killzone_kid
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Everything posted by killzone_kid
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addWeapon Problems, no RPT file
killzone_kid replied to Eatingyou's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The code looks ok, apart from that you probably better off adding magazines before adding weapon. What's the last hint displayed when you run your script OP? ---------- Post added at 22:17 ---------- Previous post was at 22:14 ---------- KitArray will be identical to WepArray, what is the point? -
If someone goes player="trololol"; publicVariable "player"; it will break MP instantly for everyone. But I guess it ain't a problem then.
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[Help] Issues with values.
killzone_kid replied to Col. Ben Sherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
scalar means that the engine knows the type of variable (which is scalar i.e. number) but value is undefined. -
change the AI max spot distance?
killzone_kid replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd imagine you would need to overwrite the class, redefine it again in config.hpp in your mod class CfgAISkill { aimingAccuracy[] = {0,0,1,1}; aimingShake[] = {0,0,1,1}; aimingSpeed[] = {0,0.5,1,1}; commanding[] = {0,0,1,1}; courage[] = {0,0,1,1}; endurance[] = {0,0,1,1}; general[] = {0,0,1,1}; reloadSpeed[] = {0,0,1,1}; spotDistance[] = {0,0.2,1,0.4}; spotTime[] = {0,0,1,0.7}; }; then change spot distance probability to min 1 max 1 regardless of skill just to see if it's working spotDistance[] = {0,1,1,1}; -
Marker Names ???
killzone_kid replied to -J4F- Thunder666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://community.bistudio.com/wiki/allMapMarkers maybe? -
Debriefing and parsing Variables to it ?
killzone_kid replied to 1para{god-father}'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well it seems it is kinda possible. -
ArmA 2: "Bad" Ending Animations
killzone_kid replied to Sasuke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can disable user input and then script camera and animations yourself in MP. It even gives you wide screen borders on camera sort of cinematic effect. -
change the AI max spot distance?
killzone_kid replied to super-truite's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ai with spotting skill 1 will still have 0.4 spotting probability. you will probably need to overwrite cfgAIskills to make it higher -
Questions about scripting in Arma 3
killzone_kid replied to Bladesfist's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i wouldnt keep high hopes for java just yet looks like it might be supported as an extension which is not too bad but core will still be sqf. -
Get Map Name via Scripting
killzone_kid replied to firefly2442's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And so is _array find _item as well, but if (worldName == "ChErNaRuS") then {...} will be true on chernarus map. -
Get Map Name via Scripting
killzone_kid replied to firefly2442's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Makes no difference arma string comparison is case insensitive basically "CherNarUs" == "chernarus" will produce true -
Distance check for array
killzone_kid replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
too many ((((( waitUntil {side player == blufor && {(player distance _spwnpos) < 10}}; -
unlock door/computer
killzone_kid replied to RecondoLRRP's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can check if player is facing object with direction player command and some geometry calculations. There are also built in BIS functions you can use for that but in my experience you are better off writing your own. -
How do u change the spawn degree of a building spawned from a script
killzone_kid replied to iwantfun's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_castlegate = createVehicle ["Land_A_Castle_Gate", position Castlegate, [], 0, "NONE"]; _castlegate setDir 120; //your direction _castlegate setPos (getPos _castlegate); Use setPos after you used setDir to sync. -
[Help] Issues with values.
killzone_kid replied to Col. Ben Sherman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
use format ["%1",_value] instead of str _value. "any" will not show with str but will show with format (due to error trying to str undefined value) -
Can Arma3 read the contents of a folder?
killzone_kid replied to kremator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can just have a config.sqf file redistributed with new scripts that will contain paths to new scripts if you want drag and drop system. the path to config.sqf is permanent then config.sqf can contain all other configs you need to run new scripts. -
addAction doesn't work on animals anymore?
killzone_kid replied to Magirot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doesnt work for me either -
Lock vehicles to certain classnames or UIDs
killzone_kid replied to watarimono's topic in ARMA 3 - MISSION EDITING & SCRIPTING
perhaps vehicle was damaged 0.5 and more? -
.vars.Arma3AlphaProfile ?
killzone_kid replied to Two Dogs's topic in ARMA 3 - MISSION EDITING & SCRIPTING
While the dev is here, will it work on dedi server? I haven't tested it for the lack of one. -
Trying to terminate spawned script from inside said script froze and crashed my Arma 2 quite few times for it to be an accident. Maybe Arma 3 is different.
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How to execute a script ONLY if the unit is AI
killzone_kid replied to sproyd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
actually you are not removing anything, your currentplayers equals playableunits, this is why it works. -
How to execute a script ONLY if the unit is AI
killzone_kid replied to sproyd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (!isPlayer _unit) then { //not human player }; -
Hint to just one player/vehicle.
killzone_kid replied to nerkaid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
in this case //function: rHINT = []; fnc_rHINT = { private ["_player","_message"]; _player = _this select 0; _message = _this select 1; if (!isNull _player && {local _player}) then { hint _message; }; }; "rHINT" addPublicVariableEventHandler {(_this select 1) call fnc_rHINT;}; //call: rHINT = [playerObj, "message"]; if (local (rHINT select 0)) then { rHINT call fnc_rHINT; } else { publicVariable "rHINT"; }; -
Nice one, thanks.
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.vars.Arma3AlphaProfile ?
killzone_kid replied to Two Dogs's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you can store ingame variables in the file and retrieve them later for example with http://community.bistudio.com/wiki/saveProfileNamespace