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Horner

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Everything posted by Horner

  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. Hey all, I've been working on a civ menu for cars in a life mission I'm editing. So basically I have a line that executes a script for the nearest vehicles. And the script that is called is a loop that adds an action called "Civ Menu" to the nearest vehicle every 5 seconds. But I'm having troube defining the player that is actually IN the vehicle. I've tweaked the script a little and probably royally messed it up. But I thought you guys would be able to help me. For anyone not familiar with life missions the civ menu is the little dialog that pops up that allows you to put people in jail, ticket, etc. etc. Here is the script I'm having troubles with: _vcl = (nearestobjects [getpos player, ["Air", "Ship", "LandVehicle"], 3] select 0); _array = _this select 3; _art = _array select 0; if (vehicle player == _vcl) then { _civ == vehicle player; }; if (_art == "civmenu") then { if (!(createDialog "civmenu")) exitWith {hint "Dialog Error!";}; civmenu_civ = _civ; civmenuciv = player; sliderSetRange [3, 1, 25]; sliderSetSpeed [3, 1, 5]; while {ctrlVisible 1006} do { ctrlSetText [4, format[localize "STRS_dialogcivmenu_arrest", ((round(sliderPosition 3)) call ISSE_str_IntToStr) ]]; sleep 0.3; }; }; Thanks in advance for the help.
  6. Nevermind, found issue. Please delete.
  7. Needs more kangaroos. P.s. looking good.
  8. 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.)
  9. 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.
  10. Horner

    J.S.R.S. 2.2 Soundmod

    You the real MVP, LJ.
  11. I apologize, perhaps I could have made my point less... harsh.
  12. 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.
  13. 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 ;)
  14. 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.
  15. 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.
  16. 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.
  17. Very impressive work, gents.
  18. How are you adding that line? Through the init line of the vehicle or through a script?
  19. You might just want to add an action to the vehicle with a simple condition that only shows the action when the vehicle is damaged. Like so... null = this addAction ["Repair Vehicle","repairVehicle.sqf",[],1,true,true,"","damage this > 0"];
  20. If the trigger isn't being triggered by anything then it won't run that file. I'd try to run it via init.sqf. [] execVM "chat.sqf"; Btw, I have to ask. Any relation to bear?
  21. eXtended Functions Library Introduction About a year and a half ago I tried to start up a community project with a similar name for ArmA 2. However, at the time the game was on the decline with the impending release of ArmA 3 and I personally had dwindling time to work on it. But now I'm back to give a good effort at trying to start this project again, this time for ArmA 3! The basic idea for the eXtended Functions Library (or XFL) is to provide mission-makers/scripters/developers with a plethora of functions to use in their missions/addons so they don't have to write the code themselves and waste developing time. This project can also assist lower skill level developers to achieve things they otherwise couldn't. The idea of this project is for it to be based mainly on community contribution. Obviously, I will write many of the functions in the library myself, but the idea is for you guys to help me with ideas for functions and actual code. To contribute you can provide me with code/functions you have written yourself that can be plugged into the library. By contributing to the library you agree to allow me to make any changes that I see fit to the code you've sent me (e.g. Optimization, Variable changing for continuity, etc). In return you will obviously receive credit for the code you have written. About the Library There are currently three categories of functions in the library. Array, Math and String functions. My idea is to eventually have a very wide range of categories for functions. Once the library is big enough, I plan to separate each category into it's own separate library so those who use XFL can pick and choose which functions they need. Right now this project is very small. I have currently written about 200 lines of code as kind of a Proof-of-concept to show you guys in hopes of sparking some people's interest in this project. If you have any questions or wish to contribute go ahead and message me here on the forums or feel free to add me on steam. If you have any ideas for any functions that you would like to see in the library go ahead and leave a comment, I will be sure to check this thread regularly! Download Proof-of-concept Download
  22. This can be accomplished by setting an array. Such as... lbSetData [1500, 0, str (["Log", 1])]; Then use lbData like so... _data = call compile (lbData [1500, 0]); //Returns actual array _item = _data select 0; _amount = _data select 1;
  23. Okay, it seems you cannot sleep in a function that is called from another called function. However, if calling from a function ran by spawn or a script ran by execVM, sleep works fine. Odd.
  24. Because commands such as sleep only work in a scheduled environment created by spawn. Code ran by call is non-scheduled.
  25. You have to use lbSetData first when adding the listbox rows, otherwise there will be no data to grab.
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