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Everything posted by dreadedentity
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How to Make Original Map Fences Indestructible?
dreadedentity replied to CapBlackShot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could always spawn identical objects right on top of the old ones and make those invincible -
Stuck on loading screen
dreadedentity replied to hridaysabz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you both tried restarting your computers? -
Disable movement, unless significant force is applied?
dreadedentity replied to D. Patterson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
disableAI, but this only works for voluntary movement by the AI. Since they are boats, they are able to float away if they get rammed into or something similar. In this case, it may be easier to constantly spam setVelocity until something happens. _noVelocity = [] spawn { while {true} do { setVelocity [0,0,0]; }; }; waitUntil {YOUR_CONDITION_HERE}; terminate _noVelocity; -
Problem exiting while loop
dreadedentity replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
spawn, terminate loop1 = [] spawn { while {true} do { }; }; loop2 = [] spawn { while {true} do { }; }; //now you decide you don't want to use loop1 anymore terminate loop1; -
[CODE SNIPPET] Hopefully this blows your mind/Preprocessor Commands are fun
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oops, that's what I get for organizing my dropbox files! I made a new link -
[CODE SNIPPET] Hopefully this blows your mind/Preprocessor Commands are fun
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, I thought that the path to missions was hard-coded, but it seems I was wrong. The little script works by reading the mission filepath, parsing the strings, then the results are hard-coded from that array. Like, the normal filepath if you just used the default install directory would be "C:\Users\YOUR_NAME\Documents\Arma 3 - Other Profiles\PROFILENAME\missions\MISSION_NAME", so I literally just counted which elements I needed from the array to display them in a hint. I actually thought that the mission folder was hard-coded to "my documents", how did you get a different directory? EDIT: D'oh it makes sense now. Since you're not using your boot drive, there is no Users folder, so just changing the install directory should be sufficient. -
[CODE SNIPPET] Hopefully this blows your mind/Preprocessor Commands are fun
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's because your filepath is different! :o Not enough elements in the array -
RVMATs And Relative Dirs
dreadedentity replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You might need to use the root mission directory -
Add Radio Extraction Options via Scripting
dreadedentity replied to nighteyes13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_trg = createTrigger["EmptyDetector",getPos player]; _trg setTriggerActivation["ALPHA", "PRESENT",true]; _trg setTriggerActivation["BETA", "PRESENT",true]; _trg setTriggerActivation["CHARLIE","PRESENT",true]; _trg setTriggerActivation["DELTA", "PRESENT",true]; _trg setTriggerActivation["ECHO", "PRESENT",true]; _trg setTriggerActivation["FOXTROT","PRESENT",true]; _trg setTriggerActivation["GOLF", "PRESENT",true]; _trg setTriggerActivation["HOTEL", "PRESENT",true]; _trg setTriggerActivation["INDIA", "PRESENT",true]; _trg setTriggerActivation["JULIET", "PRESENT",true]; _trg setTriggerText "Your custom radio name here"; _trg setTriggerStatements["this", "hint 'Radio has been triggered'", ""]; -
Design question: why does the game crash when working with dialogs?
