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chronicsilence

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Everything posted by chronicsilence

  1. chronicsilence

    Determining if an item is "assignable"

    Thanks KK, but I need a way to know if a given config class is "assignable" without actually trying to assign it. How can I know if linkItem will work before actually trying it?
  2. If I have a Cfg name, such as "arifle_Katiba_F", I can get the config entry for it in CfgWeapons. Cool. Now, how do I determine whether a given Cfg is a primary, secondary, or handgun weapon? I've searched through the whole config class and I can't find any simple way to tell which type it is. Anyone know which property I'm looking for? Thanks!
  3. Ah, cool. I was looking at that but I was confused because "hgun_PDW2000_F" has a type of 1, and I thought it was a handgun. Turns out it actually goes in the primary slot. Thanks! ---------- Post added at 11:49 ---------- Previous post was at 11:32 ---------- Update: looks like launchers (aka "secondary") is actually type=4. There's nothing in CfgWeapons with type=3;
  4. To make this succinct: _number = 90984112; systemChat str (_number == _number - 1); // prints out "true" I'm scripting a mission that requires large number representation, and I'm running into this nightmare. Even a signed 32-bit integer can handle a positive value of over 2 billion, but this can't seem to handle anything over 16777298. I guess it's using 24-bit representation? Does anyone know of a way to use numbers larger than 16,777,298 and not have it lose precision?
  5. chronicsilence

    Large number representation logic failure

    Thanks for the link, I assume that function is probably very similar to BIS_fnc_numberText. Even with his function though, it looks like there's no way to keep precision above 10^7 because the internal scalar representation itself loses the precision.
  6. I can't seem to find any documentation on this question, all it says on the Dialog Control page is that one is for background and one is not. So my question is, what will be the difference in behaviour when placing a dialog control in the "Controls" category vs. putting it in the "ControlsBackground" category in a dialog CFG? When would it be a good idea to use one instead of the other?
  7. Hey everyone, I'm an experienced SQF coder, but this is my first foray into modding. I'm trying to figure out what the best way to go about this is. I'm looking to build a large multiplayer (~100 players) mission in Arma 3, and I don't want to use Altis or Stratis. I'm looking for a map more in the style of Chernarus or Bystrica, fairly large (maybe 70% - 100% the size of Altis), and most importantly, where all buildings have functioning doors and can be entered (like all the ones on Altis). Basically, I'm looking for an Altis with real hills and forests. Any suggestions on the best options? Thanks!
  8. chronicsilence

    Map Recommendation Request

    Thank you for all the suggestions. I value an intermediate to large size the most (as I said in OP, maybe about two-thirds the size of Altis), and then mostly having enterable buildings (they don't ALL have to be, but the vast majority should be). I'll check out Imrali, Wake, Gorgona, Pantheria, and NAPF to see what seems like the best fit.
  9. Well, that works pretty darned well, doesn't it.
  10. Ok, I'm trying to figure this out and not getting very far. I can add a magazine with a certain amount of ammo to the player using something like player addMagazine ["30Rnd_556x45_STANAG", 15]; and I can add a full magazine to a specific container on the player with something like (uniformContainer player) addItemCargoGlobal ["30Rnd_556x45_STANAG",1]; But is there any way to do both, and add a magazine with a specific ammo count to a specific container on the person (e.g. to their vest)?
  11. Let's say I have a Cfg defined: class CfgCustomThings { class thing1 { ID = 1; Val = "val1"; }; class thing2 { ID = 2; Val = "val2"; }; class thing3 { ID = 3; Val = "val3"; }; }; Is there any way to iterate over all of the entries in the Cfg? Something like this pseudocode: { hint _x >> "Val"; } forEach getArray(getText(configFile >> "CfgCustomThings")); I just need some way to get all of the classes within the config, without listing their class names specifically, and do something with them. Thanks! ---------- Post added at 17:05 ---------- Previous post was at 17:01 ---------- Nevermind, found it hidden in the BIS functions: BIS_fnc_getCfgSubClasses
  12. chronicsilence

    Map Recommendation Request

    No no, not asking anyone to build anything for me. I'm asking if anyone here knows of a decent pre-existing mod map that meets these criteria.
  13. chronicsilence

