dga
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Everything posted by dga
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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!
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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)
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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
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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
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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.
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
dga replied to SaOk's topic in ARMA 3 - USER MISSIONS
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. -
"Mission complete" like in the showcases - how to?
dga replied to dar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
["end2", false] call BIS_fnc_endMission; The 'false' is what tells the function to end with fail. -
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" ? ^^
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Linking script created Tasks and Triggers?
dga replied to zuff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; -
ArmA 3 Editor - Inbuilt Editor Tasks?
dga replied to Ryousuke's topic in ARMA 3 - MISSION EDITING & SCRIPTING
found this tutorial on reddit, maybe it helps -
When I give it to my player I have "Place..." in my Action Menu. When placed I can "Touch off Bomb"
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I dunno if its technically a satchel but it blows stuff up :D this addmagazine "DemoCharge_Remote_Mag";
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Such a tease.... :D
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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 ;)
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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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I figured something out I guess. I tried to have some chat going in my script (init.sqf) which didn't work like for most of you. My guess is, that the problem of the chat not showing is also somehow related to this http://forums.bistudio.com/showthread.php?147928-Loading-screen-longer-than-needed . I think the mission/script is already running, when you are still in the loading screen (maybe thats not something new) However. Put this on top of your init.sqf and all chat will work from then on... finishMissionInit; showChat true; It looks weird but works for me. Thats why for example the chat through triggers etc works, because it only fires when the mission is really running. EDIT: It seems like. This doesnt work when you "restart" the mission. Only if you preview out of the editor.
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Obvious troll is obvious
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I didn't saw any topic about it yet and as my title suggests, its hard to describe ^^ For example, when I do stuff in the editor and i click "preview" the time the loading screen is shown is quite long. "Well ok. Its loading". But then I figured out, when I ALT-TAB out of the game and go back in, I am instantly in my mission which is at least 1/2 of the usual loading time. Anyone also noticed it or has any clues?
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Yeah please upvote ;) http://feedback.arma3.com/view.php?id=1764 Weird. Will try that as a workaround for now.
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No offense. But like this....no one will be able to help you ^^ edit: I also want to add. Starting doing "a life mod" with no experience in ArmA and scripting is no good idea. Its one of the more complicated things. Better do something more simple instead.
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You could store the stuff into an array for example http://community.bistudio.com/wiki/Array But it will be gone when the mission/server restarts. To have it persistent, is quite complicated. Only clues I can give... in ArmA2 there was a command to write values to the clipboard. You would then need to code an small app, that monitors the clipboard and writes the values to the database. This should also work the other way around. But it's not very simple ^^
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Added you on Skype
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Exactly with UpsMon and the thing I wrote to you yesterday http://forums.bistudio.com/showthread.php?148392-Spawning-Units&p=2320973&viewfull=1#post2320973 Besides the ""min", 50" so it will not spawn 50 troops ;)
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So... didnt you understand it?
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http://community.bistudio.com/wiki/disableAI should do it