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About st_dux

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  1. The "_" in this case should not be there. Also, "_myOldUnit" isn't defined anywhere in your script, so I am not surprised that it's coming up as undefined.
  2. Do the paratroopers start inside the helicopter, or do they board it earlier in the mission? If they board it earlier in the mission, how does this take place (i.e., is it via a Get In waypoint, via scripting, etc.)? Have you tried using unassignVehicle before giving the eject action yet? This would need to be done for each unit in the group.
  3. As far as I know, the low-level FSMs are not accessible to us. User-created FSMs for AI behavior have just as much (and just as little) precedence as scripted behavior; using the FSM format is more a matter of preference.
  4. st_dux

    (Permanently Erased)

    And that is perfectly reasonable, particularly for larger functions that may be reused in several different scenarios or by several different scripters. That said, I don't think it's right to say that inline function code is less efficient because it is processed in exactly the same way.
  5. st_dux

    (Permanently Erased)

    OK, I kind of expected that. I disagree with the idea that this kind of function is somehow less efficient. The game processes this code in exactly the same way as it processes functions split into dedicated files. This isn't like C++ where making a function inline actually changes the way it is compiled. At the end of the day, it's all just interpreted SQF code anyway.
  6. st_dux

    Uncreated task type?

    isNull only works if there is something that could be null. A variable that points to nothing at all is not null; it is undefined. To check if something is undefined, use isNil instead. if (isNil "task05") then {...} Alternatively, you could set up your task variables before actually creating all of your tasks; in this case, isNull could work. Some people will tell you that this is a better practice, although personally I don't think it makes any difference at all. Here's how you'd do that: task05 = taskNull; if (isNull task05) then {...};
  7. st_dux

    (Permanently Erased)

    Within the context of Arma scripting, what exactly would constitute an inline function?
  8. st_dux

    [SP] Operation Bengal Toe

    Thanks for checking out the mission, AZCoder. If you're getting a mission failed screen, then the resistance leader is indeed being killed; nothing else can cause mission failure in this scenario. My advice for avoiding this is to be more careful on approach to the compound: If you encounter a patrol, you must either eliminate it very quickly (not allowing for any return fire) or avoid it altogether. If the patrol has a chance to tell HQ that they are under fire, the resistance leader will be killed. During the actual assault, you have to be very aggressive: Moving too slowly will allow enemy soldiers at the compound to kill the resistance leader. It's not particularly easy, which is why you get a free autosave after successfully infiltrating. The mission is now up on Armaholic as well for those averse to Steam: Operation Bengal Toe
  9. Have you tried using (vehicle _target) instead of just _target? It might be that you can't target an individual crew member of a vehicle.
  10. The AAF have captured an important leader in the Altis resistance movement and are planning to execute him later today. Although the AAF are our allies, we cannot allow this execution to proceed; the potential intel that the resistance leader possesses is too great. You are to lead a small team of CSAT Special Forces soldiers on a daring dawn raid on the compound where the resistance leader is being held, capture him alive, and bring him back to headquarters for interrogation. This is a relatively simple but fairly challenging hostage rescue scenario that requires the player stealthily approach an enemy compound and then coordinate multiple elements in a fast-paced assault. One wrong move can result in the resistance leader being killed, which means mission failure. This scenario does not require any addons or mods to play. It was designed for 100% vanilla Arma 3. Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=634796582 Armaholic link: Operation Bengal Toe This is the first mission I've published in years, although I've been editing Arma missions for about 15 years now, and I work with VBS3 professionally. I started scripting before the Biki existed, which now that I think about it, makes me feel pretty old. Enjoy the mission, and if you find any bugs, please report them here!
  11. That sounds like it might be a bug in Eden. Did you try the thisList option?
  12. Sounds like this could be a bug. Have you tried syncing in the opposite direction (i.e., if you synced from module to trigger, try from trigger to module, and vice versa)?
  13. The easiest thing to do would be to have all of your Independent soldiers join an OPFOR group.
  14. To be honest, I don't use the modules myself, so I don't know off-hand. I would assume that a task notification would display by default whenever activating the task changed module, but I'd have to take a look at the function associated with it to find out for sure, and I don't have access to that right now. You can, of course, always create a task notification manually by tapping into the notification system directly: https://community.bistudio.com/wiki/Notification