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Everything posted by dreadedentity
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Continue in a loop/ or goto in sqf
dreadedentity replied to inofix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
num = 0; scopeName "main"; while {true} do { scopeName "outerLoop"; while {true} do { num = num + 1; hintSilent str num; if (num == 2) then { systemChat "WTF"; breakTo "outerLoop"; }; if (num == 4) then { breakTo "main"; }; sleep 1; }; sleep 1; }; hint "Done"; scopeName, breakTo But this is a terrible idea. There's a reason structured programming is specifically called "goto-less programming" -
Actually you didn't say that EGW, you didn't say much of anything
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There is the "respawn" class you can add to description.ext, unfortunately I think it is for players only. Another option is to script your own AI respawns. You'll want some kind of loop, whether it's a while loop or for loop is up to you. You'll want to check to make sure all of the units are dead, then spawn new ones after a certain amount of time. I hope this gets you started in the right direction
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Quick Question on Triggers
dreadedentity replied to thecoolsideofthepillow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
They should be repeating -
Did you make DUWS? If so, I had a great time playing it
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Larrow beat me to it, I was going to post this but I forgot about it then had to work
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Ambient flyby as a possible script
dreadedentity replied to MFG4Ever's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I wrote a script that does what it seems you want a few months ago. Dread's Random Helicopter Flyovers I hope this can help you -
Marker on map approx where player is located
dreadedentity replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My version already did that -
list all triggers on the map
dreadedentity replied to xoo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are lots of things that should be implemented, but aren't. A big part of this sub-forum is working around that -
Mission File Patch (diffrents)?
dreadedentity replied to bensch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Missions you make in the editor are saved in "Documents", missions exported from the editor are saved to the Steam Arma 3 directory (in pbo format) -
Marker on map approx where player is located
dreadedentity replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, this should do everything you have asked for. Put it in the init of the sniper: if (isServer) then { this addEventHandler ["fired", { _firedAgain = 10; _unit = (_this select 0); _last = _unit getVariable ["time_last_fired",0]; _unit setVariable ["time_last_fired", time]; if ((time - _last) < _firedAgain) then { terminate (_unit getVariable ["fired_script", nil]); deleteMarker (name _unit); _unit setVariable ["marker_precision", (_unit getVariable ["marker_precision", 3]) - 1]; if (_unit getVariable "marker_precision" <= 0) then { _unit setVariable ["marker_precision", 0]; }; _precision = [100,250,500] select (_unit getVariable ["marker_precision", 2]); _marker = createMarker [name _unit, [_unit, _precision - (floor(random _precision)), floor (random 360)] call BIS_fnc_relPos]; _marker setMarkerShape "ELLIPSE"; _marker setMarkerSize [_precision,_precision]; _packet = [[[_marker, _firedAgain], { if (!isNil "fired_handler") then { terminate fired_handler; }; fired_handler = _this spawn { uiSleep (_this select 1); while {markerAlpha (_this select 0) > 0} do { (_this select 0) setMarkerAlpha ((markerAlpha (_this select 0)) - 0.000001); }; } }], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP; }else { _unit setVariable ["marker_precision", nil]; }; }]; }; (44 lines) -
Is it possible to store and reload controls without having to recreate them?
dreadedentity replied to Heeeere's johnny!'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure this is possible, I think when dialogs are closed all of the controls are deleted. Here's what I'm using in a current project: { ctrlEnable [_x, _this]; ctrlShow [_x, _this]; }forEach [1001,1002,1400,1401,1603,1604]; The only problem with this is that the dialog is still open, those controls are just hidden -
Looking for Arma 3 altos life or A3L Devs
dreadedentity replied to ted2191's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This post does not add any value to our sub-forum. -
GUI editor problem
dreadedentity replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this reproduce-able? I haven't had this problem. Although, I export all of my dialogs in GUI editor format as well as class format, for easy importing and editing. -
Color and size of text
dreadedentity replied to greywolf907's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As far as I know, titleCut and titleText cannot have their text sizes changed. You may wish to experiment with custom dialogs -
Great work! Love the green color, throwback to the alpha days
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How To Locking Down Splendid camera for use as Multiplayer Spectator
dreadedentity replied to ozdeadmeat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put it right after that big section of code that's commented out -
How to remove the border of a listbox?
dreadedentity posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am trying to create a listbox in a dialog that does not have a border, it would essentially be just a list floating on your screen. Does anyone know how I can do this? Cheers, Dread Solved with the help of zapat: Style 16 is also known as ST_MULTI, if you use the gigantic list of #define's to help you with your dialogs -
How to create a random patrol in Arma 3 editor with modules.
dreadedentity replied to jakeplissken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When you put a unit down in the editor, there is an editable field called "Placement Radius". It is right above the OK button. When you type a number there, the unit will spawn anywhere inside a circle with that radius. This is another good way to randomize unit starting positions -
How To Locking Down Splendid camera for use as Multiplayer Spectator
dreadedentity replied to ozdeadmeat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure about disabling the debug console, but about the sliders at the bottom: { ctrlEnable [_x, false]; //disable controls ctrlShow [_x, false]; //hide controls }forEach [31434,31436,31438]; -
How to remove the border of a listbox?
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Fight try using borderColor -
Bulletproof wheele?
dreadedentity replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well that was easy...thanks F2k -
How to remove the border of a listbox?
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Certainly zapat: and here is my basic listbox class definition: I am working on an updated version of ACS. Better back-end, cleaner front-end UI. -
Checking, if there is possible a land path between two positions - approaches? Ideas?
dreadedentity replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm unaware of any already-created solutions, but perhaps you could do something with the surfaceIsWater and surfaceType commands? I'm imagining a system that calculates whether units will be in the water by checking every few meters along the most direct path towards the waypoint, then if surfaceIsWater returns true the system will search in all directions for land and place "helper" waypoints to "help" the AI reach the original waypoint. Btw, I loved Pilgrimage. I think I've said that before. It was impossible to beat, of course, but I loved it. -
Tabs lost in 'strings' when after new line
dreadedentity replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I apologize for revisiting this old thread, but I'm here to confirm that this behavior is still happening and to offer a solution: Through use of the toString command, we can create tabs/newlines on-the-fly. toString [9] will create a tab toString [10] will create a new line Any combination can be created with this. I tested this code: copyToClipboard format ['x%2x',toString [9,10,9]]; /* correctly returns: x x */