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Posts posted by HazJ
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Hello,
Try this. Please note that this project has now been abandoned. I do not have the time for A3 or SQF anymore.
#define DIK_TAB 0x0F
expandShrinkKey = 15;
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There's no need to duplicate the files. Show me your code. There could be an issue with layers. Please provide more info and I'll take a look when I get chance.
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On 9/13/2020 at 6:45 PM, bhcluster said:Is this the website to buy the Tools https://bytex.market/products/item/weodpphdknnzm70o0h8q/Mikero's Dos Tools
Yes.
10 hours ago, mikero said:not even going to bother answering that.
Might be useful to update the link in your first post. I know it's obvious and easy to Google but yeah.
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1 hour ago, foxblackbox said:errors
Add:
widthRailWay = 1;
Inside of:
class A3GPS_RscMapControl {
Not sure about the other error.
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Simple way to test. Open up the map in Eden editor. Place yourself down as a civ. Place one Blufor rifleman and one Opfor rifleman. Position them across from each other. Don't copy/paste anything. Don't do anything else other than this. If it works, then it may be something in the unit's field (behaviour, etc) when you copied it over.
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Moi,
Make sure the speaker is valid. Try with another to make sure just in case. It could be the Wiki just doesn't have all the speakers listed. I'm not able to go in-game to fetch them all currently. The error is because you are wrapping the _variable inside quotes.
{ if (side _x isEqualTo independent) then { _voice = selectRandom ["Male01GRE", "Male02GRE", "Male03GRE", "Male04GRE", "Male05GRE"]; [_x, _voice] remoteExec ["setSpeaker", 0, _x]; }; } forEach allUnits;
The Wiki lists the following:
Male01_F - Male01ENG(B) - Male01GRE - Male01PER Male02_F - Male02ENG(B) - Male02GRE - Male02PER Male03_F - Male03ENG(B) - Male03GRE - Male03PER Male04_F - Male04ENG(B) - Male04GRE - Male01PER Male05_F - Male05ENG - Male05GRE - Male02PER Male06_F - Male06ENG - Male02GRE - Male03PER Male07_F - Male07ENG - Male03GRE - Male01PER Male08_F - Male08ENG - Male04GRE - Male02PER
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setSpeaker is not obsolete. At least according to the Wiki.
https://community.bistudio.com/wiki/setSpeaker
QuoteSets the speaker of a person. In order to setSpeaker dynamically in MP, the command needs to run on every computer with exactly the same params otherwise the speaking unit could appear silent on other PCs. Run this on server:
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Don't worry about it 😄 We all have our dumb moments 😋
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Nice. I see you got your addAction working too! 😁
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Good post @zagor64bz - Sorry I couldn't be more help, I simply don't use the Eden editor. I usually script everything. Only thing on the map is markers and units which are all positioned at [0, 0, 1000] (bottom left).
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You should start slowly.
https://community.bistudio.com/wiki/Category:Eden_Editor
Have a read through these, they should get you started.
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Moi 🙂
These are locality issues.
We are going to need some more code before we can help you further. For the action, you can setup the actions either on the server or add them for JIP. As for your code above, some tips:
Use a forEach loop for repeated actions. (small snippet) e.g.
v9 setBehaviour "CARELESS"; v2 setBehaviour "CARELESS"; v7 setBehaviour "CARELESS"; v9 playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; v2 playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; v7 playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; { _x setBehaviour "CARELESS"; _x playMove "Acts_AidlPsitMstpSsurWnonDnon_out"; } forEach [ v9, v2, v7 ];
You need to broadcast animations over the network using the remoteExec command. setObjectTexture has a global version, setObjectTextureGlobal as JohnKalo said. How are you creating your triggers? Eden or scripted? What is in the cond and on act fields?
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22 minutes ago, Varathius said:Dear moderator,
Instead of hiding/editing every post regarding bugs due to potential spoilers, how about edit the main topic thread title (WARNING SPOILERS), because no wonder nobody is giving any feedback nor helping with getting answers if you moderators keep editing and hiding all the posts, seriously. There's basically no other platform to discuss these bugs and the one there is you guys are editing and making the problems inadvertent not being noticed by others that could help.
I'm not trying to "back-seat moderate" here but...
If you read one post up from yours, you would know that you can simply put your post in spoiler tags. It is also in the forum rules. That way, everyone is happy. You can report bugs and people don't see spoilers (unless they choose to).
It is too much hassle for moderators to be editing every potential thread that contains spoilers. Some people just want to provide feedback and have a quick read/catchup.
People are providing feedback, go back a few pages and you'll see.
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The only thing I can think of is (script wise) is to combine some sort of KeyDown / AnimChanged event with playSound3D positioned at the player's feet. You'll still hear the existing sound though. Play the sound on an invisible object then attach that to the player's feet.
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What's wrong with storing the position/object as the player looks at it and commands the unit? If I have understood correctly. You call an action, the object you are looking at is the thing that will be climbed. By the time the AI unit gets there to climb, there's no longer a reference because the player isn't looking at the object anymore? Do you have any code to share?
As Pierre said. You can pass arguments to the addAction command.
