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bigshotking

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About bigshotking

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    Gunnery Sergeant

core_pfieldgroups_3

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    Cars & Computers
  1. bigshotking

    Arma 3 Notepad++ Syntax Highlighting

    Yup got it working there was a small update that I needed. Thanks again for the awesome codec!
  2. bigshotking

    Arma 3 Notepad++ Syntax Highlighting

    Ok I put the .xml into the main directory of Notepad++ C:/Program Files (x86)/Notepad++/userDefineLang.xml Then I go to Language and Click user defined and nothing changes. I typed in some Arma 3 commands and nothing was highlighted.
  3. bigshotking

    Arma 3 Notepad++ Syntax Highlighting

    I copied the information from the first post and put it into notepad, I saved it as userDefineLang.xml and put it into my AppData folder where notepad is located. Still nothing, even trying the method of user defined language did not work.
  4. bigshotking

    SQF Encryptor

    I don't un-PBO BIS material, I'm talking about other peoples missions that I really enjoy or want to know how one certain thing is done. I don't just copy the code and use theirs I see how it works and make my own version of it and compare between the two. If it does the same or something close to what the original does then I have learned how to do that specific function or script and now I will know how to do it in other missions that I make if needed. There is no shame with looking at others missions as you are not taking anything from them besides a learning experience. If I can make a mission and help someone new to the community learn how to do something in it than that makes me happy knowing that I have positively affected the community and brought another member into it. I can agree with you that certain protection should be done, but I think that should be limited to game files and not missions.
  5. bigshotking

    SQF Encryptor

    In my opinion this is not the correct way of thinking. The implication that someone would steal your code and somehow profit from it in Arma is ridiculous. By doing this you are going to be restricting new comers from learning how to code in this game. That's how I started, I would look at code from others missions and see how it works; I'd put hints in to tell me when its doing something and when I start to understand it I MAKE MY OWN code to use. Without the reference material I would never have learned how to code in Arma. Think of it this way, a new player comes in and is amazed by the content that he is playing in Arma; this inspires him to make his own mission. But sadly he does not know how to code in this game. So he finds some DPBOing software and decides to rip open his favorite mission. But when he looks inside he just sees encrypted .sqf files. He is shocked, shocked to see that a community is so paranoid about people stealing their work that they resort to encrypting their files. Arma has always been built around a open and helpful community, this community has caused Arma to thrive and without it, Arma would not be where it is today. I have nothing against the author of this thread or those that support him, but the thought of stealing in such a strong community is absurd and in some ways could be seen as insulting. I know that it would be wrong to ask the author to stop his work, but what I will ask is that this won't escalate to the point where new players will leave the community. Thanks for reading, -Bigshot
  6. This looks like a great piece of work, to bad you can't download it anymore! If anyone is willing to put a new link up to download it that would be greatly appreciated!
  7. Your best bet for this is to rip open the pbo that contains the modules and see how it creates the clouds and and what height they are created at. You then might be able to make your own script with your own custom spawn height.
  8. bigshotking

