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Everything posted by dreadedentity
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Anyone know how to reload ammo box?
dreadedentity replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
//USAGE: _handle = [crateObject, timeInMinutes] execVM "scriptName.sqf"; //EXAMPLE: 0 = [this, 5] execVM "boxRefiller.sqf"; _crate = (_this select 0); _type = typeOf (_this select 0); _pos = getPosATL _crate; _dir = direction _crate; while {true} do { deleteVehicle (_this select 0); _obj = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _obj setPosATL _pos; _obj setDir _dir; sleep ((_this select 1) * 60); }; -
Swiveling 3DLine / Icon
dreadedentity replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not sure what you mean by swivel, just spinning? I don't have much experience with drawLine3D but for drawIcon3D I'm not sure they have direction, so it's not possible to rotate them? Not really sure, try changing the 'angle' value and see what happens I guess -
[GUIDE] Arma 3 Scripting Guide, Part 1: Variables and Data Types
dreadedentity posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I had some extra time on my hands tonight, so I thought I'd share what little knowledge I have with the community. I wrote up this guide on variables and data types, in it we'll explore: What a variable is The four ways define a variable, that I know (hopefully) In-depth explanation of magic variables Getting data from a variable And finally data types (split up into Arma-specific and non Arma-specific) I hope that I have amassed enough knowledge that there will be at least one new thing in here for every person. Download (Dropbox) (I just found out you can read this directly from dropbox, without even having to download it.) This guide is not allowed to be sold or included as part of a paid-for package without express consent from the author, DreadedEntity. If found in violation of this license, the author will take any and all action available to him to protect this content. Enjoy! Be on the lookout for future written and video guides. -
[GUIDE] Arma 3 Scripting Guide, Part 1: Variables and Data Types
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the support everyone! I might update this guide with some info on that, I just didn't want to write anything that's too advanced in there. My plan is to cover just about every topic somewhere down the line. I kinda didn't want to just say it out loud, but for a lot of us guys that have been doing this for a while, even released a script or two, honestly, this particular part to the guide won't be very helpful to you. Sure! You can link the guide directly from my dropbox, or link this thread. Hell, you can even download and host it somewhere for yourself and link it from there. For the rest of your message, rest assured in a future guide there will be a section teaching people "how to read the wiki" LMAO. -
[GUIDE] Arma 3 Scripting Guide, Part 1: Variables and Data Types
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're probably right, I'll take a look at it. I just don't want to have the worry of having to keep a site maintained and updated at the moment -
[GUIDE] Arma 3 Scripting Guide, Part 1: Variables and Data Types
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! No good at HTML, nor hosting websites. Rather get famous than rich (but I could work with both at the same time) -
Public Community Scripter's Lounge
dreadedentity replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make sure to PM me or JShock if you're interested, guys, so we can give you the teamspeak address. -
Dread's Simple Patrol Script
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello friends, I completely rewrote this script last night. Enjoy the new version -
Delete Map Objects?
dreadedentity replied to D. Patterson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If it's a default map object, I'm not sure there's an easy way to do that. You might consider remaking altis/stratis as a separate map at this point -
Trouble with animated NPC/Player
dreadedentity replied to 80talet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use say to make the AI move it's lips -
[WIP-Report] Advanced Civilian Interaction Menu
dreadedentity replied to chief_wiggum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Excellent job on this -
[RELEASE] Tornados
dreadedentity replied to austin_medic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I desperately wish I knew how to use photoshop so I could quickly whip up a purple tornado now -
Public Community Scripter's Lounge
dreadedentity replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Everyone be sure to PM JShock or me for the Teamspeak address if you want it -
Help to setup Radio trigger to count the # opfor units 1000 meters of player location
dreadedentity replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oops you're right I did. I edited the original code now -
Help to setup Radio trigger to count the # opfor units 1000 meters of player location
dreadedentity replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hint str ({side _x == east && {player distance _x < 1000}} count allUnits); -
Select certain units in a radius
dreadedentity replied to FdgeKake's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is my mistake, change joinAs to joinSilent and it should work -
Select certain units in a radius
dreadedentity replied to FdgeKake's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh, I didn't realize that you wanted to execVM a script from the trigger. That means we can use local variables again. Actually, if you want to create a script out of this, we can edit it a little to make it more dynamic: _aidStation = (_this select 0); _radius = (_this select 1); _group = (_this select 2); _unitArray = (_this select 3); _closeUnits = []; { if (_aidStation distance _x < _radius) then { _closeUnits pushBack _x; }; }forEach _unitArray; _closeUnits joinAs _group; What I've done here is make it so that the script will take input. You probably see a lot of people doing [] execVM "myScript.sqf", well now you can put stuff inside the square brackets! A usage example: [this, 10, createGroup west, playableUnits] execVM "radiusCheck.sqf"; I'll explain some of the parameters this - "this" is a magic variable. when used in the editor, it refers to the object itself 10 - pretty simple, this is the range of the effect createGroup west - this creates a new west group (you can use your own named groups, but this was easier for concept) playableUnits - returns an array with all playableUnits (this array includes AI, though, so you have to exclude them in the script) -
Hello, I am trying to make my first addon, but I'm really not sure what's going on here. My addon is only supposed to be 2 scripts that I could then use preprocessFile to use them, like how iniDB does it. I thought there would be more simple tutorials just to show you the most basic things, but I couldn't find one, even on armaholics. How do I use BI Tools? Thanks a lot guys EDIT: clarified some wording
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My First Addon
dreadedentity replied to dreadedentity's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Okay I'll give that a try But can anyone confirm this? I'm just wondering if this is a possible alternative. I may not be much of an addon-guy. Even my computer, which is usually so obedient, is fighting me haha -
My First Addon
dreadedentity replied to dreadedentity's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm such a fool, I completely forgot that I installed Arma 3 Tools on my other hard drive. I found the .exe. I clicked on "P: Drive (DevP)" but it doesn't seem to do anything, the P drive doesn't get created -
My First Addon
dreadedentity replied to dreadedentity's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Sorry, I really don't see an "Arma 3 Tools" folder anywhere in "\SteamApps\", am I looking in the right folder? Also, I'm wondering if I even need to make an addon for this, I just read in another post further down the forum that by using a backslash before the filepath will tell the game engine to start from the game's root directory. Theoretically, could I just make a folder called "@myAddon" in the game directory, throw "myScript.sqf" in it in plain text, and use preprocessFile "\@myAddon\myScript.sqf"? -
My First Addon
dreadedentity replied to dreadedentity's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for your answer, austin. Where can I find the BITools executable? I have navigated to "~\steam\SteamApps\Common", and even checked in the A3 folder, but I didn't see it -
My First Addon
dreadedentity replied to dreadedentity's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for your reply, it seems a lot simpler when you have some instructions laid out for you. I don't know anything about BI Tools, other than that's what you use to make addons in A3. One question about the P drive, however, how do I make/put the files into it? In BI Tools I see "Mount P: Drive" but when I click it, it doesn't do anything. -
My First Addon
dreadedentity replied to dreadedentity's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Sure, basically in my .pbo there would only be 2 scripts. How exactly can I make the pbo with them inside of it? I did manage to make an empty pbo with BI Tools, though, so I got that going for me. -
Select certain units in a radius
dreadedentity replied to FdgeKake's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, for editor placed triggers, I don't think you can use local variables so I rewrote that code using global variables, to join the units to a certain group, make sure the group is named from a global variable, then you can just use joinSilent: radius = 20; closeUnits = []; { if (myAidStation distance _x < radius) then { closeUnits pushBack _x; }; }forEach myArray; closeUnits joinSilent myGroup;