

killzone_kid
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Everything posted by killzone_kid
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Variable not defined error
killzone_kid replied to Zeraw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You should use deleteVehicleCrew when deleting vehicle crew -
How to attach an IR grenade to a ammo box without script?
killzone_kid replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
attachto vehicle player? -
Question about sound files and music
killzone_kid replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Configure it as CfgMusic and use music related Event Handlers in MP you will have to global execute it -
eventHandler for VIV cargo loading
killzone_kid replied to Ex3B's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes it is -
Asset Naming Conventions
killzone_kid replied to TroyT's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don’t know, maybe ask @Dedmen -
Delete an Existing Building Furniture
killzone_kid replied to davidoss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not necessarily -
Asset Naming Conventions
killzone_kid replied to TroyT's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_f is for Futura, dev code name for Arma 3. -
How do I remove a respawn backpack?
killzone_kid replied to Pantom's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Like this https://community.bistudio.com/wiki/removeBackpackGlobal -
eventHandler for VIV cargo loading
killzone_kid replied to Ex3B's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
There isn’t an EH for it -
How to attach an IR grenade to a ammo box without script?
killzone_kid replied to BlackbirdSD's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Because this is what happens to attached items when you enter a vehicle (in this case parachute) -
Delete an Existing Building Furniture
killzone_kid replied to davidoss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Because they have no id as they are probably temporary objects -
Best way to use calculatePath and addEventHandler PathCalculated?
killzone_kid replied to RCA3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not sure I understand -
achievements vs performance
killzone_kid replied to pierremgi's topic in ARMA 3 - DEVELOPMENT BRANCH
The achievements are script commands that run from bi scripts, which are recognised by the engine as being initiated from official scripts and so they are allowed. As it is script based and what’s more official script based not sure how this would improve performance of non official content- 4 replies
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- gameplay
- performance
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(and 1 more)
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I only have two questions, why did you post link to the mod in the ticket if you didn’t want BI to look at it and why did you post into this public thread if you are sorting this issue with BI already privately?
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I am confused, you were actively reporting translation errors in FT ticket so that BI could fix it but when BI finally fixed it you accuse BI if ripping off your work?
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Sorry, what exactly are you saying, that BI ripped off your mod?
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Best way to use calculatePath and addEventHandler PathCalculated?
killzone_kid replied to RCA3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
See Example 3 https://community.bistudio.com/wiki/calculatePath -
ListBox mainCollumW/secndCollumW
killzone_kid replied to JB47394's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated. In other words this is the engine functionality hooked to config options and cannot be modded easily, unless you are rewriting config key bindings dialog -
Fastest way to check if all members of a group are dead
killzone_kid replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is the solution: _tr = createTrigger ["EmptyDetector", [worldSize / 2, worldSize / 2], false]; _tr setTriggerArea [worldSize, worldSize, 0, true]; _tr triggerAttachVehicle [leader _group]; _tr setTriggerActivation ["MEMBER", "NOT PRESENT", false]; _tr setTriggerStatements ["this", "hint str 'AllDead'", ""]; You create a trigger that covers whole map, and assign it to the leader of the group. "MEMBER" checks for any alive member of the group in trigger area. When all dead, NOT PRESENT condition is true and trigger activates. Simples. -
Fastest way to check if all members of a group are dead
killzone_kid replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Indeed just tested and it takes some time before the new leader is selected, so not really suitable -
Fastest way to check if all members of a group are dead
killzone_kid replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
When leader dies a new leader is assigned, so if the leader is dead or null it probably means all group is dead -
Fastest way to check if all members of a group are dead
killzone_kid replied to realZNorQ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe check if the group leader is dead or null? -
ListBox mainCollumW/secndCollumW
killzone_kid replied to JB47394's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How do you know this? -
UI Event Handlers
killzone_kid replied to target_practice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes- 1 reply
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I can’t see the code, but if you added action to player it will not magically get removed just because you died, so when you look at your body it will show it to you. Add removeAllActions corpse on respawn or on death