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Posts posted by sarogahtyp
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1 hour ago, Ibragim A said:Try something like this:
you don't need the exitWith you can just use the condition of the while.
But the bigger problem with that loop is that it can get an endless loop if no suitable position can be found.
Therefore I would recommend a second part for the condition which breaks the loop after 5 seconds or something.
@Rok Stuhne never show these messages in the forum because it is always the last error message occuring. Show errror messages copied out of .rpt file!
In this case the error comes from the while syntax... just use the wiki.
EDIT:
private _isFlat = false; private _startTime = diag_tickTime; private _runTime = 5; while { !_isFlat && diag_tickTime - _startTime < _runTime } do { _random_road = selectRandom _all_roads; _isFlat = !(position _random_road isFlatEmpty [100, -1, 0.05, 100, 0, false, player] isEqualTo []); };
or just breaking when all road segments are not suitable:
private _isFlat = false; while { not _isFlat and _all_roads isNotEqualTo [] } do { _random_road = selectRandom _all_roads; _isFlat = !(position _random_road isFlatEmpty [100, -1, 0.05, 100, 0, false, player] isEqualTo []); _all_roads = _all_roads - _random_road; };
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show the kick message out of your .rpt file!
But the only thing I can imagine is that these kicks are caused by CfgRemoteExec
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1 hour ago, Rok Stuhne said:.is there a way to blacklist the roads near and on the airport?
You could create a trigger and filter out position inside of it. The select command together with inArea should do it. Cant help more on mobile...
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I agree. Video settings should be available for console players. At least u need to adjust view distance to ur needs cause these r very different on singleplayer, multiplayer, pvp or coop missions.
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Are you sure u r the group leader and there is AI in ur group?
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Group limit is since arma 3 1.68 288 per side.
You should have more problems with servers performance using so many ai.
There are dynamic spawning systems like jebus and you could use headless clients to get more performance. I recommend to use a headless client framework for setting this up in ur mission but idk the name of a usable one...
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I rewrote the Github version to current standards (hopefully), simplified some calculations, randomised a bit more and fixed the sound problem.
The Github version also had a logical bug with remote execution that caused server-side stuff to run on the clients - I fixed that and rewrote it to remoteExec usage.
Function Library integration is NOT done.
The important, edited files in there are:
init.sqf - shows script usage
callFireworks.sqf - server side calculations
fireworks.sqf - client side calculations and local spawning stuff
mission.sqm - main mission file, i edited the triggers on activation code there
This is currently not tested in Multiplayer environment but should work there.
@nomisum maybe you want to provide the download link in your first post. but do what you want with it - its all your work, I just reformatted it a bit 😉
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If I rember correct it was somewhere inside a hidden folder (folder starting with dot) below the home folder.
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Here again all together in bite-sized bites for the init box:
