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Nemanjic

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About Nemanjic

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  1. @Billy EatWorld https://community.bistudio.com/wiki/addAction few more examples with different parameters.. this AddAction ["<t color=""#4DB0E2"">" +"hello", "script.sqf"] - color plus scipt this addAction [("<t color=""#51A55B"">" + ("hello") + "</t>"),"script.sqf",[],1,false,true,"","_this distance someobject < 5"] - script plus distance of something named someobject
  2. Sorry in advance if I missed to read answer if there in last 59 pages in thread so far.. I tried also searching in EOS/functions.. Is there a way for AI to activate EOS zone? Something like !player or playerSIde ? Maybe it will point to right direction if I tell what exactly I want to do: Player is pilot on assault apparatus which is in hangar far away of EOSzone but land targets are in zone of course. I need few kilometers away grouped to player AI to enter the zone and activate EOS spawning from openME.sqf definition so pilot in Lukow airfield have existing (already spawned) targets to search for before take of. Actually I want AI to activate the zones not only player.. Sorry on my self/google English please and thanks in advance
  3. Yea I see now.. Was copied code from above so I thought it reference to rank of the soldier and changed to sergeant, corporal etc until ended up with "2" somehow don't even know why, but error was the same. The guy who wrote this probably knows exactly what he was doing, unlike me 🙂 Thank you mate this was very helpful!
  4. _spawnpos = getMarkerPos "m2"; private _grp1 = createGroup independent; sec1 = _grp1 createUnit ["ISspec_operative", _spawnpos, [], 1, "2"]; - this way a got both variables for group and unit spawned so I can manipulate with during mission so let's say this works nice (unit is spawned in marker m2 exactly with name "sec1" in group called _grp1) but when executed it gives an error "error Foreign error: Unknown enum value: "2". I am plan to use this script a lot in next scenario (few days operation) so it is important to me that I can count on this script for sure. My question is what this error means? Is it safe to ignore it due to script finishes the job even if error is in it. I searched of course, trying to understand the whole line but everytime it points me here because this thread is only that include all three elements to be provided which I looks for (varNames and spawn position). After this I can use findSafePos, setWaypointTimeout etc...without issues which is very important for my missions and randomizing operational groups on terrain in every possible way.. edited: So I think that I am manage to understand almost all but not all: _spawnpos = getMarkerPos "m2"; (it defines that spawnpos is actually position of marker called m2) private _grp1 = createGroup independent; (tells the game to create group container for unit and that group is _grp1 independent sided) sec1 = _grp1 createUnit ["ISspec_operative", _spawnpos, [], 1, "2"]; (tells to creeate unit inside group created before, exact unit from config and to place that unit in predefined position called spawnpos) but next few elements I can not understand: [], 1, "2"]; ...which gives that no dangerous error..
  5. make 3 triggers. 1 !alive 2 variable trigger3 countdown 5sec cond: trigger1 triggerActivated && trigger2 triggerActivated. That's what I mean. Ok glad you solve
  6. Yes I saw and operated with it in meantime waiting for your answer that day after I post question triggered with magic words "MapBuilder can import stuff placed in Editor and export them as sqf scripts (that recreate the composition on original or another spot when called)." but Import Static is probably broken , weird things happens even with empty map. (multiplier objects, not taking them into account at all...etc. ) I had to start a project lively yesterday evening and I use Achilles modules for recreating objects at same pos as before destroyed, but I prefer MB every time I can for anything for years in combination with eden of course, but this function could open new world for me and my way of making scenarios. But that is what it is.. This was not wasting time for me I learned some basics again trying your codes and examples but for you it was so thank you for patient my friend. If something change I will follow thread anyway..
  7. Understood. Will report shortly with edit. Same err messages empty map almost.
  8. You are absolutely right! I feel increased stupid after I see what I wasn't see. But problem still occurs.. The same thing if I load from script or debug: https://i.imgur.com/a2H40hh.jpg ,after code execution it freezes player movement but after reopening MB, everything backs to normal except there still no objects read in MB..
  9. RPT testMB.sqf Not quotation marks, I just copied from your message with big smile on my face but not for long 🙂
  10. It gives me not to close trigger with error if I put code in onAct, same as for object init. field, so I do what you sad last, play mission with MB module of course, wait till it been initialized, open MB again, close it, put code in debug but error again. So I try to run external script from debug: _nil = [] execVM "armagedonsay.sqf"; -it says: blabla error allmissionobjects: Type code, expected String For my kind of mission making this is must have magic, it will be great if make this work 🙂 where I mistakes?
  11. @NeoArmageddon from object when I want to confirm input https://i.imgur.com/Z9uNU0o.jpg from debug cnsl https://i.imgur.com/RjGui2I.jpg ?
  12. Exactly, but Arma 3 will not be the same without guys like you, Jonny, Grumpy, Pieremmgi, G Floros and others who share knowledge and always help 😉
  13. Another valuable lesson to be learned immediately.. Thank you @beno_83au hope this will fit perfectly in Johnny's script for predefining obj positions..
  14. Yes understand! This will work for sure, my only concern is if it place balloons over another if choose random position from array.. But will test and then I will know.. This is what I was looking for, thank you for this Johnny
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