Horner
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Everything posted by Horner
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End Mission with Triggers
Horner replied to mihikle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Then my FNC_Trigger function wouldn't work, it would boost the Triggered PV a single value on each client. Disregard my post. Thanks Iceman -
Scripting help.. Ammo crate respawn?
Horner replied to ashton324's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_crate setPos [_pos select 0, _pos select 1, _pos select 2]; -
End Mission with Triggers
Horner replied to mihikle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if (isServer) then { Triggered = 0; publicVariable "Triggered"; }; FNC_Trigger = { if (!isServer) exitWith {}; Triggered = Triggered + 1; publicVariable "Triggered"; }; waitUntil {Triggered >= 4}; endMission "LOSER"; //Can use other types Then in your triggers' OnActs. [] call FNC_Trigger; Not sure if trigger code is run on the server, don't deal with triggers much. -
Scripting help.. Ammo crate respawn?
Horner replied to ashton324's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Call like so null = [this] execVM "crateRespawn.sqf"; In crateRespawn.sqf private["_crate","_type","_pos","_newCrate"]; _crate = _this select 0; _type = typeOf _crate; _pos = getPos _crate; waitUntil {_crate distance _pos > 1}; _newCrate = _type createVehicle _pos; [_newCrate] execVM "crateRespawn.sqf"; That should work for what you want, if I understand correctly. -
how many selections can you put into a menu.
Horner replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've had listboxes that have more then 10 options. Dunno, maybe you're not using the correct style to get a scrolling effect? Does the list go longer if you make the height larger? -
Question about isServer
Horner replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What bardosy said, the if condition only restricts the code in the if condition's scope. if (condition) then {statement}; With anything inside of {} being the scope. -
how many selections can you put into a menu.
Horner replied to avibird 1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When you say "menu" we have no idea what you're talking about, do you mean a listbox? -
Predefining a spawned soldiers loadout
Horner replied to USMCWall's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or make a new version to only run for a single unit. -
Waypoint - How do I make AI helo drop down to 35 feet??
Horner replied to meade95's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://community.bistudio.com/wiki/flyInHeight -
You can completely disable it with this. http://community.bistudio.com/wiki/Description.ext#disableChannels
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Predefining a spawned soldiers loadout
Horner replied to USMCWall's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not tested, run on server. Only works for units already placed down. if (!isServer) exitWith {}; private["_iUnit","_loadout"]; Loadout_Array = [ ["Rifleman",["M4A1"],["30RND_556x45_STANAG"]], ["Medic",["M16A2"],["30RND_556x45_STANAG"]] ]; FNC_GetLoadout = { private["_unit","_type","_weps","_mags","_ret"]; _unit = _this select 0; _type = typeOf _unit; _weps = []; _mags = []; for "_i" from 0 to (count Loadout_Array) do { if (_type == ((Loadout_Array select _i) select 0)) then { _weps = ((Loadout_Array select _i) select 1); _mags = ((Loadout_Array select _i) select 2); }; }; _ret = [_weps,_mags]; _ret }; for "_i" from 0 to (count allUnits) do { _iUnit = allUnits select _i; _loadout = [_iUnit] call FNC_GetLoadout; removeAllWeapons _iUnit; { _iUnit addWeapon _x; } forEach (_loadout select 0); { _iUnit addMagazine _x; } forEach (_loadout select 1); }; Obviously you can add more loadouts and I don't even know if those classnames exist. -
Case Switching issue
Horner replied to eagledude4's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Use a global variable instead of a local variable Also it would be wise to not have this script run each time you use an action, just run it on the client and change the global variable with the action. -
www.dropbox.com :)
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How to make a admin menu?
Horner replied to georetro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
execVM is a command not a condition. -
How to make a admin menu?
Horner replied to georetro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_PIDList = [ "PID", "PID" ]; if (!(getPlayerUID player in _PIDList)) exitWith { hint "You are not an admin!"; }; -
How to make a admin menu?
Horner replied to georetro's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Please don't bump your threads unless you've waited a long time, someone will get to your question. It's hard to help people with no actual problem, I suggest you learn a bit about SQF before wanting to jump into something more advanced like an interactive GUI. http://community.bistudio.com/wiki/Category:Scripting_Topics -
Formatting rSideChat
Horner replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just like you do anything :P [nil,player,rSideChat,format["%1",_txt]] call RE; -
Request Variable from another script
Horner replied to Scatoogle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
https://community.bistudio.com/wiki/Variables Pretty much anything before a single equals sign (=) is a variable in arma. No variable type definition needed like in CPP. -
Recommended MP framework.
Horner replied to Solidsnacks's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Really depends on what you're trying to do, honestly. JIP functionality isn't always a must but for some features it is. I've played great ArmA 2 missions that didn't have a single line of code in them (apart from some triggers and the mission.sqm ofc). -
Well, this is disappointing news, but non-the-less not unexpected. First of all, congrats on the new position Joris, I hope you do well. Now, we all know (or at least consider) that DayZ was one of the best things that happened business-wise for BIS in years. So it's understandable that they're putting a lot of their resources towards pushing out a DayZ standalone, it's just good for business. People just need to realize that BIS is a business, and they're not just here for the community. Sure, they are more involved with their community than any other gaming company out there, but that doesn't mean they're going to make bad choices just to make the community happy. Also, I agree that pushing out ArmA 3, based in Limnos may cause some unnecessary tension in Greece as well for Ivan and Martin. Sure it's a disappointment, sure it's not what we want to hear, but BIS is one of the best game developing companies I've ever seen, and I'm happy to play ArmA 2 for another half a year if needed. Thank you for the information, and good luck.
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Proximity hint / message in MP
Horner replied to iceman77's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If the onAct part means it's in a trigger you can just use thisList {[nil,_x,"loc",rHINT,"Some hint"] call RE;} forEach thisList; -
How to prevent people without A2 to join our CO server?
Horner replied to PreedSwe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Having addon signature checking on should do the trick most of the time. -
How to prevent people without A2 to join our CO server?
Horner replied to PreedSwe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if (isNil (getText (configFile >> "CfgPatches" >> <insert A2 CfgPatches entry>))) exitWith { disableUserInput true; hint "You need ArmA 2 to play our mission!"; }; -
Making units switch to different sides?
Horner replied to Coolhoser's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
https://community.bistudio.com/wiki/selectPlayer should work. -
Help! My first Addon ....
Horner replied to VovoNauta's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Remove the comma after your set of quotation marks in skeletonBones[], that should do it.