if (not hasInterface) exitWith {}; SARO_loadoutVersion = "1.0"; [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualWeaponCargo; [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualBackpackCargo; [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualItemCargo; [this, ["H_HelmetSpecB","ItemMap","ItemCompass","ItemWatch","ItemGPS","Binocular","16Rnd_9x21_Mag","U_B_CombatUniform_mcam_vest","30Rnd_65x39_caseless_mag","SmokeShellRed","SmokeShellGreen","SmokeShell","HandGrenade","V_PlateCarrierGL_rgr","arifle_MX_Hamr_pointer_F","hgun_P07_F","acc_pointer_IR","optic_Hamr","H_HelmetB_light","B_Kitbag_rgr","U_B_CombatUniform_mcam_tshirt","V_PlateCarrierSpec_rgr","optic_ACO_grn","H_HelmetB","U_B_CTRG_2","100Rnd_65x39_caseless_mag","V_PlateCarrier1_rgr","arifle_MX_SW_F","bipod_01_F_snd","MineDetector","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ClaymoreDirectionalMine_Remote_Mag","ATMine_Range_Mag","optic_Holosight_smg","launch_NLAW_F","G_Combat","ItemRadio","NVGoggles","FirstAidKit","Chemlight_green","U_B_CombatUniform_mcam","arifle_MX_ACO_pointer_F","optic_Aco","H_HelmetB_desert","G_Aviator","30Rnd_65x39_caseless_mag_Tracer","B_IR_Grenade","SmokeShellBlue","SmokeShellOrange","130Rnd_338_Mag","MMG_02_sand_RCO_LP_F","H_HelmetSpecB_blk","1Rnd_HE_Grenade_shell","MiniGrenade","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","arifle_MX_GL_ACO_F","H_HelmetB_light_desert","Medikit","B_AssaultPack_rgr_Medic","arifle_MX_pointer_F","ToolKit","B_Kitbag_mcamo_Eng","V_Chestrig_rgr","arifle_MXC_Holo_pointer_F","optic_Holosight","20Rnd_762x51_Mag","srifle_DMR_03_tan_AMS_LP_F","optic_AMS_snd","H_HelmetB_light_sand","B_AssaultPack_rgr_Repair","arifle_MX_Holo_pointer_F","H_HelmetB_grass","arifle_MXM_Hamr_LP_BI_F","G_Bandanna_khk","Rangefinder","11Rnd_45ACP_Mag","B_Patrol_Soldier_Marksman_weapon_F","B_Patrol_Soldier_Pistol_F","muzzle_snds_B","optic_DMS","muzzle_snds_acp","optic_MRD","G_Bandanna_oli","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","B_Patrol_Soldier_MachineGunner_weapon_F","muzzle_snds_H_snd_F","bipod_01_F_blk","H_HelmetB_snakeskin","100Rnd_65x39_caseless_mag_Tracer","V_PlateCarrier2_rgr","B_Patrol_Soldier_Autorifleman_weapon_F","H_HelmetB_camo","G_Tactical_Black","150Rnd_762x54_Box","Titan_AP","B_Patrol_Supply_bag_F","B_Patrol_Soldier_Carrier_weapon_F","optic_Arco","H_HelmetSpecB_paint2","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","B_Kitbag_rgr_Exp","V_PlateCarrierGL_mtp","B_Patrol_Soldier_Specialist_weapon_F","H_HelmetSpecB_sand","SmokeShellYellow","B_Patrol_Medic_bag_F","B_Patrol_Soldier_Medic_weapon_F"], true] call BIS_fnc_addVirtualMagazineCargo; [missionNamespace, "arsenalOpened", { disableSerialization; params ["_display"]; _display displayAddEventHandler ["keydown", "_this select 3"]; {(_display displayCtrl _x) ctrlShow false} forEach [44151, 44150, 44146, 44147, 44148, 44149, 44346]; }] call BIS_fnc_addScriptedEventHandler; SARO_fnc_saveLoadout = { private _loadout = getUnitLoadout [player, true ]; private _fireMode = currentWeaponMode player; _fireMode = if (!isNil "_fireMode" and { typeName _fireMode isEqualTo "STRING" } ) then { _fireMode } else { "FullAuto" }; profileNamespace setVariable ["SARO_playerLoadout", [SARO_loadoutVersion, _loadout, _fireMode] ]; }; SARO_fnc_loadLoadout = { if ( not ([] call SARO_fnc_loadoutCondition) ) exitWith {}; private _loadout = ( profileNamespace getVariable "SARO_playerLoadout" ) select 1; private _firemode = ( profileNamespace getVariable "SARO_playerLoadout" ) select 2; player setUnitLoadout _loadout; private _weapon = currentWeapon player; private _ammo = player ammo _weapon; player setAmmo [_weapon, 0]; player forceWeaponFire [_weapon, _firemode]; player setAmmo [_weapon, _ammo]; }; SARO_fnc_loadoutCondition = { private _loadout = profileNamespace getVariable "SARO_playerLoadout"; !isNil "_loadout" and { _loadout select 0 isEqualTo SARO_loadoutVersion } }; this addAction ["Save Loadout", "[] call SARO_fnc_saveLoadout", nil, 1, false, true, "" ]; this addAction ["Load Loadout", "[] call SARO_fnc_loadLoadout", nil, 1, false, true, "", "[] call SARO_fnc_loadoutCondition"]; player addEventHandler ["Respawn", { [] call SARO_fnc_loadLoadout }];
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this github version is just not integrated in armas function library. you should look into init.sqf to see that it is manually compiled there and also the addAction which starts the function is applied there.
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This will add action menu entry for save/load players loadout on your object myBox. If you change the version string in the first line then all players which already saved a loadout can not load those old loadout. They have to save the loadout again before they can load.
