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undetectable mines and satchel
dcthehole replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe create the mines in a server script and put them in an array? You might be able to work a little magic after that. -
Need help modifying a script
dcthehole replied to Eargasm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Assuming that you are editing the standard arma 2 life mission then this would work. _copplayernumber = 0; for[{_i=0},{_i < (count playerarray)},{_i=_i+1}] do { _curplayer = playerarray select _i; if((isplayer _curplayer) && (!isnull _curplayer) && (_curplayer in coparray)) then { _copplayernumber = _copplayernumber + 1; }; }; Then you could just use the variable _copplayernumber to run a simple exit-with check. -
Generic error in expression
dcthehole replied to sandbird's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If the _grrrVal is being used anywhere else in the script try this out. if((_object getvariable "Sarge")==1) exitwith {}; if(!_parachuteWest and !(locked _object)) then { //if (_objectID == "0" && _uid == "0") then if(_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { _object_position = getPosATL _object; _isNotOk = true; }; }; -
Generic error in expression
dcthehole replied to sandbird's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
At work so cant test code, but try this out. private ["_var","_grrrVal"]; _var = _object getvariable "Sarge"; if(isnil "_var") then {_grrrVal= 0;} else {_grrrVal = _var;}; if(_grrrVal== 1) exitwith {}; if(!_parachuteWest and !(locked _object)) then { //if (_objectID == "0" && _uid == "0") then if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { _object_position = getPosATL _object; _isNotOk = true; }; }; -
How to make Bridges Indestructible ?
dcthehole replied to pawelkpl's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe something like this? _bridge = nearestbuilding this; _bridge addeventhandler ["HandleDamage",{false}]; -
Try using setPosATL or setPosASL.
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List of all Playable Groups
dcthehole replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
{ //Code } foreach playableunits; Is this what you are talking about? -
Try this. If you would have taken 10 seconds to scroll down before you started this topic you would have seen it.
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Is it possible to remove fatigue
dcthehole replied to SpecterM's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Dont run anything like this [] spawn { while {true} do { player setFatigue 0; sleep 0.1; }; }; Thats an unnecessary loop to run and less efficient. Not to mention there is a command to do exactly what you want. Use this if (local player) then { player enableFatigue false; player addEventhandler ["Respawn", {player enableFatigue false}]; }; Like Foxy said. -
If statement [Help a noob out of trouble? :)]
dcthehole replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, it should not be in quotes. cuel's above code seems right. -
end animation go back to original state
dcthehole replied to anthonyfromtheuk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe something like this? To start saluting: S2 switchmove "AmovPercMstpSrasWrflDnon_Salute"; S2 enablesimulation false; To stop saluting: S2 enablesimualtion true; S2 switchmove "AidlPercMstpSrasWrflDnon_AI"; That should work. -
Player Disconnect Question
dcthehole replied to dcthehole's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh nice thanks. Does it record anything else? Also where did you find that at? -
I have one quick question about the onPlayerDisconnect command. Is there a way to record the player name in the onPlayerDisconnect? I've tried with no luck. Any help would be appreciated.
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Two questions. Did the dog spawn and can you post script errors if any?
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Help with making something destroyable for a mission
dcthehole replied to =WKV= Blackwatch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the only way to do this would be a combination of if's with alive and !alive commands.