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dga

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About dga

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  1. Hi, i'm switching to a camera like this _cam = "camera" camCreate (player modelToWorld [0,10,2]); _cam cameraEffect ["External", "Back"]; _cam camSetTarget player; _cam camCommit 0; But now i cannot move my unit/vehicle/player anymore. Anything I am missing? Thanks!
  2. Ok, I'll try the Stream-friendly/Profile switch, thanks. I also noticed. I can type upper case with no problems (which then annoys people :D)
  3. Hi, since some days I noticed that in multiplayer, I can't chat anymore after some time. I open chat and start typing. It only prints "empty"/space characters. Numbers work though. Anyone else noticed that? Thanks ---------- Post added at 04:24 PM ---------- Previous post was at 04:23 PM ---------- sorry for double post. please close/delete
  4. Hi, since some days I noticed that in multiplayer, I can't chat anymore after some time. I open chat and start typing. It only prints "empty"/space characters. Numbers work though. Anyone else noticed that? Thanks
  5. dga

    Collective slow on gamepads ?

    Noticed the same problem yesterday. I thought it was fine when using the L/R Triggers bound to Collective(Analog). But the downside is. If you press nothing, it triggers collective down ;( Another possibility would be to use those tools that map gamepad buttons to keyboard actions and map it that way. Anyway, we should open up a ticket on the feedback tracker.
  6. Awesome and intense! Thank you for your work. P.S. saw a script error after when you revert to the second autosave (meet the local support). don't know if that happens on every playthrough though.
  7. ["end2", false] call BIS_fnc_endMission; The 'false' is what tells the function to end with fail.
  8. dga

    AI Scripting

    Best thing to do would be a init.sqf, that adds the action(s) to the object (building/crate/whatever). As you should learn and find out for yourself...check this http://community.bistudio.com/wiki/addAction So when the player selects the action for buying a specific weapon, do something like 'caller addWeapon "CLASSNAME"' Good luck ;) P.S. What does this have to do with "AI Scripting" ? ^^
  9. yeah...well vars with underscore are local to your script. if you remove the underscore, it would be global and be accessed from anywhere. and besides that...try this ["OBJ_2", "Succeeded"] call BIS_fnc_taskSetState;
  10. found this tutorial on reddit, maybe it helps
  11. When I give it to my player I have "Place..." in my Action Menu. When placed I can "Touch off Bomb"
  12. I dunno if its technically a satchel but it blows stuff up :D this addmagazine "DemoCharge_Remote_Mag";
  13. For #1 you should not have to shut down ArmA. Create the mission. Save it. Add the .EXT file. Go back into ArmA and hit "SAVE" Everytime you hit "Save" it rereads the .EXT . Could be better, could be worse ;)
  14. dga

    addAction Help!

    Did you check http://community.bistudio.com/wiki/addAction You can easily pass arguments etc. I just dont know how to add the action to the building. Think you can place a GameLogic on the building and save it into a variable with http://community.bistudio.com/wiki/nearestBuilding In the end it could look something like this (only pseudo code) tower addAction ["Request Artillery", "Arty.sqf", [(getPos artyTarget),75,6,1,["Sh_82mmm_AMOS"]]]; Your arty.sqf should then start something like this (this is my template for scripts i call with addAction) // standard arguments _target = _this select 0; _caller = _this select 1; _id = _this select 2; // arguments _args = _this select 3; //....continue with your arty code here So... _args is the array where all the arguments are. In your current script you have "_pos = _this select 0;" ...this will be "_pos = _args select 0;" now.
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