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dreadedentity

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Everything posted by dreadedentity

  1. 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"
  2. dreadedentity

    Respawn script?

    Actually you didn't say that EGW, you didn't say much of anything
  3. dreadedentity

    Respawn script?

    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
  4. dreadedentity

    Quick Question on Triggers

    They should be repeating
  5. dreadedentity

    Double array units

    Did you make DUWS? If so, I had a great time playing it
  6. Larrow beat me to it, I was going to post this but I forgot about it then had to work
  7. 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
  8. My version already did that
  9. There are lots of things that should be implemented, but aren't. A big part of this sub-forum is working around that
  10. 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)
  11. 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)
  12. 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
  13. This post does not add any value to our sub-forum.
  14. dreadedentity

    GUI editor problem

    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.
  15. dreadedentity

    Color and size of text

    As far as I know, titleCut and titleText cannot have their text sizes changed. You may wish to experiment with custom dialogs
  16. dreadedentity

    Squad system SQ-2

    Great work! Love the green color, throwback to the alpha days
  17. Put it right after that big section of code that's commented out
  18. 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
  19. 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
  20. 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];
  21. dreadedentity

    How to remove the border of a listbox?

    Fight try using borderColor
  22. dreadedentity

    Bulletproof wheele?

    Well that was easy...thanks F2k
  23. dreadedentity

    How to remove the border of a listbox?

    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.
  24. 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.
  25. 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 */
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