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falconx1

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Everything posted by falconx1

  1. I'm investigating and learning this myself at the moment, but for now u can check these links for info http://www.kylania.com/ex/?p=26 http://community.bistudio.com/wiki?title=6thSense.eu:EG snippet from the second link: To only run something on dedicated server or serverClient: isServer To only run something on clients, and never on dedicated server or serverClient: !isServer To only run something on clients or server Clients: !(isNull player) :note If you made a single player mission previously with scripts in there. then export it to multiplayer the scripts don't get compiled in the new multiplayer .pbo file in order to have your scripts compiled in the new multi player .pbo you need to have the scripts in the multiplayer mission DIR folder C:\Users\urusername\Documents\Arma 3 - Other Profiles\yourusername\missions"\testmapname.Stratis" once your scripts are there, then click export to multiplayer, this will compile your scripts with your mission sqm in the new .pbo hope im not off track with the help your looking for lol
  2. my mission is getting close to Alpha but I want to do a simple test to see how the code responds etc so i was gonna add in the init.sqf if (isServer) then { hint "server"} if (!isServer || local player) then { hint "blah"} if (isDedicated) then {hint "Dedicated "} but before i test i just would like to know what my pc is gonna run it as if i make a test mission add a unit as player save the mission as multi player then click preview is it gonna run as if im a server or just local player? thanks
  3. here is the whole code _AISkill = 0.98; _grp1 = createGroup east; _grp1 = [getMarkerPos _AISpawnLoc, east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; //hint _AISkill; fnc_AI_Skill ={ _grpname = _this select 0; _grpleader = leader _grpname; _grpleader setskill _AISkill; { //this part below wont accept the Vars _x setskill ["aimingAccuracy",_AISkill]; _x setskill ["aimingShake",_AISkill]; _x setskill ["aimingSpeed",_AISkill]; _x setskill ["commanding"_AISkill]; _x setskill ["courage",_AISkill]; _x setskill ["spotDistance",_AISkill]; _x setskill ["spotTime",_AISkill]; edit : it's working just noticed i missed the comma u pointed out thanks! i'll let ya know if anything else comes up
  4. I'm trying to set skill based on a variable this works: _grpleader setskill 0.95; this don't _AISkill = "0.98"; _grpleader setskill _AISkill; but hint _AISkill; //works lol? any ideas?
  5. think your right but the hint started making errors from not being a string no more. now this wont work _x setskill ["aimingAccuracy"_AISkill]; Edit: I'm logging the output using diag_log i see the errors but i can't fix them cuz im not familiar with the syntax good enough yet:( lol
  6. im pretty sure i tryed that ill try again
  7. I was wondering if this was gonna be available for Arma3. Happy it is, thanks for all the work! so much useful stuff
  8. Amazing :) working good from what i see thank you!
  9. Does anyone have a simple working Arma3 script to spawn infantry group and make the group to move to a waypoint marker in formation etc? with the formation settings etc like below? //Create the waypoint. private ["_wp"]; _AISpawnLoc = "AISpawn"; _AttckPos = getMarkerPos "AttackArea"; _grp1 = createGroup east; _grp1 = [getMarkerPos _AISpawnLoc, east, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; _wp = _grp1 addWaypoint [_AttckPos, 0]; [_grp1, 0] setWaypointBehaviour "COMBAT"; [_grp1, 0] setWaypointFormation "COLUMN"; [_grp1, 0] setWaypointSpeed "LIMITED"; [_grp1, 0] setWaypointCombatMode "RED"; [_grp1, 0] setWaypointType "SAD"; [_grp1, 0] setWaypointCompletionRadius 20; in the code above the formation behavior speed etc don't take effect not sure wat i am doing exactly just using trial and error/modding from code i seen in the functions viewer If someone can test it and post a working simple script It would be much appreciated
  10. In my map i have 3 markers named StartLocation1, StartLocation2,StartLocation3 I'm trying to test this script before i add in into my map etc but i cant get the script to work. I'm testing the code in the init.sqf but it hasn't worked, don't know what I'm doing wrong. // Pick Start Location / _StartLoc = round ((random 3) + 0.5); // if (_StartLoc == 1) then { player setPos StartingLocation1; player setdir 180; }; if (_StartLoc == 2) then { player setPos StartingLocation2; player setdir 180; }; if (_StartLoc == 3) then { player setPos StartingLocation3; player setdir 180; };
  11. Does the Second way need a certain functions module or just for amra2? I'm of course designing for Arma3 Beta
  12. works! thanks a lot man:), as funny as this sounds i been working on this about 4 hours with about 100 different syntax variations haha Thanks again!
  13. tested it, the hint works, but it still don't move me to a random area here is the marker class = from my mission.sqm class Markers { items=3; class Item0 { position[]={1837.527,5.5,5641.125}; name="StartingLocation1"; type="Empty"; }; class Item1 { position[]={4306.4438,223.05334,3838.8472}; name="StartingLocation2"; type="Empty"; }; class Item2 { position[]={3156.4524,3.6717255,5906.5928}; name="StartingLocation3"; type="Empty"; }; }; };
  14. falconx1

