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Everything posted by sarogahtyp
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First aid kits healing to 100% for all players error
sarogahtyp replied to MrSydney's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If a mod has effects on your mission which you dont want to have then you could just not allow its usage.- 9 replies
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- heal
- first aid kit
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lockInventory issue.
sarogahtyp replied to Robustcolor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
post edited... -
lockInventory issue.
sarogahtyp replied to Robustcolor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like a smart solution for me. Edit: If you have a server with hundreds of different players then you can think about adding an event handler on server which deletes the jip entry if the player disconnects and also removes the event handler for this specific player. But i cant fiddle that out on mobile -
lockInventory issue.
sarogahtyp replied to Robustcolor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking at the top pf this biki page https://community.bistudio.com/wiki/lockInventory shows you LE which means Local Effect. This means it locks the backpack for the client where it was executed only. You have to remotely execute it on all clients. https://community.bistudio.com/wiki/remoteExec Edit: This should work but I cant test it: [ backpackContainer player, true ] remoteExec [ "lockInventory", -2, true]; -
HEAT MP-T rounds phasing through walls is not a bug. Its just how it works. German wiki entry for HEAT: "The metal (in the past mostly copper, today various alloys) is cold-formed and accelerated to a speed of up to Mach 25. This "metal jet" penetrates up to 1,200 mm of homogeneous armour steel."
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shortest path [RELEASE] Sarogahtyps Simple Shortest Paths - SSSP V-2.0
sarogahtyp replied to sarogahtyp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, this topic is a to big thing for me to handle it in my beach hollidays armed with a mobile phone only. Maybe I ll come back to this and answering the 3 latest posts when I m back on my gaming machine in a couple of days. Cheers...- 32 replies
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There are no big differences. The situations where I use setVariable in missions namespace are when I want to propagate the variable to all clients or if i want to dynamicaly set the name of variables. Because setVariable takes a string as argument you are able to first build the wanted string dynamicaly and then create a variable of it using setVariable. But its much more common to use other namespaces like objects to store states or properties on them. You could store the owner player, the creation time, the buying price or whatever u want on a car object for example.
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setVariable creates a variable which gets applied to a namespace. That namespace can be the missionnamespace, an object or a group or other nsmespaces like described in its biki entry. setVarName creates a name only. Its the string representation of an object. You can also create a variable of it as described in example 1 of its biki entry. Its essential to read those biki entries to understand it and also to try those examples maybe in debug console.
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Hijacking? What exactly is the problem you have? You are posting nonsense pseudo code. I helped you by telling you what kind of code you wrote and you call me a hijacker? Read the biki!
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Answer is no. But you should ask your real question and not posting nonsense pseudo code. Just say what u want to achieve and ask for solutions of the problems you discover.
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help Preferable server launcher and limited mod number?
sarogahtyp replied to marki980908's topic in ARMA 3 - SERVERS & ADMINISTRATION
I guess FAST2 is mostly used and is updated regulary. Its thread is pinned in this forum. -
AI Squadmates not moving to a Building Position Occupied by Enemy AI?
sarogahtyp replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Idk if you guys know bout @johnnyboys attempt to move ai through buildings. I never tested it but its the most promising i ever saw: -
AI Squadmates not moving to a Building Position Occupied by Enemy AI?
sarogahtyp replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Idk if it solves ur problem but after reading the comments of the biki entries for setBehavior and doMove I would suggest to move the line with setBehavior right after the doMove line inside the while loop. Also there should be another mistake related to building position indexes. If you have 5 positions then the indexes will be 0, 1, 2, 3, 4. In the script you are processing the while from 0 to 5. This should produce an error for the last, not existing position. The fix is simple. Just use < instead of <= in ur while condition. -
How to create player unit from pure script
sarogahtyp replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It determines the number of players which can join the mission. Therefore this should not be possible. -
Multiple Displays + Win10 + Arma 3 issue
sarogahtyp replied to Fourty7's topic in ARMA 3 - TROUBLESHOOTING
I do not have multiple displays therefore i guess i do not understand most of what you said. But afaik most people with multiple displays use the borderless windowed mode instead of fullscreen in games. Idk if that helps but these are my thoughts on this. -
You can apply textures and colors by script with setObjectTexture but not materials. you will need to make an addon for this I guess.
