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AgentD

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Posts posted by AgentD


  1. _target = _this select 0;
    _detectors = _this select 1;
    _hasDetected = [];
    
    {
    if (!(_x side = _target side)) and ((_x knowsAbout _target) > 0.105) then
    {
    	[_hasDetected, _x] call BIS_fnc_arrayPush;
    };
    } forEach _detectors;
    
    _hasDetected;
    

    UnitsThatHaveDetectedPlayer = [player, allUnits] ExecVM "Detected.sqf";

    UnitsThatHaveDetectedPlayer = [player, list TRIGGERNAME] ExecVM "Detected.sqf";


  2. Its not really possible, the 3D editor uses scripted item creation (SQF), and the 2D editor uses class based item creation (SQM). In theory it would be possible to convert from one to the other, but not simple (If your unsure why this would be difficult, take the number of objects in your 2D map and times that by 4, thats approx how many lines of SQF you would have to write to get them in the 3D editor).

    I find it best to use the 3D editor to make static layouts etc, and then add those to the 2D mission by execing the modified scripts in init.sqf. I may try using the 3D editor on its own soon though, as I get more comfortable with SQF.

    Hopefully BIS will improve the SQF based editor as time goes on and the original SQM based editor will become redundant.

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