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Everything posted by rebel12340

  1. It seems that vehicles still sink into the long bridges that lead to Puente Malargo.
  2. rebel12340

    Keyframe animation system in DEV.

    It's currently broken on the Stable branch. Have you tried using it on the dev-branch? Last I checked it was working fine on there.
  3. I think I figured out how to accomplish what you're generally trying to do with the following code: POS_ARRAY = [[0,0,0]]; _blacklistArray = []; // Define _blacklistArray for blacklisting the area around the markers. While { (count (POS_ARRAY) <= 10) } Do { _MarkerPos = ([(GetPosWorld Player),0,100000,0,0,10,0, _blacklistArray] call BIS_fnc_findSafePos); POS_ARRAY pushback _MarkerPos; _marker = createMarker [str (_MarkerPos),_MarkerPos]; _marker setMarkerShape "ELLIPSE"; _marker setMarkerColor "ColorRed"; _marker setMarkerBrush "SolidBorder"; _marker setMarkerAlpha 1; _marker setMarkerSize [500,500]; _blacklistArray = _blacklistArray + [[_MarkerPos, 3000]]; // Add the position of the marker and the desired blacklist area around the marker (3000m in this case) to _blacklistArray. } BIS_fnc_findSafePos has an argument for blacklisted areas, so I used that to blacklist a 3000m area around the position of the marker that is created, so, the center point of each marker shouldn't be any closer than 3000m away. I also went ahead and removed the if statement and the foreach loop. Let me know if you have any problems.
  4. The problem is that you have your foreach in the wrong place. Your foreach should look like this: { if (_MarkerPos Distance _x > 3000) then { POS_ARRAY pushback _MarkerPos; _marker = createMarker [str (_MarkerPos),_MarkerPos]; _marker setMarkerShape "ELLIPSE"; _marker setMarkerColor "ColorRed"; _marker setMarkerBrush "SolidBorder"; _marker setMarkerAlpha 1; _marker setMarkerSize [500,500]; }; } foreach POS_ARRAY
  5. rebel12340

    Key Frame Animation

    There's a similar post already in the dev-branch forum:
  6. I take it you got it working, then? Good to know. The point of the default hint is so that if you pass an argument into the switch that doesn't match one of the cases (such as setting currentVis to 3) it will show a hint on your screen that says "3 is not a valid argument for currentvis!".
  7. You could also use a switch rather than a bunch of If-Then statements. Something along the lines of: switch (currentvis) do { case 0: {["<t color= '#00ff00' size = '.8' >Vision Mode OFF</t>",-1,-1,1,0,0,001] spawn BIS_fnc_dynamicText}; case 1: {["<t color= '#00ff00' size = '.8' >Night Vision</t>",-1,-1,1,0,0,001] spawn BIS_fnc_dynamicText}; case 2: {["<t color= '#00ff00' size = '.8' >Thermal Vision</t>",-1,-1,1,0,0,001] spawn BIS_fnc_dynamicText}; default {hint format ["%1 is not a valled argument for currentvis!", currentvis]}; };
  8. What exactly do "team1", "team2", and "team3" refer to? Also, just as a side note, I would recommend not using myArray as a variable name in your script, as it doesn't provide any indication as to what the variable is for.
  9. 1. My guess would be that using "UNCHANGED" with waypoints is not necessary, and is mostly there for editor-placed waypoints, though I have never really had the need to script waypoints, so I could be wrong on that one. 2. I can't think a script command that will move the first element of an array to the back of the array, so a simple way of doing it would be something like this: myArray = ["A", "B", "C"]; _selection = myArray select 0; myArray = myArray - [_selection] + [_selection]; //Returns myArray as ["B", "C", "A"]; Not sure if that helps you at all.
  10. You'd have to do something similar to this, I think: _mark = []; { _mark = _mark + [format ["a1_%1", _x]]; } forEach [1,2,3,...] Which would result in _mark = ["a1_1"," a1_2"," a1_3", ...]
  11. The problem is that _mark is an array, not a string (as the error "type array expected string" would indicate), so it won't work with either the distance or getMarkerPos commands directly. I think the solution to this would be to do something similar to this { _selectedMark = _x; _aaf = {alive _x && side _x == RESISTANCE && getposasl _x distance getmarkerpos _selectedMark < 150} count allunits; _nat = {alive _x && side _x == WEST && getposasl _x distance getmarkerpos _selectedMark < 150} count allunits; } foreach _mark;
  12. I think the problem could be that when you globally execute a command like selectRandom, each client that executes the command could select a different element from the array. So, in your example of rozv1 = selectRandom [r1,r2,r3]; one client could choose r1, while another chooses r2 and the server chooses r3, etc. I think the way around this would be to execute selectRandom on the server only and share the result with the clients. Not sure if it would work, but you could try putting something similar to this in your initServer.sqf: rozv1 = selectRandom [r1,r2,r3]; publicVariable "rozv1"; After that, hopefully you'd be able to use rozv1 in a separate script to add the diary entry. Again, not sure if that would work (and, even if it does, I"m sure there are better solutions).
  13. According to the wiki, if you make the event handler return false, then the score won't get added. That being said, you don't actually need to use "_this select 2" at all for what you're wanting to do. The following code should work: _unit addEventHandler ["Handlescore", {false}]
  14. rebel12340

