Jump to content

chronicsilence

Member
  • Content Count

    143
  • Joined

  • Last visited

  • Medals

Posts posted by chronicsilence


  1. 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?


  2. Hi everyone,

    I'm an experienced scripter but new to addons/modding, and so I'm not sure how to go about this. I'm looking for a way to remove the default action menu items from vehicles: particularly, the "Inventory", "Rearm at...", and "Take..." actions that appear on every vehicle. Is there a way to do this through some Cfg override or something? And if there is, can it be done for all vehicles instead of having to specify for each type of vehicle?

    Thanks!

    ---------- Post added at 18:51 ---------- Previous post was at 17:21 ----------

    Figured it out! CfgActions, override each one in question with show = 0. That one really needs some documentation...


  3. 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.


  4. 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)?


  5. 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


  6. What are you bumping here?

    Are you asking someone to build such a map for you or are you trying to figure out how to build it yourself?

    In case of the latter have a look at one of the many great tutorials which can be found in this subforum.

    If you are, however, asking someone to build a map for you it will most likely never happen.

    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.


  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. 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!


  9. 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!


  10. 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?


  11. Hey folks,

    I'm working on a little script where I would like to create spark effects on a vehicle. I'm trying to simulate the vehicle being hit by an EMP (disabling the engine and all electronics). I've been looking into particle effects, but they're rather daunting for someone who hasn't done them before. I found this little example for creating a fire effect:

    _source01 = "#particlesource" createVehicleLocal (position _x);
    _source01 setParticleClass "ObjectDestructionFire1Smallx";
    _source01 attachto [_x,[0,0,0]];
    

    But I can't really figure out how to make it sparks instead of fire, and there doesn't really seem to be a list of pre-defined effects anywhere to choose from. The other thing is I need to make sure that the effect doesn't damage the vehicle (that fire one blew it up after a couple seconds).

    Thanks!


  12. Here is the thread I was referencing earlier, the last post seems to be closely related to the topic currently at hand here, and may answer the question your asking.

    http://forums.bistudio.com/showthread.php?184777-How-to-Make-Original-Map-Fences-Indestructible

    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?


  13. He referenced walls at the bottom of his OP, so I guess he is talking "already" on map wall objects.

    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.


  14. 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:

    _nObject = [0,0,0] nearestObject 444472; // get the object by ID

    _nObject allowDamage false;

    _nObject addEventHandler["HandleDamage",false];

    _nObject addEventHandler["Hit",{_this select 0 setdammage 0}];

    _nObject addEventHandler["Dammaged",{_this select 0 setdammage 0}];

    _nObject addEventHandler["Killed",{_this select 0 setdammage 0}];

    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.

×