

samatra
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Everything posted by samatra
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Hi. I need to have several of same Controls Groups with only one difference - coordinates and idcs. The problem is that I'm not sure how to organize proper inheritance and avoid copy-pasting of same stuff. class Group:RscControlsGroup { ... class Controls { ... many controls here with different idcs ... }; }; class Group2:Group { ... different coordinates ... class Controls; ??? }; So how would I redefine idc values of some controls inside Group2->Controls without having to copy-paste everything? Preferably without using pre-processor commands.
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Any details on this? How they were extended?
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Sorry for no responses here or on forums, I spend all my free time on development. v7 about to be released. Altis is coming soon. Persistent gear is being discussed, but unlikely that it will be implemented in dayz style.
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Can we have clearItemCargoGlobal fixed already? This bug was in from day 1 of Alpha, this is ridiculous! http://feedback.arma3.com/view.php?id=7876
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Working on v4 addressing current issues, server will be updated to last version within today. (Will respond to questions in thread bit later)
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Thanks a lot for suggestions. >Night Gameplay Since NVGs were fixed in last patch, we will add night time in next version >Spawnpoints Questionable, people should get access to stuff when they spawn and stuff spawns in cities >Inventory Bug Do you mean Vehicle Ammo Crate? You are not supposed to put stuff there at all and it shouldn't let you to. >Character Save Feature Unlikely, there will be other save features though >Weather Will be added soon >Gun Store // Add option to buy crates straight into the inventory of a nearby vehicle. Would be useful but I'm not sure if I will find time to implement it >Gun Store // Add a lock/unlock system on the crates you buy the same way vehicles have in Stratis Life. Will consider >Gun Store // Add a zones you can select when buying a crate so you know where it spawns. Crates spawn right inside the store, what kind of zone you mean? >Gun Store // Fix issue with disappearing store crate. Trying to, not sure what causes it. >Gun Store // Add glasses and goggles to the store inventory, especially diving goggles. You get Diving Goggles with each purchase about $400. I'll probably add a way to buy other glasses in one way or another. The problem is that you cannot spawn glasses in crates or anywhere, just right on player. >Add General Store // Store that sells food, water, repair-kits and fuel. Repairkits\Fuel sells in gun stores, we are not going to sell food\water, you have to get it yourself off missions or by scavenging >Mission // Add assassination missions were the AI's loot is the main reward. Ex: Take out enemy sniper team. Partially in with AI squads on the map, will expand on this >Repairs // Make it so that you can repair a vehicle to full health no matter how little damage it has sustained. Will consider making something about it >Vehicle Lock System // Add a lock/unlock system to vehicles based on repair kits. To lock a vehicle you go to the repairkit in your inventory and choose "Make Lockable". This links the vehicle to you and as long as you keep it locked. To unlock someone else's locked vehicle you do the same but choose "Break In", this will only break the lock and not make it lockable for you unless you spend another Repair Kit making it lockable again. Thanks for suggestion, we do have plans to let people lock their vehicles. Don't really know what to say, all servers accept clients with clean install and no mods active. Responded in PM
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Unfortunately there is nothing we can do, only BIS can fix inventory bugs. Although this feature can be exploited, it greatly help to use a gun store without being killed within first minute. I don't see a problem with showing player names, it just aids the teamplay in my vision. What gives you such profits when you sell? If there is something specific that gives you a lot of cash, let me know, but either way I agree that prices need a rebalancing. Problem with the game, nothing we can do. Agreed, teamkills are the big problem, reducing friendly fire might help a bit, I will consider it. I have few smaller features in mind on how to aid getting rid of teamkillers, will try to implement it. Can't really say that I did anything extraordinary other than using general programming optimization rules and generally understanding arma quirks. Seem to happen with non-dev servers too, also with other missions, I suspect some kind of problem with arma itself that surfaces after server being up for some time.
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How can I order a unit who is using a cycle waypoint to divert to another area?
samatra replied to laverniusregalis's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://community.bistudio.com/wiki/deleteWaypoint also check Notes -
Guys, sorry for no responses and activity from me in recent week, I'm still busy with other stuff and can't dedicate a time to answer all hosting request emails and handle all other requests. I will be away till July 10 so please use our teamspeak if you need to appeal your ban or anything else. (Thanks for feedback, I will respond to each suggestion later)
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Guided Missile Script (Not fired by anything just spawned)
samatra replied to EBass's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Functions module is always present and active in A3, you don't need to place it. -
How to remove 1 weapon from inventory?
samatra replied to justenzy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Its impossible to remove single weapon\magazine\item from any container, only everything at once (Yes, its stupid limitation, devs didn't bother to make an appropriate command). There is kind of way to do it by removed everything and then adding everything back except 1 item that you wanted to be removed but it will reset ammo counters (half-empty mags will become full againt) and weapons will lose attachments and loaded magazines. -
How to spawn mission environments in sequence
samatra replied to alainbo26's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://community.bistudio.com/wiki/createUnit http://community.bistudio.com/wiki/BIS_fnc_spawnGroup -
Why isnt player setpos working on dedicated?
samatra replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Problems: 1) When init.sqf gets called, player might not be initalized yet, you need to add following waitUntil: waitUntil {player == player}; 2) Random GetStartLocation = ceil(random 3); instead of GetStartLocation = round ((random 3) + 0.5); 3) Conditions in server.sqf seem to be off, script will not do anything unless GetStartLocation is 4 4) When you randomize GetStartLocation, make sure to send it to all clients (publicVariable, don't do any operations on client until GetStartLocation is not received (isNil)) -
handgunMagazine trouble
samatra replied to eagledude4's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It shouldn't, what if some addon has a weapon with two mags for a pistol slot? The more flexibility there is, the better. -
handgunMagazine trouble
samatra replied to eagledude4's topic in ARMA 3 - MISSION EDITING & SCRIPTING
because some guns can have several mags loaded (rifles with underbarrel GLs) -
handgunMagazine trouble
samatra replied to eagledude4's topic in ARMA 3 - MISSION EDITING & SCRIPTING
handgunMagazine returns array, you'll need to add select 0 -
Yes, of course. You can as well change 2 seconds to whatever you need so animation will be smooth.
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In init line: nul = this spawn {while{true} do {this switchMove "SomeAnimation"; sleep 2;};}; This will play "SomeAnimation" each 2 seconds.
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Disabling Names of Objects
samatra replied to Kydoimos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hardcoded, can be disabled through difficulty or by making an addon that will replace these names with empty strings but it still might show something up like "Unknown" or distance -
Try this: flashlightson = player addaction ["Gun Lights On","scripts\tpw_lighton.sqf", nil, 0, false];
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checking for all dead East units with loops
samatra replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It was just a generic example of script logic that you should use in your script. -
Fixed a typo in my example, it should have been removeAction, not removeActionID
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checking for all dead East units with loops
samatra replied to falconx1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why you need to check GetStartLocation each loop? Check it once and them use selected variable later switch(GetStartLocation) do { case 0: {whatever = [1,2,3];}; case 1: {whatever = [4,5,6];}; }; // ... while {true} do { random_whatever = whatever select floor(random(count whatever)); }; -
huh? just store their IDs in some variable and that's it Init.sqf whateverActionID = player addAction ["Whatever", {hint "Whatever";}]; somewhere else player removeAction whateverActionID;