This is handy for changing your arsenal inventory in the future. If you change it then you should change the version string as well and no player can load a loadout which was created out of the old arsenal inventory...
initPlayerLocal.sqf
//loadout version string #define SARO_LOADOUT_VERSION "version 1.0" SARO_fnc_saveLoadout = { //get current layout of player but with full magazines private _loadout = getUnitLoadout [player, true ]; //store loadout in players profile data profileNamespace setVariable ["SARO_playerLoadout", [SARO_LOADOUT_VERSION, _loadout] ]; }; SARO_fnc_loadLoadout = { //get saved loadout private _loadout = ( profileNamespace getVariable "SARO_playerLoadout" ) select 1; //apply loadout to player if loadout was available and if the version fits. if ([] call SARO_fnc_loadoutCondition) then { player setUnitLoadout _loadout select 1 }; }; SARO_fnc_loadoutCondition = { //get stored loadout private _loadout = profileNamespace getVariable "SARO_playerLoadout"; //returns true if loadout was available and if version fits !isNil "_loadout" && { _loadout select 0 isEqualTo SARO_LOADOUT_VERSION } }; myBox addAction ["Save Loadout", "[] call SARO_fnc_saveLoadout", nil, 1, false, true, "" ]; myBox addAction ["Load Loadout", "[] call SARO_fnc_loadLoadout", nil, 1, false, true, "", "[] call SARO_fnc_loadoutCondition"];
this is all tested but without respawn.
to get the saved inventory loaded on respawn it should be enough to do this in
onPlayerRespawn.sqf
[] call SARO_fnc_loadLoadout;
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@Nemanjic this is not ur first day in the forums. Could you pls use a code block at least for code with more than 5 lines?
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6 hours ago, Captinlarry said:my Mod guys tell me that will call on every machine, kill frames and crash the server.
read about the targets parameter and you will know where your remoteexec starts the script:
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Map markers are created by adding the component MapDescriptorComponent or SCR_MapDescriptorComponent to any entity. If added to a moveable entity then marker will move with entities movement.
If there is no entity at the position where you want to have a map marker at then you can just create a GenericEntity by using the Create-Subwindow of the world editor.
I ll create a list with the markers which are currently possible (most of them seem to be placeholders at the moment) with the MapDescriptorComponent here:
Main Type / Unit Type
IMAGE
SpoilerTree / Unknown
Small Tree / Unknown
Bush / Unknown
Building / Unknown (this marker seems to be a placeholder. Below I ll post just 01PLACEHOLDER01 when this marker appeared.)
House / Unknown
01PLACEHOLDER01
Forester Lodge / Unknown
01PLACEHOLDER01
Forest Border / Unknown
01PLACEHOLDER01
Forest Triangle / Unknown
01PLACEHOLDER01
Forest Square / Unknown
01PLACEHOLDER01
Calvary / Unknown
01PLACEHOLDER01
Church / Unknown
01PLACEHOLDER01
Chapel / Unknown
01PLACEHOLDER01
Cross / Unknown
01PLACEHOLDER01
Rock / Unknown
01PLACEHOLDER01
Bunker / Unknown
01PLACEHOLDER01
Fortress / Unknown
01PLACEHOLDER01
Fountain / Unknown
01PLACEHOLDER01
Spring / Unknown
01PLACEHOLDER01
Viewpoint / Unknown
01PLACEHOLDER01
Tower / Unknown
01PLACEHOLDER01
View Tower / Unknown
01PLACEHOLDER01
Water Tower / Unknown
01PLACEHOLDER01
Lighthouse / Unknown
01PLACEHOLDER01
Quay / Unknown
01PLACEHOLDER01
Buoy / Unknown
01PLACEHOLDER01
Fuel Station / Unknown
01PLACEHOLDER01
Hospital / Unknown
01PLACEHOLDER01
Light / Unknown
01PLACEHOLDER01
Fence / Unknown
01PLACEHOLDER01
Wall / Unknown
01PLACEHOLDER01
Hide / Unknown
01PLACEHOLDER01
Bus Stop / Unknown
01PLACEHOLDER01
Bus Station / Unknown
01PLACEHOLDER01
Road / Unknown
01PLACEHOLDER01
Forest / Unknown
01PLACEHOLDER01
Crane / Unknown
Transformer / Unknown
Transmitter / Unknown
Stack / Unknown
Ruin / Unknown
Tourism / Unknown
01PLACEHOLDER01
Hill / Unknown (this marker seems to be invisible. Below I ll post just INVISIBLE when this happens.)
