Jump to content

dreadedentity

Member
  • Content Count

    1224
  • Joined

  • Last visited

  • Medals

Everything posted by dreadedentity

  1. dreadedentity

    Mission Lose Event Handler

    This works, but I think it's a good idea to explain why to prevent problems in the future. The "Killed" event handler will only fire on the machine where it was set. Inside the event handler you have a global variable which is also local to the machine it was defined/changed. Don't confuse a global variable with a public variable, public variables are broadcast over the network, global variables are not so each client can have a different value on their machines. Now, all of that stuff is local so how do all of the clients get the same result? When you put something in the unit init line, it will run on every client, that's how. That's not to say this isn't good code, but it will cause issues with JIP.
  2. Since it can't be deleted right now, why not send it really far under the map? _obj setPos (_obj modelToWorld [0,0,-999999];
  3. [[vehName, ["Get on Skid Left Front", "player moveInCargo [vehname, 4]"]], "addAction", true, true] call BIS_fnc_MP; I've never used this command before so I hope it works
  4. Maybe I secretly like to do things the complicated way like everyone else ;) Seriously though, I forgot about that command lol Thanks for the feedback guys
  5. Good catch, Sel, I edited the original post with an update, unfortunately it still didn't work when I tested it in the editor.
  6. The problem with this is that dropped items are put into an invisible and empty container called "GroundWeaponHolder" so you have to check for containers, then check the contents. And toolkits are called "ToolKit" (note the capital 'K'). My code did this, and I tested it working in the debug console, but when I added it to a trigger it stopped working, suggesting triggers are broken in some way.
  7. wrote some more code that will make this extra good ({("Toolkit" in (itemCargo _x)) && {[getPos _x, thisTrigger] call BIS_fnc_inTrigger}}count (nearestObjects [thisTrigger, ["GroundWeaponHolder"], if ((triggerArea thisTrigger) select 0 >= (triggerArea thisTrigger) select 1) then [{(triggerArea thisTrigger) select 0}, {(triggerArea thisTrigger) select 1}]])) == 2 just put that whole thing in the condition for the trigger EDIT: It looks like something is wrong with triggers because this code should work, yet it doesn't. But running it in the debug console shows it works just fine. Triggers broken
  8. The config has pictures for a good portion of items. Usually weapons, items, and clothing. Note that building pieces will not have pictures, if you get the picture from the config file and display it in a hint with structured text or a GUI picture box, it will show what the object looks like in the editor when you place it on the map.
  9. ({("ToolKit" in (itemCargo _x))}count (nearestObjects [trgTrigger1, ["GroundWeaponHolder"], triggerRadius])) == 2 Also, try to learn some scripting language. Editor is fun, but you'll see it's limitations soon.
  10. dreadedentity

    Motorcycle in Amra 3?

    In other words, there are no motorcycles in Arma 3, there are quadbikes however
  11. Unless you're running this on a dedicated server, or there are other players in your game, you don't need to worry about this
  12. dreadedentity

    Infantry sitting on armour?

    It was probably a mod. If they were able to create their own island, making a few vehicles would be pretty easy. Regardless, attachTo is the command you're looking for.
  13. dreadedentity

    Sidechat message not showing

    Start by putting this in the debug console just to make sure the command works. [west,"HQ"] sidechat "message 1 blablabla.";
  14. What do you mean? init.sqf runs for all JIP players so it already runs locally
  15. dreadedentity

    Osprey typeOf name

    Well then that's it lol
  16. dreadedentity

    Osprey typeOf name

    go in editor, place the unit down, then double click on it, the classname is in the top-right corner
  17. dreadedentity

    AddEventHandler wrong side of Killer!?!?

    Units are removed from their groups after a while after death, unless they respawn back into the same group, so this call should be made relatively soon after a unit's death
  18. I'm lazily working on a similar system, but when you say "clientside" this sounds odd. For a system like this, I wouldn't have anything clientside, all serverside. You could have a loop that checks through all playable characters, gets nearby buildings and spawns loot. As for your problem of not spawning loot in the barrels, there are two possibilities here, first either the commands for adding the loot itself failed, or second you have excluded every item from being spawned and so nothing gets spawned.
  19. reveal Everybody has to start somewhere, and the community is glad to answer questions :)
  20. Not saying that your current system is bad, but you may be interested in publicVariable and addPublicVariableEventHandler Using that method, you could just broadcast the texture name and have the clients set the texture locally, within the public variable event handler. This makes your presentation JIP compatible because JIP players will take the value of the PV from the last time it was broadcast and use that.
  21. dreadedentity

    removing markers after map closes

    Technically waitUntil is continuously checking the condition also, I think the check is about every 3ms (don't quote that). But if I had seen this earlier I would have posted something with waitUntil also, so good job, but I just wanted to point out a little mis-information.
  22. Title says it all. I just want to know if there's a way I can get them. If not, how many would be interested in such a feature? I will request it in the issue tracker if people want that.
  23. Thanks guys, I'll look into all of these
  24. Thanks! Honestly I had no idea these commands existed, and I pride myself on having a good portion of the wiki memorized. Is there a way I can look at the action names for Arma 3? I noticed the wiki doesn't have a page so it has to be in-game I guess. I don't really have a specific project in mind, really just general knowledge-gathering. Somebody was asking yesterday or the day before how to "disable" use of the map and I wrote something that "disabled" the M key, but all players had to do was re-map to get around this, that's what got me wondering. I have downloaded CBA so I could use one or two mods, but wouldn't that require players to also run CBA? I really hate dependencies.
  25. dreadedentity

    [CODE] markers

    I've found the easiest way to create player markers is to first set up the marker with the attributes you want, then setPos to the object/player you want to show, rather than deleting and re-creating it. EDIT: I wrote some code a while back on the forum for another guy asking almost the same thing, if you look a bit it shouldn't be too hard to find
×