnimCombat is a function that can run ambient animations for you and the units will break out of them when combat starts.
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Erm, yeah, what hally said. :) Edited the post. And of course missing setVariable is kinda critical. heh
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RPG-7 wise this might be broken as today's dev branch change log says:
- Fixed: It was not possible to place a loaded RPG-7 in the editor
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I am having kinda the same issue but my player spawn in the water off map?
Need way more information to be able to help you. What map, what build, in SP or MP, any mods, did you check that your server has the right map, how did you place your player, got reproduction steps, a demo mission, error messages?
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Revive Feedback
in ARMA 3 - DEVELOPMENT BRANCH
Posted
They finally added this page: https://community.bistudio.com/wiki/Revive_remastered
but yeah I'm wondering about description.ext options and variables we can use to control it outside of the editor and scope of the editor defaults.