engima
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Everything posted by engima
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deleting player placed explosives and chemlight on server?
engima replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, after reading more carefully I see you will run the code exactly every 35 minutes. I'd say forget about the event handler and go for your loop with a 35 minutes sleep. Best for performance. (However, learn event handlers anyway, because they are extremely handy, and you are on the right track. In your case you should not use the 'killed' event handler though, but the 'fired': https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired.) I don't know about the error you get, but I believe that Nikander has a point above. -
deleting player placed explosives and chemlight on server?
engima replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Eventhandlers are not so special. Think of it as code that gets executed when something happens. Their code will be executed immediately, but that code can be delayed (using sleep inside a spawn). -
deleting player placed explosives and chemlight on server?
engima replied to schmoking's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wouldn't it be better to remove all explosives from the mission in the beginning, so there are no explosives to place? -
Ok, thanks! I got what I need for now. Engima's Simple Tasks 2.0 coming soon...
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Ok, thanks. Then I understand the benefits of the ASSIGNED state. However, it seems like you have confused the ASSIGNED state and the 'current' flag as I did. Besides setting the state of a task to ASSIGNED you can also set a task to 'current'. Many tasks can be ASSIGNED, but only one can be current. A player cannot change the ASSIGNED state on their own, but he/she can set tasks to current. So what is the idea of current? Maybe it is simply to give player's head an extra option to keep order.
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Engima's Simple Tasks Script Release
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it's ok. But since the Task Overhaul a while ago there may have been a few minor changes in behavior. In that case it is concerning task position (ENGTASKS_setTaskPosition) and the precisePosition parameter when setting task target. But I'm not sure yet, but I will check. -
[RELEASE] Engima's Traffic Script
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Unfortunately not. But it's a great idea for a future release. But you can do it with the ON_SPAWN_CALLBACK: (_this select 0) limitSpeed 20; -
[RELEASE] Engima's Traffic Script
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is the documentation: * ON_SPAWN_CALLBACK (Code): Code that is executed when a vehicle has spawned. Parameter _this is an array: 0: created vehicle (Object), 1: all crew (Array of Objects), 2: vehicle's group (Group). Default value is {}. Example: { hint ("Vehicle of type " + typeOf (_this select 0) + " created!") So this should do it: { _crew = (_this select 1); { _x addEventHandler ["KILLED", { call GDT_fnc_civCounter }]; } foreach _crew; } -
[RELEASE] Engima's Traffic Script
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@wolkenbeisser Actually there is callbacks for spawn and remove. It was missing in the overview above, but it is now added. I choose whitelist markers instead of blacklist markers, because the movement is done with waypoints, and I'ts really hard to control the AI pathfinding, which would have resulted in vehicles moving in blacklisted areas anyway. I didn't want the vehicles to stop or to vanish in sight of players. -
Hi Where can I find the Arma 3 CfgVehicles tree hierarchy? This one is for Arma 2: https://community.bistudio.com/wiki/ArmA_2:_CfgVehicles But I need the Arma 3 version. I only find this, but it's missing (or someone please explain) the hierarchical structure: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST
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Engima's Simple Tasks Script Release
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you had syntax error in the initial task array. A common problem seems to be to remember to check the commas between the initial task items. An item on each line means that all lines *except the last line* must end with comma. Your loop solves that problem. -
Engima's Simple Tasks Script Release
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Should be no problem. Use the same way as in MP. -
[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New version: Version 0.49 -Added syntax highlighting for .ext and .cpp files. -Separated syntax highlighting for .sqx and .sqf files. -Fixed: Missing Warnings about unsaved files when closing separate tabs. -Fixed: Stability issues (CTD when saving files without having a project). -SQX: Fixed: Keyword 'classNull' compiled incorrectly- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You mean you found two bugs... ;) Actually, there might be bugs in the Beta Content, and in that case it's almost certainly the SQX compiler. The bug you mention is i think is because the settings file is saved when editor is closing. If you restart the editor it should preserve the settings until next start and in case there is a crasch (which shouldn't be any more). I will fix that.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A note on CTDs: I would like to report that I have done a lot i the latest versions (up to 0.48) to prevent crasches to desktop. The code analyzer is build on a lot of advanced recursions, and it has been really hard to find all places that can cause crasches, and a common one I beleave is the stack overflow exception. My aim has always been to reach vesion 1.0, that should be as good and stable editor that one can expect, but I think myself that there has been way to much crasches this far, and all of you who have read the changelog has noticed that the "stability issues" as been addressed in the latest ten (for sure) updates. For the moment I beleave that the editor is good regarding crasches. So please let me know if you still encounter them, and of course you can hopefully also give me information of how to re-create the eventual still existing crasch scenario.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If anyone of you create templates and themes that you think should be in the distribution package, please send them to me so I can include them. It would be nice to have more themes and good file templates to chose from. I'm not at all certain that the themes and templates are generally good enough. Everything about them is mostly my own personal preference. And tanks for all suggestions! I'll look into solutions and put them in relation to other things that will be included.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New version released. NOTE that the storage place for settings, templates and themes has changed. if you have personalized templates and themes they will need to be moved from the working folder to the TypeSqf Application Data folder. Let TypeSqf create them for you first, and then replace them with your own. Version 0.48 -Added possibility to change tab settings (community wish-list). -Added warning about unsaved files on application exit. -Settings, Templates and Themes are now located in the Application Data folder ({user}\AppData\Roaming). -Fixed: The file template "Working Tank Class" did not work. -Fixed: Stability issues. -SQX: Fixed: Some bugs in the SQX compiler.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, it is on the TODO list. Update: It's in. It will be in the next release.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Personally I prefer having the settings in the exe folder. But I noticed that you then had to run the editor as administrator if you have the files on C: in Windows 10, so you are probably right. I'll fix that. Until then, running as administrator will solve all problems with settings, themes and templates. An installer would be nice - I'll send you a PM.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The warning "may be used before being assigned a value" means that there are execution paths where dm_scorelimit is not necessarily set before it is used. Assign it a value anywhere in a file that is included in the project, or right click on the error message and select 'Filter out for current project' to get rid of it. The message "does not takt a left hand parameter of type 'nothing'" is because script command 'setFuel' returns 'Nothing'. TypeSqf believes your code line should be executed like this: (_vehicle setFuel ( fuel _vehicle - ( 0.05 * _wait) * _deltaModifier )) max 0.02; Correct it by inserting parenthesis to have both TypeSqf, Arma 3 and humans to understand what is actually meant to happen: _vehicle setFuel (( fuel _vehicle - ( 0.05 * _wait) * _deltaModifier ) max 0.02)); Thanks for reminding med of the X! Of course there will be a "Do you want to save unsaved files" question before version 1.0 is released.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
New version released. Version 0.47 -Added color theme "Default Dark" (community wish-list). -Added possibility to customize color themes (community with-list). -Added possibility to add predefined and customized variables to file templates (community wish-list). -Added template for Description.ext. -Fixed: When closing a tab, the previously opened tab should be activated. -Fixed: Stability issues. -SQX: Compiler fixes and improvements.- 206 replies
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[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for letting me know! This will be fixed in the next version.- 206 replies
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How to check for syntax in text editor
engima replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm interested. Can you describe the memory spikes? What happens and when? What is your CPU? For people on weaker computers there are options available to turn off some performance related things. There has been a lot of crashes, but they have quite recently been addressed explicitly and are getting under control. -
How to check for syntax in text editor
engima replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://www.typesqf.com -
[RELEASE] TypeSqf Editor - [OpenSource]
engima replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There will be two default "themes", light and dark. The themes are xml-files that can be edited, or new theme files can be added. You will be able to change colors and font weight for the different text parts - like "Comments" and "StringLiterals" etc. Polishing it now.- 206 replies