    Unworking 'While' Statement

    I've had this issue before with hints not working at in a while loop, I have no idea why. I eventually got it working by adding a sleep command to the while command and the hints started working again. In your code you have the sleep in one of the if statements and not in the while loop. Here is the fixed code: hint "Call Works"; while {true} do { hint "While Works"; if (a == 1) then { indAttackGroup = createGroup resistance; _indAttacker = indAttackGroup createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t56"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t561"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RPG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup createUnit ["TK_GUE_Soldier_Sniper_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "huntingrifle"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup createUnit ["TK_GUE_Bonesetter_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "LeeEnfield"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; indAttackGroup addWaypoint [getMarkerPos "DeryaNPCAttack", 20]; }; if (b == 1) then { indAttackGroup2 = createGroup resistance; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t56"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Soldier_5_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "RH_t561"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addMagazine "30Rnd_762x39_AK47"; _indAttacker addWeapon "RPG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addMagazine "PG7V"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Soldier_Sniper_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "huntingrifle"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addMagazine "5x_22_LR_17_HMR"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker = indAttackGroup2 createUnit ["TK_GUE_Bonesetter_EP1", getMarkerPos "DeryaNPCSpawn", [], 1, "NONE"]; removeAllWeapons _indAttacker; _indAttacker addWeapon "LeeEnfield"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addMagazine "10x_303"; _indAttacker addWeapon "RH_m1911old"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; _indAttacker addMagazine "7Rnd_45ACP_1911"; indAttackGroup2 addWaypoint [getMarkerPos "DeryaNPCAttack2", 20]; }; if (c == 1) then { TKAttackGroup = createGroup east; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_AAT_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "FN_FAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addMagazine "20Rnd_762x51_FNFAL"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_AT_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "RH_akm"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAAttacker addWeapon "RPG7V"; _TKAAttacker addMagazine "PG7V"; _TKAAttacker addMagazine "PG7V"; _TKAAttacker addMagazine "OG7"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_Medic_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "RH_ak74"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addMagazine "30Rnd_545x39_AK"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker = TKAttackGroup createUnit ["TK_Soldier_MG_EP1", getMarkerPos "TKNPCSpawn", [], 1, "NONE"]; removeAllWeapons _TKAttacker; _TKAttacker addWeapon "RH_rpk74"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "RH_45Rnd_545x39_mag"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addMagazine "30Rnd_762x39_AK47"; _TKAttacker addWeapon "RH_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; _TKAttacker addMagazine "RH_8Rnd_762_tt33"; TKAttackGroup addWaypoint [getMarkerPos "TKNPCAttack", 20]; }; sleep 60; };
  9. Try this version of it out, there were several errors in the script that I have made some fixes. if(isDedicated || isServer) exitWith{}; WaitUntil{!isNull player}; //Specify weapons _weapons = ["ACE_ANPRC77","ACE_PRC119","ACE_PRC119_MAR","ACE_P RC119_ACU","ACE_P159_RD90","ACE_P159_RD54","ACE_P1 59_RD99","ACE_P168_RD90"]; _weapon = false; if(count _weapons > 0) then { { _bag = unitBackpack player; _class = typeOf _bag; if(_class == _x) exitWith{_weapon = true}; } foreach _weapons; } else{ _weapon = false; }; _callingrequirements = _weapon; player addAction ["<t color='#FFCC00'>Call Artillery</t>", "Artillery1.sqf",""],-1,false,true,"" _callingrequirements]; Post back the results! Goodluck -Bigshot
  10. What? That is strange that moveInDriver is not working. That should immediately teleport the player into the chopper. Have you assigned the player as driver in the Huey? If so then use the command unassignVehicle. Here is an updated version of script: private["_chinook"]; _chinook = createvehicle ["CH_47F_EP1",getmarkerpos "chspawn",[],0,"NONE"]; _chinook setdir 220; _chinook setvehiclevarname "chinook"; //This line is not needed unless you want to refer to this chopper outside of the script player unassignVehicle; // This unassigns the player from any vehicle they are assigned to player assignasdriver _chinook; //This assigns the player as the driver of the chopper player moveInDriver _chinook; //This moves the player into the driver seat of the chopper hintSilent "Switched to Chinook"; deletevehicle huey; huey removeaction ID; huey removeaction IID; huey removeaction switchchinook; _chinook addaction ["Give me a challenge","randomchallenge.sqf"]; Here is a little check to make sure the chopper is being named properly: if(isNull chinook) then { hintSilent "The chopper name is not assigned"; } else { hintSilent "The chopper name is assigned"; }; Just save this as check.sqf or what ever you like, and use the addAction command in the players init like this: this addAction ["Check Chopper Name","check.sqf"]; Hope this helps! -Bigshot
  11. bigshotking

    SQF Encryptor

    This is bye far the stupidest thing I have ever heard, why would you try to encrypt scripts? It's pretty easy to break the code and see what is happening. I have no idea why you are afraid of people stealing your work; it is as simple as posting in the init.sqf or description.ext a "Please do not re-distribute this work" or "Do not modify and take credit for this work". This community is a very trustful one and people are more than happy to show credit for someone else work. If you truly don't want anybody using your code I'm sure with the simple warning posted above will do; I have yet to see someone in this community try and steal someone else's work... Think about it, -Bigshot
  12. Assigning the the driver for the player is not necessary, that is more for AI. It forces the soldier to be the driver and only the driver of the vehicle. So if you were to tell the same soldier to move to the back or get in the gunner, you would need to un-assign them from the driver seat and either re-assign them somewhere else or let them choose for themselves.
  13. _chinook = createvehicle ["CH_47F_EP1",getmarkerpos "chspawn",[],0,"NONE"]; _chinook setdir 220; _chinook setvehiclevarname "chinook"; //This line is not needed unless you want to refer to this chopper outside of the script player assignasdriver _chinook; //This assigns the player as the driver of the chopper player moveInDriver _chinook; //This moves the player into the driver seat of the chopper hintSilent "Switched to Chinook"; deletevehicle huey; huey removeaction ID; huey removeaction IID; huey removeaction switchchinook; _chinook addaction ["Give me a challenge","randomchallenge.sqf"]; Try that out, I added comments to the script to help you understand it better. -Bigshot
  14. As a suggestion, is there a way you can check if the arrow is intersecting with a piece of sidewalk? Then have it raised to a proper height? You can have an array in the script that checks if the arrow is intersecting with a certain object, then raise it to a proper level. That's my level of understanding from what I've read so far, having the ability to check if it can collide would work, but since it seems that the sidewalk doesn't like that then maybe there is some FSM in one of the games PBOs that is able to detect this and properly place entities above the sidewalk. Hope that helps a little -Bigshot
  15. bigshotking

    Error on line 5

    eagledude4 for future references, do not delete your first post. People that may have the same problem will now be unable to figure it out due to your first post being missing. If anything just put fixed under the first post or something to that nature. Thanks
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