Track / Unknown
01PLACEHOLDER01
Main Road / Unknown
01PLACEHOLDER01
Rocks / Unknown
01PLACEHOLDER01
Playing Field / Unknown
Powerlines / Unknown
01PLACEHOLDER01
Railway / Unknown
01PLACEHOLDER01
Shipwreck / Unknown
01PLACEHOLDER01
Tourist Shelter / Unknown
01PLACEHOLDER01
Tourist Sign / Unknown
01PLACEHOLDER01
Monument / Unknown
01PLACEHOLDER01
Water Pump / Unknown
Police Station / Unknown
01PLACEHOLDER01
Store / Unknown
01PLACEHOLDER01
Hotel / Unknown
Pub / Unknown
Fire Department / Unknown
01PLACEHOLDER01
Name Generic / Unknown (text only)
Name City / Unknown (text only)
Name Village / Unknown (text only)
Name Town / Unknown (text only)
Name Settlement / Unknown (text only)
Name Hill / Unknown (text only)
Name Local / Unknown (text only)
Name Island / Unknown (text only)
Name Water Minor / Unknown (text only)
Name Water Major / Unknown (text only)
Name Sea Minor / Unknown (text only)
Name Sea Major / Unknown (text only)
Name Ridge / Unknown (text only)
Name Valley / Unknown (text only)
Parking / Unknown
Unit / Unknown
INVISIBLE
Wildlife / Unknown
Construction Site / Unknown
Waypoint / Unknown (this marker seems to be a placeholder as well. Below I ll post just 02PLACEHOLDER02 when this marker appeared.)
Target / Unknown
02PLACEHOLDER02
Military Base / Unknown
02PLACEHOLDER02
Port / Unknown
01PLACEHOLDER01
Airport / Unknown
Landmark / Unknown
01PLACEHOLDER01
Cave / Unknown
01PLACEHOLDER01
Radio-Tower / Unknown
Spawnpoint / Unknown / Faction 0
INVISIBLE
Spawnpoint / Unknown / Faction 1 or 2
Task / Unknown
02PLACEHOLDER02
Icon (generic) / Unknown / Faction 0
Icon (generic) / Unknown / Faction 1 or 2
02PLACEHOLDER02
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27 minutes ago, Blackheart_Six said:If things stay pretty close to what we have now with Arma Reforger, then
... BI would have been released Arma 4 - 1.0 and not an Arma Reforger Alpha version.
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not tested:
waitUntil { "trwlrmrkr1" setmarkerpos (getpos realboat1); sleep 3; !(alive realboat1) }; ["task022", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; deleteMarker "trwlrmrkr1";
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U should just exactly search for what i suggested
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I GUESS this is only changable by messing with behavior trees. I dont have a clue bout but @haleks should have...
also today they added a tutorial on this in the wiki:
https://community.bistudio.com/wiki/Arma_Reforger:Behavior_Editor
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In the Workbench (not World Editor):
Menu Workbench->Options
Use the search bar: "view distance"
didn't test but should be what u r looking for
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30 minutes ago, myshaak said:I assumed as much, thanks!
Do you think BI will give us the option to see what's inside so we could learn from some reverse-engineering, override it in mods, or is it intentionally hidden?
I'm sure it's intentionally hidden. It would be like showing their game code...
The thing you can learn here is a rule which we just can take from arma 3: Always prefer an engine solution to a scripting solution.
Just means you should always use such "hidden" methods if you can because they use things we just can't achieve with enfusion script and therefore they will be faster most times...
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These are class methods which are most likely provided in a binarized file somewhere and which we cant view or edit but use.
Those methods may use other programming languages and interfaces which we are not able to use with enfusion.
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I did not mess with it but there is this
https://community.bistudio.com/wiki/Arma_Reforger:Multiplayer_Scripting
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U dont need to store an array if u really have attached those objects with the attachTo command.you could get them with this command then:
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Idk how it is used, if it works or if it generally is but there is a REST API.
Just use the script editors Find Symbol subwindow and search for "rest"
random road position
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
This can be done more effective by combining select command with inArea as I told above. now Ive the time to show it: