-
Content Count
37 -
Joined
-
Last visited
-
Medals
Community Reputation
12 GoodAbout corralesid
-
Rank
Private First Class
Profile Information
-
Gender
Male
-
Location
Mexico city
-
Interests
Programming, vdeogames, comics and anime.
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
ORBAT textures problem
corralesid replied to theend3r's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For those seeking a complete info: Yes, sure, see KK's blog for more reference, but let's recap particullary of this case: by doing in the init.sqf: You'll be substracting the string "init.sqf" to your mission path that will be %Root%\mymissionMP.Altis\init.sqf. So now a lot of things can be called by this path. what you'r doing in is also substracting the string but of description.ext which is 15 character length and so on you can do it for any file in missionfolder to get the path. BIS is recomending you in https://community.bistudio.com/wiki/Arma_3_ORBAT_Viewer to do it via the next preprocessed command: but this to work, you'll need to do first; declare a variable name MISSIONLOCATION (or whatever you want to call it) in description.ext The only problem with this kind of method (even theend3r method), is that if you're gonna #include a file in another folder the variable even thou needs to be declare in description.ext, cause if you do it inside an .hpp it will not work the path or what KK's talking about: So lets put an E.G. mymissionfolder\xfolder\orbat,hpp won't work, while: will work. -
A lot of fails..... a lot!! And yet what i have to report doesen't appear in any reply. First from less worst to worst. -Can´t make infiltration ¿really? Enough with a setCaptive and you lazy didn't. -Dead bodies generates double. If you attempt to steal equipment or unifroms from death static units (such as IDAP or civilians) it will regenarate the unit on top of it, which of course this impact performance, and they see ugly. ¬_¬ clearly this happens with bodies, but when you take down a tree it doesn't regenarate. -(Optional) Flying drones can be deactivated in air if you'are in a Quad; Which i mentioned optional due to the fact you may not do this option naturally, so isn't a bug in fact, but.... anyway, mentioned - Spoiler Alert -Control checkpoint doesn't work neither close to normal. Wether CSAT or Gendarmerie, they make the "get close" (hands up animation), sometimes they skip the inspection (hand cross), and tell you to go on (finger pointing), which you rely on, and suddenly you're death cause "You Alert them" (even if you keep on road), also ¿How is suppose i can go through a checkpoint (when it work), if i have a explosive car, or making smuggle? nonsense. BTW this bug happens when i or i don't do the last sentence. But back to the main bug also the titleCut only tells you Follow instuctions and it stuck. _Also, some drones in checkpoints appears wreck when they recon you (LOL), they fly without propellers and rusty (which means setDammage 1, i guess!). I know there's more but some people had report it. Hope an update.
-
thnks!! but not as expected, im still dealing with this, apparently the method is by giving a PublicVarClient/server and an addPubliceventhandler, and this just to get the clientOwner then of course put it on the remoteEXEC, but cant get it work! yet..When i finish investigating i'll publsh the code example. test ZONE: Packet = "TEST"; PublicVariableServer "Packet"; "Packet" addPublicVariableEventHandler {_message = (_this select 1); hint _message;[_message]RemoteExec ["hint",remoteExecutedOwner]}
-
i guess both, just to complete knowledge. I know due to security C2C will be a little harder, anyway let's say Server to client, in fact is that.
-
Literally that. XD Ok, I want to send a message to a particularly machine on the network (not broadcast), that's it, but i can't understand the remoteExec (if this is the way). I also know that hint is for console messaging so instead i will use some cutText or anything else, but how i do this? BTW is run for clients on steam, if that info helps.
-
working with objects known by models or else?
corralesid replied to corralesid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thnk you, you're right, besides i'm using type of while nearestobjects i never realize it XD for example in type "Man" were i want to kill infantry at 100 radius, so i will give it a try. -
working with objects known by models or else?
corralesid replied to corralesid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thnks BTW -
working with objects known by models or else?
corralesid replied to corralesid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, i striked a V2 rocket in a castle near allies positions, since this mod only powers a v2 rocket as a mortar cartridge i wanted to amplified the damage of the nearest objects in an extended radius of 100 for infantry and 20 for vehicles, i have no problem with this part, but the tower castle seems to me unrealistic to be destroyed by the v2, so thats it... im trying to substract the element (tower) from the array, Yes by the method i'm doing it i can know the index of this object in the array wich will be 4 (so select 3), but i was wondering if i wanted to export this in another mision or whatever, what if i can make an object undestructable by the rocket, if it is (an object) placed i know i will put it a var name but what about an static object as in the tower that i only wanted to work as a mortar boom that dammage that object but dosen't kill it or totally ruined. When the v2 strikes the ground not via script it causes a more realistic dammage since is 10mts far more than the radius mentioned, the effect is that one side of the wall is falling down but the tower still stands, when i do via scripting it crumbles complete. So that will be my complete question, how can i work with stinged arrays involved objects, cause the function nearestobjects is what returns you, an array of objects but with strings, and i know i cant parse toObject XD.. so.. or an aletrnative solution? -
working with objects known by models or else?
corralesid replied to corralesid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are static objects on the map. So i guess i need to reach the function setting variables, is what you mean? such like: for "_i" from 0 to 4 {(format ["var_%1",_i]) = array_a select _i}; ?? -
working with objects known by models or else?
corralesid replied to corralesid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok i don't know what i was doing in editor. At least i was able to basic math now. array_a - array_b will do the trick. But i'm still stuck. aray_a and array_b were a reslut of nearestobject fnc, and there's no problem to do math with them, but as soon as i invent an array, lets say array_C = [R Alpha 1-1:6,R Alpha 1-1:4] i can't do operation with it, why?? i mean i cant even create this kind of array cause there's space between characters. -
working with objects known by models or else?
corralesid posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like: How can i find an element of array_a on array_b and substract it if it's there? I know the example is false cause no element of a in b; now, suppose there is an element of a in b, how can i make an object query? no valid "select" cause i don't know the position of the element in the array, i mean i want it to be dynamically. Also, how can i get operations with objects when called from this kind of namespace in regard to arrays, like adding array_a in array_b, etc. A quick method i'm thinking right know for my mission (but a lot of code awf....) is to make _x = var foreach element, but a lot of resources apply to this method also. Thnks guys. -
Does anyone knows the return function for a trigger, i mean, who was the first to activate a trigger. I guess i could use thislist and override my question for an index 0, but this will not work for thext scenario: I have a BLUE unit that will execute the trigger only when he detects an INDEPENDENT (just WEST unit has setfriend hostile to INDEPENDENT cause otherwise it will not work), therefore i can have multiple units in thisList but i can't use the index cause it will return the first unit in the list instead of the first unit detected, by the way the BLUE is set for not shooting (training purpose). I think the key is from an EventHandler that should return who activates the trigger, i try to remember where do i see this but can't remember and any help will be helpful to solve this issue.
-
Training mines dosen't work on dedicated servers. They only dissapear without any animation.
-
Generally Good, i liked the campaign, but there's true facts about recycling past objects such as for example, hangars military stations we see on Chernarus (which we have in CUP's too), and ther's very little willing material. BUG report: Radar station: you can't jump (means "V" key not Enhanced) to the ramp on 1st floor you get stucked in the middle of the building, while there are wholes you can reach also.
-
ImageToPAA Dosen't work ARMA 3
corralesid replied to corralesid's topic in ARMA 3 - BI TOOLS - GENERAL
But it was the only thing i did it to make it work, nothing else worked, even tried the direct exe