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Horner

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About Horner

  • Rank
    Master Sergeant

core_pfieldgroups_3

  • Interests
    Programming, Basketball, History, Movies and Music
  • Occupation
    Student

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    m_horner1
  • Biography
    Keep Calm and Don't Get Sanke'd.
  • Steam url id
    thathornerguy

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  1. Hello all, I recently began modding for ArmA again, and have started work on a cool idea that I would love to see come to fruition. I won't disclose everything here, but the project is based around Group PvP, economy, and persistence (the back-end will be done through SQL). A little about me, I started modding in ArmA in 2011/12. I'm an undergrad comp sci major now. I have a pretty good understanding of SQF and I've picked up a lot of skills in college. I also have little to no clue about how to use any modelling programs and couldn't make a decent graphic to save my life. So based off of that here's what I'd be looking for... - Programmer(s) with good SQF skills and at least some knowledge of version control (we'd be using git). Also someone who writes legible code. Knowledge of programming outside of SQF is a plus. - 3d/2d artists for models, ui graphics, etc. - or if you have another skill set that I didn't list that you think could contribute, I'm all ears! This used to go without saying, but I'm not looking to hire anyone. I'm looking for people who would genuinely enjoy putting in the work. If you want to know more and are interested in taking this on, I'm a PM away.
  2. Try this. [] spawn { call compile preProcessFile "test.sqf"; // Any code to be executed after test.sqf has finished. };
  3. Yeah, I literally just found that. Turning on file patching in the params works! Turns out they added that feature 2 years ago, my lord it has been longer than I thought... Thanks!
  4. Hey all, I've been out of the game for a while and seem to have forgot a bit about SQF :P. Anyways, how I used to code, I would call a separate init.sqf inside of a folder in the root directory, as opposed to running my code through the mission file. The idea was that the code could be packaged into a pbo and run as an addon with no directory issues. Here is how I believe i used to accomplish this... // "folder" is a folder inside ..\common\Arma 3. // Directory would still be valid if "folder" were to be packaged and run as an addon. call compile preProcessFile "\folder\init.sqf"; However this doesn't seem to work anymore, I'm not sure if it's because my game is running on a separate hard drive from the mission file? Anyways, hopefully somebody can share a little insight because this was always the easiest way for me to develop.
  5. Nevermind, found issue. Please delete.
  6. Needs more kangaroos. P.s. looking good.
  7. They make medication for that. Serious note. Interaction menu looks amazing. Will it be click-controlled or will it be controlled by highlighting? (i.e. You highlight the "Group" tab and it pops up the external wheel with the formation options.)
  8. By modular form, they mean you can place modules in the editor when creating a mission to pick/choose which aspects of CSE you want to enable for that mission. You don't need to add/remove addons to enable/disable modules.
  9. Horner

    J.S.R.S. 2.2 Soundmod

    You the real MVP, LJ.
  10. I apologize, perhaps I could have made my point less... harsh.
  11. There's no need to call names, and I don't see how I am making your argument. Why don't you show the respect that Glowbal and his team deserve and keep your insults off of their thread.
  12. Yes, exactly. I was simply stating how different scripts are in different scopes from each other. I missed that he was using code in his addaction params ;)
  13. Yeah, how dare others enjoy the game that they spent their own money on, but on a different level of realism than you. Sorry buddy, but the world doesn't revolve around you.
  14. Are you aware that variables beginning with and underscore are local to the scope in which they are defined? Let me explain... If you define _vehCost in the file initServer.sqf, your _vehCost variable will only be defined in that script. Let me show you an example of what I mean... First, let's start off with your situation, which involves two different scripts. script1.sqf _a = 1; [] execVM "script2.sqf"; script2.sqf _b = _a; In this example, variable _b in script2.sqf would be any, because you are defining it with a variable that does not exist in it's current scope. In the scope of script2, _a is undefined (or, any). Now, this can be easily rectified by passing _a to script2.sqf through execVM's parameters. Like so... script1.sqf _a = 1; [_a] execVM "script2.sqf"; script2.sqf //_this = the params of execVM (in this case, [_a]) _a = _this select 0; _b = _a; In this example, _b would now have a value of 1, since you have passed the value of _a from script1 and redefined it in script2. Also, you may want to look into using global variables, which you would use just like local variables only without the underscore prefix and you can get their value from any scope so long as you are getting the value of the global variable on the same client as it was defined on. Happy Coding Broseph.
  15. Well, the reason _object is resulting in any is because you're defining it in a different scope than you're calling it from. Try adding private["_object"] at the top or simply define _object = objNull; anywhere above your if/then statement.
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