// Placed a unit down named Bov // Looked at a building, selected the "Climb it" action then looked away // Bov successfully moves to the correct building // This method will be fine though obviously you'll want to do your checks such as valid position/object, is it a position or object, etc, etc player addAction ["Climb it", { _object = getPosATL cursorObject; systemChat str _object; uiSleep 2; player setPos _object; Bov commandMove _object; }]; // Not ideal as cursorObject is never updated player addAction ["Climb it", { _object = (_this#3)#0; systemChat str _object; uiSleep 2; player setPos getPosATL _object; Bov commandMove getPosATL _object; }, [cursorObject]];
One thing I did notice is that, sometimes it failed to get the object I was directly looking at, despite my cursor revealing the object. Make sure the object is properly revealed.
Please provide some code so we can help better. Perhaps some code optimisation / refactoring will do the trick.
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Moi,
You can use the format command.
https://community.bistudio.com/wiki/format
_townName = "Kavala"; _taskTitle = format ["Task at %1", _townName]; [west, ["task2"], ["Good luck finding this cookie", format ["Find the cookie at %1", _townName], "cookiemarker2"], objNull, 1, 3, true] call BIS_fnc_taskCreate;
You'll need to figure out how to get the the actual town name itself. If you have the a marker or position. You could use nearestLocation and text commands. There are many ways to do it. You need to provide more information.
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You could use a simple trigger. When the man is not inside, it completes. You could sync it to a task. I'm not sure how you have things setup. Could you provide some more information? I don't really use the Editor for anything other than playable units and respawn markers. I'm on mobile at the moment so I can't be much help. Search the Wiki for 'in' and 'list'.
!unit1 in thislist
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Hi all,
I have this little function that creates booby traps on doors. I can't seem to figure out how to return the direction of a door though. Any ideas?
/* Code written by Haz */ scriptName "fn_doorBoobyTraps"; #define __FILENAME "fn_doorBoobyTraps.sqf" // #include "..\..\..\includes.sqf" // __tky_starts; CQBCleanupArr = []; pt_tripmines = []; // TODO: Code refactoring // (?) TODO: Switch to a blacklist approach rather than whitelist? _eligibleBuildings = [ /* "Land_building_Big_01_F", "Land_building_Small_01_F", "Land_building_Small_02_F", "Land_building_Small_03_F", "Land_building_Small_04_F", "Land_building_Small_05_F", "Land_building_Small_06_F", "Land_Shed_02_F", "Land_Shed_05_F", "Land_Shop_Town_01_F", "Land_Shop_Town_03_F", "Land_Slum_01_F", "Land_Slum_03_F", "Land_i_building_Big_01_V2_F", "Land_i_building_Big_02_V1_F", "Land_i_building_Big_02_V2_F", "Land_i_building_Big_02_V3_F", "Land_i_building_Small_02_V2_F", "Land_i_building_Small_02_V3_F", "Land_i_Shed_Ind_F", "Land_i_Stone_buildingSmall_V1_F", "Land_i_Stone_buildingSmall_V2_F", "Land_i_Stone_buildingSmall_V3_F", "Land_u_building_Big_01_V1_F", "Land_u_building_Small_02_V1_F" */ ]; _fnc_getDoors = { params ["_building"]; _buildingPositions = _building buildingPos -1; _buildingPosition = selectRandom _buildingPositions; hintSilent str selectionNames _building; { _arrow = "Sign_Arrow_Cyan_F" createVehicleLocal _x; _arrow setPosATL _x; } forEach _buildingPositions; _doors = []; _doorPositions = []; _worldPos = []; _inModelPosition = []; { if (_x find "door" >= 0 and _x find "handle" < 0) then { _doors pushBack _x; _inModelPosition = _building selectionPosition _x; hintSilent str _inModelPosition; _arrow = "Sign_Arrow_Yellow_F" createVehicleLocal [0, 0, 0]; _arrow setPos (_building modelToWorld _inModelPosition); // _doorPositions pushBack (getPosATL _arrow); _doorPositions pushBack [getPosATL _arrow, 0]; // TODO: Figure out how to return the direction of a door }; } forEach selectionNames _building; _doorPositions }; _fnc_createMine = { params ["_pos", "_dir"]; _building = nearestBuilding _pos; _m = createMine ["APERSTripMine", _pos, [], 0]; _m setDir _dir; CQBCleanupArr pushBack _m; pt_tripmines pushBack _m; // [_m, "mymine"] call fnc_setVehicleName; _m }; { _doors = _x call _fnc_getDoors; { _x params ["_pos", "_dir"]; systemChat format [":: %1", _x]; [_pos, _dir] spawn _fnc_createMine; } forEach _doors; } forEach nearestObjects [player, _eligibleBuildings, 500]; // __tky_ends;
There are some elevation issues that I haven't addressed yet. Though that isn't the focus at the moment.
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Not tested. For quick test, name your trigger say trg1 and inside init.sqf:
player addAction [ "Teleport everyone to trigger", { _x setPos getPos trg1; } forEach allPlayers - entities "HeadlessClient_F"; ];
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allUnits will move everyone. No need for the isPlayer check when you can do:
{ // setPos... } forEach allPlayers - entities "HeadlessClient_F"; // exclude Headless Clients
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15 hours ago, Harzach said:BUT MUH HARDCOR MERSHUN!!
Looks great, guys 😄Wah... lol. There will also be a parameter to turn the feature off completely.
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[Abandoned] [Release] Download Data (from End Game)
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hello,
I just saw your message after not logging in for a while. I don't currently have easy access to my drives where all of my ArmA data is stored. I'm not sure when I will find the time either. I know there have been other requests from other projects as well. I just don't have the time or interest for anything ArmA related at the moment.