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2517 ExcellentAbout Harzach
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Second Lieutenant
core_pfieldgroups_3
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Audio Engineer
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Help me with setWeaponReloadingTime for tanks please
Harzach replied to maggot31's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tangential to the topic, but why do you continually define the variable _veh? //snip _veh = _this #0; _veh removeWeaponTurret ["cannon_120mm_long",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["20Rnd_120mm_APFSDS_shells_Tracer_Yellow",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["12Rnd_120mm_HE_shells_Tracer_Yellow",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["12Rnd_120mm_HEAT_MP_T_Yellow",[0]]; _veh = _this #0; _veh removeWeaponTurret ["LMG_coax",[0]]; _veh = _this #0; _veh removeMagazinesTurret ["200Rnd_762x51_Belt_Yellow",[0]]; // _veh is defined at the beginning and will remain so in that scope, there is no need to redefine it before every use. That's what variables are for. //snip _veh = _this #0; _veh removeWeaponTurret ["cannon_120mm_long",[0]]; _veh removeMagazinesTurret ["20Rnd_120mm_APFSDS_shells_Tracer_Yellow",[0]]; _veh removeMagazinesTurret ["12Rnd_120mm_HE_shells_Tracer_Yellow",[0]]; _veh removeMagazinesTurret ["12Rnd_120mm_HEAT_MP_T_Yellow",[0]]; _veh removeWeaponTurret ["LMG_coax",[0]]; _veh removeMagazinesTurret ["200Rnd_762x51_Belt_Yellow",[0]]; // -
Hostage script on dedicated server.
Harzach replied to MrSydney's topic in ARMA 3 - MISSION EDITING & SCRIPTING
- 8 replies
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Spawning randomly playable units
Harzach replied to Victor G Vilar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How many players are joining your server to test this? If you have multiple playable units, but only one person joins the server, only that player's unit will be moved. To be clear, a playable unit will only be moved once it is being controlled by a human player. That is what hasInterface is checking for. -
Spawning randomly playable units
Harzach replied to Victor G Vilar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Where are you placing the script? It should be in initPlayerLocal.sqf. "Player" is a command. -
SetOwner doesn't work ?
Harzach replied to Benoit Katecpo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/setOwner -
Remove an ace 3 action by script.
Harzach replied to Mr H.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
The ACE Wiki isn't comprehensive. Bookmark the ACE GitHub for future browsing: https://github.com/acemod/ACE3/tree/master/addons -
And it's great for writing totally natural-sounding responses to forum posts! Cool!
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And unfortunate that there are those with such a narrow view of what Arma is and can be.
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Give it a second waypoint, type "CYCLE." It will return to its start position then move to the SAD waypoint, ad infinitum. Speaking of which, setWaypointLoiterRadius is only relevant to the "LOITER" waypoint type, which is itself only relevant to aircraft.
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Yes. If you aren't interested, don't buy it.
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I'm picking up two invisible characters in the last line of your code. Impossible for me to say if they are being created when I copy, or if they are in your code already. These characters seem to pop up most when I copy/paste from the Biki - which makes a lot of code found on the forums suspect. Always check via a code block here, or in your editor. In a forum code block, they appear as red dots. In Notepad++, check View > Show Symbol > Show Non-Printing Characters.
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AI artillery script not working
Harzach replied to Mason Montgomery's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ACE doing ACE things, probably. -
AI artillery script not working
Harzach replied to Mason Montgomery's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check your syntax: https://community.bistudio.com/wiki/doArtilleryFire Also, try in vanilla (unmodded) Arma first. -
Counting unequipped ammo in inventory
Harzach replied to jsmith82's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Best I can figure at the moment is all mags in inventory, plus any loaded mags in unequipped weapons - NOT including any weapons you may have in your backpack/vest/uniform. That might take some other voodoo. private _rounds = 0; magazinesAmmoFull player select { (_x #3 == -1 || (_x #2 == true && _x #4 != currentMuzzle player)) } apply { _rounds = _rounds + _x #1 }; hintSilent str _rounds; So if you have your primary equipped, this will skip that mag, but will include the mags in your handgun and secondary. -
Do you mean the map icons? These can be found in ui_f_data.pbo > Map > Vehicle Icons.