-
Content Count
372 -
Joined
-
Last visited
-
Medals
Everything posted by Gekkibi
-
Of what? Script X uses variables script Y created? // script Y myVariable = 1; // scripy X hint format ["%1", myVariable]; // prints 1 Local variables can't be used this way. Everything you need is in BIKI. You just have to start from basic algorithm and build it from there. ;)
-
Commands I'd use to store the amount of currency the player has: setVariable, getVariable. Arma 3 control commands for the graphical UI. When player uses the graphical UI and buys a weapon, the script uses addWeapon. If player buys a vehicle, then createVehicle. As you can see, it's pretty hard to give tips without scripting it for you. ;) Edit: if the variable is global, you can use it in other scripts.
-
Yes, but wouldn't that mean I'd have to script it for you..? ;) There might be some currency scripts already. Try searching them either here in the forums or on armaholic.
-
Not a specific money-system tutorial, no. Having tutorials for every single script would be impossibility.
-
I just posted a link to one... ;) Everything starts from algorithm. The problem is that if you want some kind of graphical UI and MP compatibility (especially if it should be persistant) then this isn't an easy one to script...
-
Probably not the first script someone should make... :P Start by learning SQF. https://community.bistudio.com http://www.armaholic.com/page.php?id=9220 Start from small...
-
How to remove map object, nothing seams to work
Gekkibi replied to Cold Evil's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use the right syntax. ([1234, 5678] nearestObject 123456) setDamage 1; Edit: tested it, and you can't use hideObject with walls. -
Yes (more precisely \ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf). Yup, that sucks. You can createVehicle "test_EmptyObjectForFireBig" if you want that something is burning.
-
1) name the boat and put "this moveInCargo name-of-your-boat" to the init field of all the infantry units. For example: this moveInCargo boat1; 2) by using your favorite text-editor and this page. 3) if you preview intro then it's not going to change to mission. Everything should be fine after you have exported the mission and play it in sp/mp.
-
Escape From Altis style respawn - how to do?
Gekkibi replied to Wathagan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, I thought you wanted it that you respawn where you died. Too tired to read properly... Never played wasteland/escape from x/insert-random-deathmatch-here, so I have no idea what you want. -
Escape From Altis style respawn - how to do?
Gekkibi replied to Wathagan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use respawn = 2 if you want to respawn exactly where you died... -
Escape From Altis style respawn - how to do?
Gekkibi replied to Wathagan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/Arma_3_Respawn -
Have you tried shooting at the buildings? They collapse after couple of seconds. Compare that to other 7.62 weapons in the game. Even 600 rounds from Zafir will do nothing to the buildings. Splash damage is not the right way to fix this.
-
"Arma 3 stable", that's an oxymoron...
-
Disassembly it and reassembly it near a supply truck... Ya... ;)
-
Independants chase Player (+Disconnect question)
Gekkibi replied to Sc0rc3d's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd use what Tajin said earlier: -
Heh, I was wondering that exact same thing when browsing through the animation viewer yesterday... :)
-
I didn't mention that on purpose, because I'm not quite sure how it works in Arma 2. Does the bullets fly glued together, or is there a small distance between each bullets? If there's distance between projectiles then that is a valid method as well.
-
Per barrel, per vehicle or per everyone-in-the-world? If "per barrel" then it should be ridiculously easy to fix by adding more virtual barrels next to the visible one.
-
Units oblivious to firefights around them
Gekkibi replied to besplatan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The borg spotting only works if the AI units are in the same group. Exception is the group-waypoint, where another group can call an assistance from other group(s). A script can accomplish this as well by revealing the already revealed units to all AI units. Too tired to write one right now, but I guess someone has already made one. -
How to make the AI silent and not use their radio when in a squad
Gekkibi replied to Windwalking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are there going to be any AI units in player group(s)? If no, then I'm sure the players can inform their current situation by themselves. ;) -
How to make the AI silent and not use their radio when in a squad
Gekkibi replied to Windwalking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What sorcery is this?! I'm out of options then. :) I'd use enableSentences because is it really necessary that player characters can spot and report contacts via radio even if the player was not able to spot it? -
Independants chase Player (+Disconnect question)
Gekkibi replied to Sc0rc3d's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I recommend you use "SAFE". They will use vehicle lights, will drive on the road, will not bound from cover to cover, will not go prone etc. They will adjust their behaviour if the situation changes. Careless is meant for cutscenes etc. Glad to help. :) -
How to make the AI silent and not use their radio when in a squad
Gekkibi replied to Windwalking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My bad, I thought you were talking about enableSentences... :) Try this: unitName setVariable ["BIS_noCoreConversations", true]; -
How to make the AI silent and not use their radio when in a squad
Gekkibi replied to Windwalking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tested the command and it works as intended. enableSentences false; You don't have to repeat it multiple times, just put it to your init.sqf for example.