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help Preferable server launcher and limited mod number?
sarogahtyp replied to marki980908's topic in ARMA 3 - SERVERS & ADMINISTRATION
I personally use no server launcher cause its just not needed. I use steamcmd to update server and mods. For starting the server I use my own scripts. I do all of this with linux usually but its also possible to do it the same way on windows. Also there seems not to exist those 36 mods limit because this guy has more than 50 mods: -
Trying to make a script or handler for closing the map
sarogahtyp replied to Houdiniii's topic in ARMA 3 - MISSION EDITING & SCRIPTING
addMissionEventHandler ["Map", { params ["_mapIsOpened", "_mapIsForced"]; }]; https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#Map- 1 reply
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How to attach objects to bullets?
sarogahtyp replied to Eggitheegg's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I dont understand what u want. Muzzles are a part of the weapon and a weapon itself can be modified by an addon only. But maybe i misunderstand. What do you want to achive? -
scripting Init scripting, If one thing spawns then another wont spawn.
sarogahtyp replied to Reverend Andy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are always multiple ways to achive such things. Another way would be without Helipads. You can just place all key features in editor and then delete all but a random one of it: //create arrays with variable names of all objects private _all_props = [prop1, prop2, prop3]; private _all_units = [unit1, unit2, unit3]; private _all_vehicles = [vec1, vec2, vec3]; //randomly select one object of each object type private _left_over_prop = selectRandom _all_props; private _left_over_unit = selectRandom _all_units; private _left_over_vec = selectRandom _all_vehicles; // get the inexes of the left over objects in their array private _index_prop = _all_props findIf { _left_over_prop is EqualTo _x }; private _index_unit = _all_units findIf { _left_over_unit is EqualTo _x }; private _index_vec = _all_vecs findIf { _left_over_vec is EqualTo _x }; // delete the random selected object from their arrays private _dummy = _all_props deleteAt _index_prop; _dummy = _all_units deleteAt _index_unit; _dummy = _all_vecs deleteAt _index_vec; //merge the arrays _all_props append _all_units; _all_props append _all_vecs; // delete all objects which are in the merged array yet { deleteVehicle _x; } count _all_props; looks like a big thing but can be simplified a bit: //create arrays with variable names of all objects private _all_props = [prop1, prop2, prop3]; private _all_units = [unit1, unit2, unit3]; private _all_vehicles = [vec1, vec2, vec3]; //randomly select one object of each object type private _left_over_prop = selectRandom _all_props; private _left_over_unit = selectRandom _all_units; private _left_over_vec = selectRandom _all_vehicles; // delete the random selected objects from their arrays private _dummy = _all_props deleteAt _all_props findIf { _left_over_prop is EqualTo _x }; _dummy = _all_units deleteAt _all_units findIf { _left_over_unit is EqualTo _x }; _dummy = _all_vecs deleteAt _all_vecs findIf { _left_over_vec is EqualTo _x }; // merge the arrays into _all_props _all_props append _all_units; _all_props append _all_vecs; // delete all objects which are in the merged array yet { deleteVehicle _x; } count _all_props; put in initServer.sqf ( no matter if Single- or Multiplayer ) in your missions root folder. -
[Updated V1.1] JBOY Combat Up Down script
sarogahtyp replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At the end of the first line you posted is a weird character. Check this and check if it is an invisible character. That happens "sometimes" when copying scripts from forums. -
addRespawnPosition duplicating and overwrite names
sarogahtyp replied to Robustcolor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this tells nothing! Also your usage of BIS_fnc_removeRespawnPosition is wrong. read its biki entry. -
Inventory Customisation on Player(s) group AIs.
sarogahtyp replied to Jaden Vance's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just a suggestion, not a complete solution: You could let the players customize their own loadout to match the one which should be given to ai. Then you could make an addaction on their group ai "copy loadout". https://community.bistudio.com/wiki/addAction if that gets activated then u just copy players loadout with https://community.bistudio.com/wiki/getUnitLoadout and paste it to ai with https://community.bistudio.com/wiki/setUnitLoadout -
bIdentify - a community-driven open file-index utility for usergenerated content for BI Games.
sarogahtyp replied to jerryhopper's topic in ARMA 3 - GENERAL
You can just use the client for uploading: -
Compilation List of my GF Scripts - Mods
sarogahtyp replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He is not active. Just look at his profile and read the posts above yours.- 450 replies
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- compilation
- list
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