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Everything posted by sxp2high
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What is the large red circle on the map?
sxp2high replied to Magirot's topic in ARMA 3 - BETA DISCUSSION
I just tried it, there is no visible circle anymore, but the button still moves the map to my (approximate) location. :( -
What is the large red circle on the map?
sxp2high replied to Magirot's topic in ARMA 3 - BETA DISCUSSION
Awesome! Thanks! Already added to our server side addon, so it applies to all missions :) Any idea how to disable the "Move map to player position" button as well? It still works unfortunately... -
What is the large red circle on the map?
sxp2high replied to Magirot's topic in ARMA 3 - BETA DISCUSSION
This is a HORRIBLE feature. Navigating and reading the map is a great part of the game which I enjoy a lot, well ,used to enjoy... :( -
Awesome addon! And so it begins... this feels like the first step towards ACE! :D :D
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Discussion on mission filename format
sxp2high replied to Phantom Six's topic in ARMA 3 - USER MISSIONS
I officially gave up on this. If there isn't anything done about it at the Editor level, it will never spread... :( Unpacking, renaming, repacking everything before it goes into the missions folder now too. It's annoying but the result is wort it. This picture also illustrates our point, if anyone isn't convinced yet. -
move marker even for JIP
sxp2high replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just send a publicVariable into the network (from the server, or any client) and check for it in your init (on the client side). Like this: new_ao_pos = getPosATL newao; publicVariable "new_ao_pos"; And check (in your init.sqf): if (!(isNil "new_ao_pos")) then { "respawn_west" setMarkerPosLocal new_ao_pos; }; Edit: I made a ticket because I find this annoying as well, please vote: 0005429: Global marker updates are not syncronized for Join In Progress clients -
"The Thing" - community developed mission
sxp2high replied to SpecOp9's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really great idea! Unfortunately I got too much on my plate right now to commit, but I will help out with code snippets if needed. :) -
GET/SET Loadout (saves and loads pretty much everything)
sxp2high replied to aeroson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
aeroson, here is a "callable" solution: http://forums.bistudio.com/showthread.php?148550-Add-Magzine-into-Weapon&p=2344518&viewfull=1#post2344518 Just apply that method to everything... Should have though of that in the first place, sorry... -
Add Magzine into Weapon?
sxp2high replied to pedwards3x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Space really wasn't the issue, at least in my case. It just needed the micro-sleep. I try to avoid sleeps in functions, like most people, but it really seems necessary in this case. :( Edit: There you go... seems to be working as well, weapon will be loaded: player addMagazine _magazine; waitUntil {(_magazine in (magazines player))}; player addWeapon _weapon; -
Add Magzine into Weapon?
sxp2high replied to pedwards3x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your suggestion didn't work for me, Ranger. However, I finally figured it out! :D Not working, magazine won't be loaded: player addMagazine _magazine; player addWeapon _weapon; Works, weapon will be loaded: player addMagazine _magazine; sleep 0.001; player addWeapon _weapon; -
Assigning a script to a random player?
sxp2high replied to SpecOp9's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oops, sorry, I forgot a then after isServer, and there was also a typo :D :D Here you go: // Remote local script execution function btk_fnc_MPexecVMLocal = { private ["_player"]; _player = _this select 0; if (local _player) then { _null = [] execVM "camera.sqf"; }; }; // Let the server select a player if (isServer) then { _playerList = if (isMultiplayer) then { playableUnits; } else { switchableUnits; }; // For testing in editor mostly _randomPlayer = _playerList call BIS_fnc_selectRandom; [[_randomPlayer], "btk_fnc_MPexecVMLocal"] call BIS_fnc_mp; }; However, in the editor it will always execute because of the local check. To better test it, or in general, you can change if (local _player) then { to if (player == _player) then { -
BIS_fnc_taskSetState parameters?