    Arma3 Forum Scripting Section?

    thanks guys
  15. Can someone link me the thread to ask questions for help regarding "Arma3 Scripting and editing" I cant seem to find it since the beta came out. thanks
  16. falconx1

    Arma3 Lighting

    Who ever did the Arma 3 lighting deserves a bonus. Its amazing, It's effects on surfaces is amazing. very happy with the lighting thanks!
  17. i would really love to get one as well. Be awesome to get my scripts into arma3 soon so people can play it closer to release day. Edit: I noticed u can't script/make missions with the arma3 lite so i just bought the Arma3 Alpha on steam. thanks anyway guys! I now have 3 Arma3 Alpha Lite copies to give out. PM me for a copy. thanks!
  18. i read one yesterday here from sickboy , but i haven't tested it but it looks like it will work its on this page http://community.bistudio.com/wiki/6thSense.eu:EG roll down look for the heading "Limiting the amount of deaths by players"
  19. Hi, I'm pretty new to scripting and I can't get my code to work. Note: it's for Coop multilayer. How should i declare the variables for the random respawn and location etc? a player joining shouldn't have to execute the random code but only read the the var stored from the random code generated. I hope you understand me thanks for any help. :) Parameters.hpp class BaseLocation { title = "BASE Location"; values[] = {1,2,3}; texts[] = {"Random","North","South"}; default = 1; }; init.sqf SelectedLocation = (paramsArray select 9); if (isNil "SelectedLocation") then {SelectedLocation = 1}; execVM "new-init.sqf"; new-init.sqf Randomize_Defend_Location = round ((random 3) + 0.5); _LocA = getMarkerPos "StartingLocation" + Randomize_Defend_Location; _LocB = getMarkerPos "StartingLocation2"; _LocC = getMarkerPos "StartingLocation3"; switch (SelectedLocation) do { case 1:{ player setPos _LocA; }; case 2:{ player setPos _LocB; }; case 3:{ player setPos _LocC; }; };
  20. hey thanks for this info i just came here to see why it that tool isn't converting to .paa properly.
  21. falconx1

    ArmA3 Wishlist and Ideas

    My dream for arma 3 would be a large map with large islands were players get to make use of a usable carrier and water assets, boats and the most important thing i want to see the night vision fixed to were the game is playable at night. without background lighting ruining the night vision experience!
  22. I'm trying to spawn the MAZ_543_SCUD_TK_EP1 vehicle next to a defined object like a "depoyled hq" or "command center" then have it Disappear after 60 seconds. When it Disappears i don't want it to explode.But rather just have the scud vehicle Disappear after 60 seconds. thanks for the help!!
  23. This has to do with the arma2 Night Vision Problem Problem: Night vision goggles only, or usually only work for a moment then fades to dark thus not being able to see clear enough to engage targets or let alone fly an aircraft without crashing. I think its a bug or has to do with the realism eye glare technology the game uses I'm not trying to be sarcastic I'm not that kind of person i just want the issue looked at. Anyway, obviously if your looking towards the sun in real life the objects in the direction your looking towards become dim etc. and it seems like the amra2 game tried to make a similar technique for realism. Which i greatly appreciate, but what I appreciate even more is the ability to turn off such features For instance... Like the motion blur when spinning your solider around in a 360 degree circle (the post process effects) if disabled, it disables that feature of motion blurring. It is very obvious that the amra2 developers are trying really hard to get this game top notch and as realistic as possible like i said i appreciate the features butI think the developers should make a setting in the video/graphic option to turn off the night vision fading effect or if its a bug please rate this bug up high on the priority to "fix list" Note all the monitors I use i cannot produce setting that is adequate enough to fly an aircraft with night vision on in amra2. Even tweaking the gamma and brightness settings don't work. System specs are below: ASUS M4A78T-E AM3 AMD 790GX HDMI ATX AMD Motherboard G.SKILL 4GB (2 x 2GB) 240-Pin DDR3 1600 AMD Phenom II X4 955 Black Edition Deneb 3.2GHz Rosewill Xtreme Series RX750-S-B PSU SAPPHIRE VAPOR-X 100269VXL Radeon HD 4890 1GB 256-bit GDDR5 PCI Monitors: Emerson 32" HD 720 LCD TV Acer X203H bd Black 20" 16:9 5ms Widescreen LCD Acer X193Wb Black 19" 5ms Widescreen LCD Asking for a setting to turn off the night vision fade effect or if its a bug please fix it. Thanks for reading
  24. falconx1

    kill/death cams

    I think it would be awesome if when a multi-player match ends . the game shows the last kill made by a human player against another human player. Example of a kill cam from Cod4 below: <object width="560" height="340"><param name="movie" value="http://www.youtube.com/watch?v=aleEZyk3YrE&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=aleEZyk3YrE&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>
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