killzone_kid
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Everything posted by killzone_kid
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compileFinal is nice but lets improve security even more!
killzone_kid replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
This ^^^ Oh and before "we have to wait for Battleye" we know what disaster it turned out to be when dayz got popular. A good hack and everyone is doing it BE or no BE. -
loadable permanent GUI?
killzone_kid replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
didn't say it was better, just another way of doing it. -
Civilian turn onto Bluefor Issue
killzone_kid replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
No it wont work, because http://community.bistudio.com/wiki/setFriend is about setting one side against another not individual units. -
driver check script
killzone_kid replied to BullyBoii's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have to understand how isNil works. It simply checks if the variable was or wasn't defined. In your script you define both variables _driverType = _this select 1; _minRank = _this select 2; which you test if their values are undefined or not later. If you do not pass second and third parameter to the script ( _this select 1 _this select 2) you will get error. if your script has no errors means these 2 variables are always defined. isNil _driverType will check if the value of _driverType is undefined variable for example, and since you pass on a class or "" it will always be true unless there is a variable with the same name as class and is defined. Since they are strings you want to check them if they are empty or not instead if (_driverType == "")... or if (_driverType != "") if (_minRank == "") ...or if (_minRank != "") isNil will only be true is the variable you test is nil myvar = nil; if (isNil "myvar") //true -
loadable permanent GUI?
killzone_kid replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
with uiNamespace do { if (isNil "MYUI_display" || {isNull MYUI_display}) then .... }; -
compileFinal is nice but lets improve security even more!
killzone_kid replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
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compileFinal is nice but lets improve security even more!
killzone_kid replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
Break eeeeeeeeeeeeeeeet! TBH it's ArmA 3 not 2 not 1. Porting content already requires some adjustments so it is not backward compatible without fiddling with it first. -
compileFinal is nice but lets improve security even more!
killzone_kid replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
One other thing that makes no sense and needs to be addressed is createUnit command As you all know createUnit does not return object of a unit you created, like createVehicle or createAgent, in fact it returns nothing. Odd? Yeah I know. But it has init field that will execute on every connected machine. So if you want reference to newly created unit object you have to do it via including your code in init that will assign unit object to your variable. Awkward and not needed. In fact the whole remote execution is not needed. So coming back to having on and off switch for code transfer over network. It obviously will break createUnit command, so alternative createUnit command needs to be made _unit = createUnit [type, position, group, skill, rank]; Neat? Nope... obvious! -
loadable permanent GUI?
killzone_kid replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Eh? What alive? if MYUI_display variable is undefined it will be nil. What you do is you assign controlNull IF it is nil and then test if it is null, where as in my example you test if it is nil straight away. -
When did they add diver model and blood trails?
killzone_kid posted a topic in ARMA 3 - BETA DISCUSSION
Looks awesome, on both counts -
loadable permanent GUI?
killzone_kid replied to zapat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or you can just with uiNamespace do { if (isNil "MYUI_display") then .... }; -
Deleting units / waypoints wont work
killzone_kid replied to ToM666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What he ^^^ said. your delete key must be broken. -
Vehicle access via UID don't work after update
killzone_kid replied to Anjan-Riot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_this select 2 is 0.5 but supposed to be a unit -
Make unit enter vehicle of any type
killzone_kid replied to Valfunction's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
use nearestobjects and get the first element of returned array -
When did they add diver model and blood trails?
killzone_kid replied to killzone_kid's topic in ARMA 3 - BETA DISCUSSION
It wasn't in animations until recently and it is still not in the editor. EDIT sorry my bad, it is under Men (Diver) -
When did they add diver model and blood trails?
killzone_kid replied to killzone_kid's topic in ARMA 3 - BETA DISCUSSION
Never noticed blood trails until now, strange. -
compileFinal is nice but lets improve security even more!
killzone_kid replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
Good read http://alpha.arma3.com/sitrep-00009 though I don't believe that proposed here solutions will lead to restriction of freedom. Commands that have been removed do not restrict freedom in any way because you can substitute them with more secure alternatives, same goes for compileFinal. You are mission creator you should be in control. I don't think someone will compileFinal own code then go complaining he cannot modify it. Don't compileFinal, just compile. Options have never restricted freedom, options only enhance freedom. -
Dedicated server - status
killzone_kid replied to Dwarden's topic in ARMA 3 - SERVERS & ADMINISTRATION
Sweet! Will it run on WinXP? -
rabbits won't listen to me!
killzone_kid replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try _lapin setPosATL (getPosATL player); after you created it Just tried even without setting position in the editor had few laughs, but no problem with getting stuck in the ground. -
rabbits won't listen to me!
killzone_kid replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Maybe try to play with http://community.bistudio.com/wiki/disableAI -
compileFinal is nice but lets improve security even more!
killzone_kid replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
Agree, target yes, should be pretty handy, but persistent? It is an event handler you want it to fire when the event occurred, not sometime after when someone else is connecting, you can always use BIS_fnc_MP for it. -
compileFinal is nice but lets improve security even more!
killzone_kid replied to killzone_kid's topic in ARMA 3 - SERVERS & ADMINISTRATION
dont need to check it or validate' date=' just to detect, you can already do this typeName == "CODE" in scripts why not perform this check by deafult before sending data over to other clients (I mean on engine level)? Good point. This is why code in global EH should be changed to function name since we now have compileFinal. I suppose it will be easier for BIS to make a couple of new event handler commands instead of messing with the old ones, something like addMPEventHandler2 [eventname, function name]; -
Script not found
killzone_kid replied to ELITEeNergizer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
im guessing the script should be inside your specific mpmission folder not just mpmissions -
Switch-case is causing an error on respawn.
killzone_kid replied to Crymeisbad's topic in ARMA 3 - MISSION EDITING & SCRIPTING
exec is sqs syntax use execVM -
Add magazine to pistol items?
killzone_kid replied to eagledude4's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try ["Unholster"] spawn ED_Holster; instead of ["Unholster"] call ED_Holster;