sxp2high replied to bardosy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, don't use BIS_fnc_taskSetState. It doesn't work in mp, when there are more than one player connected! Here's how you can use some of the new task functons: Create a task: [ player, // Units "btk_task_1", // Unique task id [ "Banana is the common name for an edible fruit produced by several kinds of large herbaceous flowering plants of the genus Musa.", // Description "Buy some Bananas", // Actual title "BUY" // GUI title (waypoint marker text) ], (getPosATL grocery_store), // Task position true // Set as current task?? ] call BIS_fnc_taskCreate; Change task state: _task = ["btk_task_1", player] call BIS_fnc_taskReal; _task setTaskState "Succeeded"; Show task hint: ["btk_task_1", "SUCCEEDED"] call BIS_fnc_taskHint; Possible values: "CREATED", "ASSIGNED", "SUCCEEDED", "FAILED", "CANCELED" Tested and working in mp. + Not tested: "btk_task_1" call BIS_fnc_taskSetCurrent; -
Assigning a script to a random player?
sxp2high replied to SpecOp9's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wrote that from the top of my head without testing, but... nope, should be good to go like that. -
Assigning a script to a random player?
sxp2high replied to SpecOp9's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You learn by asking... nothing wrong with it :) Select random player _playerList = if (isMuliplayer) then { playableUnits; } else { switchableUnits; }; // For testing in editor mostly _randomPlayer = _playerList call BIS_fnc_selectRandom; _null = [_randomPlayer] execVM "thescript.sqf"; thescript.sqf _player = _this select 0; if (!(local _player)) exitWith {}; // Just in case ... the rest goes here ... Edit: That example was a bit too basic, I think... here is a bit more practical one: Init.sqf // Remote local script execution function btk_fnc_MPexecVMLocal = { private ["_player"]; _player = _this select 0; if (local _player) then { _null = [] execVM "thescript.sqf"; }; }; // Let the server select a player if (isServer) { _playerList = if (isMuliplayer) then { playableUnits; } else { switchableUnits; }; // For testing in editor mostly _randomPlayer = _playerList call BIS_fnc_selectRandom; [[_randomPlayer], "btk_fnc_MPexecVMLocal"] call BIS_fnc_mp; }; -
Cannot remove Map from dead body
sxp2high replied to trex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it's because they now kind of drop their stuff when they die. (Not sure how it works, but that was my impression so far) In Arma 2 this would have worked. -
Why do 80% of the servers allow addons?
sxp2high replied to Planetside's topic in ARMA 3 - SERVERS & ADMINISTRATION
I had v2 signature check enabled, as we have in Arma 2, however I was not able to join my own server (Signature check timeout ALL the time). For some of my team mates it works. So I have no choice but to disable it. The system it utterly broken in my opinion. -
Arma 3 Restarter.exe server monitor
sxp2high replied to thevisad's topic in ARMA 3 - SERVERS & ADMINISTRATION
Working great, thanks! -
If you run the arma3.exe wih the -server parameter, it will return isDedicated as true in the game :)
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Cannot remove Map from dead body
sxp2high replied to trex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dead units are a bit problematic with the inventory system at the moment. Dead units do not return any Uniform or Vest either. Why not remove it while they are still alive? -
Very promising :) Looking forward to this!
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What does "@" mean in this scriptlet?
sxp2high replied to jacmac's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From the looks of it it means if. However this is SQS syntax, not SQF, and shouldn't be used anymore. SQF: waitUntil {TheMan distance TheFlag < 50}; ManIsHere = true; publicVariable "ManIsHere"; -
How to show black ins and black outs globally?
sxp2high replied to ruger392's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use BIS_fnc_MP for that. Example: Init.sqf btk_fnc_MPcutText = { cutText [(_this select 0), (_this select 1), (_this select 2)]; }; Usage [["I'm global!", "BLACK OUT", 2], "btk_fnc_MPcutText"] call BIS_fnc_mp; [["Me too!", "BLACK IN", 3], "btk_fnc_MPcutText"] call BIS_fnc_mp; -
I think the weight system is far from finished. In ACE mod i couldn't even run 10 meters with what I'm carrying in Arma 3 with the bar only being half-full.
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JIP/Respawn confusion
sxp2high replied to johnflenaly's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Units will ALWAYS start where they are initially placed. Joining the server is not considered respawn. You would have to do that manually. Example: If someone joins after 1 minute into the mission, he will start at the respawn marker: if (time > 60) then { player setPosATL (getMarkerPos "respawn_east"); }; -
Battleeye needed now, nothing else matters
sxp2high replied to joebopie's topic in ARMA 3 - MULTIPLAYER
Consider yourself lucky that this Alpha build even has a Multiplayer at all. Anti-cheat would be a waste of time at this point. Something like this can worked on 2 weeks before actual release (and afterwards).