    Map Recommendation Request

    Bump?
  14. Hey everyone, I'm just looking for some clarification on a couple functions, since the documentation is rather... lacking. I have a large MP mission, and the player characters will randomly tell their group members various commands ("Enemy, 2 o'clock", etc.) and give various orders (make another group member get out of a vehicle). These things are a major pain in the ass and I would like to turn them off. However, I still want the players to be able to use VON group chat and type messages in group chat. It looks like there are three relevant functions that might help me with this, but I'm not clear on the differences between them, so I was hoping you could help: enableSentences enableRadio disableConversation What will each of the above do, and which is the one I want for this purpose? Also, will I have to run that command on every client or just the server? Thanks!
  15. Hi everyone, So I'm working on a script to play a sound from a vehicle in a multiplayer mission. Currently, I have it spawn a helper object to play the sound using "say3D", since I need to be able to cut the sound off early by deleting the helper object (if you play the sound directly from the vehicle with "say3D", you can't end it before the end of the sound file unless you delete the vehicle itself). The problem is, using BIS_fnc_MP to run the "say3D" command on every client (its effects are local) is causing significant network overhead and causing a noticeable delay before the sound is actually heard on the clients, so I'm looking for alternatives that are natively global. The other caveat is that it has to be an actual object that plays the sound, so I can attach it to the vehicle and have it stay with the vehicle as the vehicle moves. I've been looking into the "createSoundSource" command, which seems to be the best of everything. Its effects are global so I don't have to run BIS_fnc_MP, and it creates a sound source object that I can delete when I'm done with the sound. The problem is, it only seems to be able to play built-in sound effects. Does anyone know of any way to make it use a custom sound file that is in the mission file (i.e. one that every client already has in their mission file)? Or, if that isn't even possible, does anyone have any decent alternatives? Thanks!
  16. They're not really long sounds, only 3 to 5 seconds tops. I'm not worried about JIP for this application.
  17. PlaySound3D is great, except that you can't delete it mid-sound and you can't attach it to objects and move it (the sound will always play from the location that you initially created it). Unfortunately, that means I can't use it.
  18. Hey everyone, Does anyone know of a good way to drop grenades from vehicles? I'm trying to drop IR strobe grenades from vehicles via script. I can't seem to find a way to spawn in an active grenade (as if it had been thrown). Thanks!
  19. chronicsilence

    Dropping IR Grenades From Vehicles

    I think I figured it out. This is only an issue with the IR grenade, I think because it creates a light strobe effect and ARMA really doesn't like having dynamically moving lights (see: issues with #lightpoints). I switched it out to a Stone grenade instead and it works perfectly.
  20. chronicsilence

    Dropping IR Grenades From Vehicles

    Unfortunately, none of the special properties (including "CAN_COLLIDE") allow the object to fall to the ground. Any other thoughts?
  21. chronicsilence

    Dropping IR Grenades From Vehicles

    Interestingly, if I create a vehicle with the class name of the projectile ('B_IRStrobe', in this case) using _veh = "B_IRStrobe" createVehicle position (vehicle player); while hovering in the air, then it creates the IR grenade in the right location but it just hangs in the sky and doesn't fall to the ground. Any idea how to make it act like a real grenade that was thrown?
  22. chronicsilence

    Making Map Objects Invincible

    Yeah, it comes to the conclusion that those things aren't animated to save performance. They can still be knocked over though, and you can manipulate their damage value through scripts, which is kind of weird. In any case, maybe there's a way to delete them then?
  23. Hey folks, I'm having some difficulties here. I'd like to make the walls to one of the Altis military compounds invulnerable, so they can't be knocked over. I can get the object by its ID, but none of the standard methods to ignore damage seem to be working, it will still fall over if you hit it with a rocket. This is what I've tried: None of these things are working, and none of them are triggered when the wall is hit with something. Can you not add event handlers to map objects? I need SOME way to make these things invincible.
  24. Hi everyone, I'm creating lights to attach to a vehicle (emergency lights), using the following script: _newlight = "#lightpoint" createVehicle [100000,100000,100000]; _newlight setLightColor [1,1,1]; _newlight lightAttachObject [_vehicle, [-0.45, 0.0, 0.56]]; This is a simplified version, but you get the point. The light shows up in the correct spot and functions properly when the vehicle is stopped. However, as soon as the vehicle starts moving, the light bounces around on the vehicle and doesn't stay in its attached location. Once the vehicle stops again, it returns to its correct location. Anyone know why?
  25. chronicsilence

    Making Map Objects Invincible

    That is correct, it's a "mil_wallbig_4m" object at the compound just north of Athira on Altis. It's on the map by default. I would also be OK with some way of just deleting it, so I could put a new one on it in the editor and tell the new one to 'allowDamage false'. I can set its damage to 1 so it falls over and the ones I added are still there, but then I have a compound surrounded by knocked over walls hovering in the air. Unfortunately, I don't think it's possible to delete objects built into the map.
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