    MP suicide airplane

    Is there a specific spot you want it to crash or an object you want it to crash into? If you just want it to dive into the ground, you could just kill the pilot?
  15. Phoenix has been tasked with finding and destroying CSAT artillery in or around the town of Charkia. This mission features 9 playable infantry slots, plus an additional 4 playable helicopter crew slots, which can be used to provide transport for the infantry on the ground. Note: In order for the primary and secondary tasks to complete, you must "radio" HQ using the radio action (the default way of accessing the radio menu is by pressing the 0 key on your keyboard twice.). Download To manually install the mission, place the Operation%20Hellfire.Altis.pbo into the MPMission folder contained in your Arma 3 install folder ("Steam\steamapps\common\Arma 3" by default). Google Drive: https://drive.google.com/file/d/0B1qKsjp4pJZtSElBR2xIS0hkU2c/view?usp=sharing Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1178529335 Feel free to leave any feedback. If you notice any problems, please let me know.
  16. Gotchya. Well, if you have any issues, feel free to let me know!
  17. I just tested the script using the mission that I provided in the download with TFR version 1.0.264 and my radio was definitely being jammed. Are you having issues with the script as well? If so, have you tried the sample mission that comes with the script download?
  18. I'm not sure what the issue is. I haven't tested any of the developmental builds for TFAR. Have you tried your test mission with the latest stable version of TFAR (0.9.12) or tried the mission I included with the download?
  19. "B_MRAP_01_F" createVehicle screenToWorld [0.5,0.5]; This will create a Hunter wherever the player executing the command is looking. "B_MRAP_01_F" createVehicle screenToWorld getMousePosition; Will create a Hunter wherever the player executing the command has their cursor at on the screen. I hope that helps.
  20. This was supposedly added when Malden came out. Have you created a ticket on the feedback tracker about it? You could also try asking on the development branch sub-forum.
  21. Yes, the ticket can be found here: https://feedback.bistudio.com/T80064
  22. Pressing / doesn't open the console, it opens the text chat for typing a message to other players on the server. Hitting Esc opens the debug console (if it is enabled in the mission). I haven't played any of the combat patrol missions, but I'm guessing that they don't have the debug console enabled, so you won't be able to use it. Edit: This is what the Debug console looks like:
  23. I just tried player additem "ACE_EarPlugs" and it worker for me. How are you executing the command (unit init, init.sqf, etc.)? What are you typing exactly?
  24. Are there any plans to add the various munitions that are available for helicopters and planes to the in game field manual with some basic information (guidance type, min/max range, etc.)?
  25. rebel12340

    Jets DLC Official Feedback

    I believe they changed the way vectoring with the VTOLs works. You now control the vectoring manually or you can set "automatic vectoring" to on through the action menu. That being said, I'm not really sure how the automatic vectoring is supposed to work, as it didn't seem to be possible to do a vertical take off with it on last I checked.