dreadedentity replied to bobby budnick's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can load up Arma 3 in ~20 seconds with my SSD... Not trying to be rude, but why are you having 48 CTD's per day? When I was learning dialogs, I followed a , had the wiki open in the background, and had maybe 10 CTD's at maximum. -
Action to remove everything from ground
dreadedentity replied to mr_shadow's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good idea....... -
Player slot specific whitelisting for trained members and admins
dreadedentity replied to Elliot Beckett's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The game searches the mission directory for files, so make sure you include the filepath to the file if you put it inside any folders. For example, if you have a folder called 'scripts' that you put it in, you need to use: call compile preprocessFile "scripts\whitelist.txt" If that still doesn't work, post or PM me a download for the mission and I'll take an in-depth look. -
Eventhandler help/shots fired
dreadedentity replied to Duke101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can't believe I didn't see such a fun script to write until late at night. In Rejenorst's example, this will make it so that if any unit fires more than X times, something will happen. While there's nothing wrong with doing it that way, if you wanted to make it so the entire team can only shoot X number of times, then you'll need to go a different route: initServer.sqf (this will only be run by the server) totalShots = 0; JIPplayer = ""; "JIPplayer" addPublicVariableEventHandler { (_this select 1) addEventHandler ["Fired", { totalShots = totalShots + 1; }]; }; waitUntil {totalShots == 20}; [] execVM "myScript.sqf"; init.sqf (put this at the very top, before anything else) waitUntil {player == player}; JIPplayer = player; publicVariableServer "JIPplayer"; JIPplayer = nil; -
Player slot specific whitelisting for trained members and admins
dreadedentity replied to Elliot Beckett's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can avoid using variables when it isn't necessary to retain the information they would hold. I think it would safely work to use something like this: if !((getPlayerUID player) in (call compile preprocessFile "whitelist.txt")) then { endMission "Loser"; }; -
Player slot specific whitelisting for trained members and admins
dreadedentity replied to Elliot Beckett's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It really depends on what you want to do, I'm not sure what exactly you want to do or how you want things set up...But I can tell you that error is from putting a local variable in the init line of a unit. Local variables are not allowed to be created in init lines for some reason. Yep, compileFinal would be extremely useful here :p From what I understand, compileFinal prevents the variable the expression is attached to from being overwritten. -
Player slot specific whitelisting for trained members and admins
dreadedentity replied to Elliot Beckett's topic in ARMA 3 - MISSION EDITING & SCRIPTING
An easy way to use a text file to edit parts of code is with preprocessFile. _UIDList = call compileFinal preProcessFile "whitelist.txt"; whitelist.txt ["123456789","123456789","123456789"] -
Player's score to profileNameSpace
dreadedentity replied to iceman77's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Glad I could help -
Transferring mission to another map issue
dreadedentity replied to krihelion's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what does this mean? -
Is it possible get a list of all files in a directory?
dreadedentity replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay thanks guys -
Is it possible get a list of all files in a directory?
dreadedentity posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
For my new script, I'm trying to create a system where users can add their own files and the mission will work without any editing to the scripts. Is that possible or will I need to make an addon? If the only way to do this is by creating an addon are there any reference materials to get me started? (Keep in mind I'm kind of a beginner) -
Having Trouble Using Private Variables Outside Scope
dreadedentity replied to 654wak654's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No. The reason the variable didn't change was because of use of the private command. Private allows you to create a new variable, without regard to variables in a parent scope. That means that you can even create variables with exactly the same name, and they won't affect each other. So if you don't use the private command in a lower scope, it'll be fine. -
Urban CSAT units gone from editor?
dreadedentity replied to enad's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Urban troops can be found under Opfor -> CSAT -> Men (Urban) Their classnames might have been changed, that's one reason -
Having Trouble Using Private Variables Outside Scope
dreadedentity replied to 654wak654's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You should define _pvar1, _pvar2, and _array before your "If Then" statements because variables remain local to the scope they were defined in. Lower scopes have access to them, but higher scopes do not. If you don't believe me you can run a small check like this: if (true) then { private["_test"]; _test = "This variable will only exist inside this ""if"" statement"; }; hint str _test; That said: _pvar1 = ""; _pvar2 = ""; _array = []; if (CONDITION_1) then { _pvar1 = "stuff"; if (!(_pvar1 in _array)) then {_pvar1 = "other stuff"}; } else { _pvar1 = "other stuff"; }; if (CONDITION_2) then { _pvar2 = _pvar1 + "is stuff"; } else { _pvar2 = _pvar1 + "is other stuff"; }; _pvar2 call WAK_fnc_someFunction; Correction: It only localizes them to the scope that the command was run in -
PVP alive unit counter/ indicator
dreadedentity replied to Azza FHI's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In ArmaEdit, you can edit the headers by clicking on Tools -> Edit Auto Header Data. That's what I use :) If you want an updated list of commands, I can PM mine to you. (weapon/ammo classnames haven't been updated, just commands) -
script to start/stop based on server population
dreadedentity replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was under the impression that this is exactly how that works...