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Everything posted by dr_strangepete
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weapon licensing script error.
dr_strangepete replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
You don't reference the use of bankexec.sqf. Those two files are also unnecessary, as you are spawning a thread, and a loop, only to initialize the variables. That initialization can be put at the top of your Functions.sqf before any functions, as its compiled on mission init. Or, if for some reason you do need to wait for whatever code you eventually add for initialization (ex, looking up a database), instead of creating two sqf files, just add one more functions to your main functions file that can spawn and wait for your DB calls or whatever. more you can get precompiled the better, it'll save you lag later -
While { ( ( { alive _x } count Arr ) < 2 ) } Do ...
dr_strangepete replied to eymerich's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you're trying to use _x outside of a loop's scope -> nothing is defining _x where you're using it. you probably should use a { } foreach Arr ---------- Post added at 18:20 ---------- Previous post was at 18:18 ---------- i take that back, didn't realize thats a valid use....i was mistaken is there a specific error you receive or it doesn't function as expected? -
Object Oriented SQF Scripting and Compiling
dr_strangepete replied to naught's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thats the hard-wired way arma sqf does it, i doubt you'll find a simple or logical way to swap it @Naught - nice work! Itching to find time to play around with it... -
cutRSC indefinite duration - flickering workaround
dr_strangepete replied to zodd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try waitUntil, it executes it's loop once a frame. that might help the overlap you're getting using a short duration sleep -
Content Licensing - Questions and Answers
dr_strangepete replied to Maio's topic in BOHEMIA INTERACTIVE - GENERAL
1)If it was released under share-alike license non-binarized, then as i understand it, future modifications need to be release as such - un-binarized and share-alike. as bohemia wrote on the License page: 2)If its APL and not APL-SA then you shouldn't need to share-alike; only give attribution, as specified in the license. If a mod is not using content originally released under the APL or APL-SA, they can licence the content however they feel, as their creation is their own. they have the right to request permission prior to distribution or modification. If their content was based upon APL-SA then they would not be able re-release under a freeware licence. Addon Makers for Authors Rights has a great FAQ (written prior to latest APL-SA announcement) explaining content licensing, rights and terms of use for others material. Its a good read, and highly recommended. -
addaction in while loop problem
dr_strangepete replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you've got semi-colons in your expressions still. i should have been clearer, anywhere where its an expected return of true/false (example: while{}, waitUntil{}, if(), etc...) cannot have a semi-colon EDIT: wow im late on the replies :D -
addaction in while loop problem
dr_strangepete replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
won't work due to bug in 'vehicle player' that bothers me to no end - a player not in a vehicle returns the player object, so: player == player vehicle player == player driver vehicle player == player etc... you could use the code in your while{} loop for your waitUntil: waitUntil {vehicle player isKindOf "Air"}; also, when the driver seat of the vehicle-itself is empty it returns NULL, so this would work if you remember the vehicle name once you're in it: ... while {vehicle player isKindOf "Air} do { ... _myVeh = vehicle player; waitUntil {isNull (driver vehicle _myVeh)}; ... btw, there should be no semi-colon in your while{} expression! while{ some_expression; } do {}; is incorrect - it would be while { some_expression } do {}; ---------- Post added at 19:13 ---------- Previous post was at 19:12 ---------- or as Larrow says, much simpler -
Task Force Arrowhead Radio
dr_strangepete replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
sweeeet! looks great nkey! i would imagine at least you should need the ability to share the 'encryption key' : ) -
Debug Console broken?
dr_strangepete replied to mad_cheese's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yea, theres a dev response somewhere, i fail to recall atm...a fix is in progress -
Help requested with two mission editor events
dr_strangepete replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
personally, i would just spawn a small timer when the player first calls, a timer that sleeps for 15 minutes and then issues the doMove command: _nil = [_unit,_pos] spawn {sleep (15 * 60);_unit doMove _pos;}; -
Htm cfgVehicle Generator
dr_strangepete replied to zonekiller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thats pretty cool :cool: nice work! i had alot of $str stringtable entries for displayName....and i too was bored :D //line 87 in its entirety: _displayName = gettext(_comp >> "displayName");if(((toArray _displayName) select 0) == 36) then {_displayName = localize ([_displayName,1] call BIS_fnc_trimString);};_arraytmp = _arraytmp + ["<b> displayName -: </b>",_displayName,"</br>"]; //only change is this addition: if(((toArray _displayName) select 0) == 36) then {_displayName = localize ([_displayName,1] call BIS_fnc_trimString);}; -
Vehicle Marker Help
dr_strangepete replied to brians200's topic in ARMA 3 - MISSION EDITING & SCRIPTING
createMarker is a global command, so when you create one (or subsequently on a Join-in-Progress player) it sends that marker to all players. you could use createMarkerLocal instead, or only run the script on the server side: //added to beginning of script - if(!isServer) exitWith {}; i wouldn't necessarily recommend the server option, as every marker position update would be send over the network (read: lag). just an option tho. isServer -
Help requested with two mission editor events
dr_strangepete replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No apology needed, theres alot of info, and alot of it isn't clear or easy to find yes, you'll need to use getMarkerPos. remember to put " " quotations around your marker name (marker names are handled as strings in -most- cases. more on markers: Command Group - Markers) -
Presence trigger: How can I restrict this SPECIFIC Blue units?
dr_strangepete replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you need to set the condition to return true when either specified unit is in the variable thisList. so your condition would be something to the effect of this && (Truck01 in thisList) || (Truck02 in thisList) Trigger Conditions - (Mission Editor - Triggers) -
How to add weapons from an outside .sqf
dr_strangepete replied to CommuneCode's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok, so the problem is the use of this. When used in an init line of an object it references the object, but in a sqf it has (almost) no meaning. you would have to give the unit a name in the editor (the name you will use to reference the object in scripts), or just use player if you're the only unit getting your weapons. if you have a few units, could always create a new file, "myfile.sqf" (or whatever) with this code: _unit = _this select 0; removeAllWeapons _unit; _unit AddWeapon "class ...etc... and call it from each units init with this: [this] execVM "myfile.sqf" Wiki - execVM Functions NOTE there is a difference between this and the _this called within the script. -
Help requested with two mission editor events
dr_strangepete replied to Bahger's topic in ARMA 3 - MISSION EDITING & SCRIPTING
i was able to have a trigger have a helo under player high command 'rtb' on trigger activation using doMove... in the trigger On Act - heli1 doMove [0,0,0]; // replace [0,0,0] with your destination (can be variable or array like above) // heli1 doMove _pos; as for enemies, you could use BIS_fnc_spawnGroup; BIS_fnc_spawnEnemy (find in Arma Functions Viewer under category 'spawning.' this function requires 2 positions - player or friendly units, and a reference object; enemy will spawn on far side of reference), or createGroup if still failing, double check you have your trigger setup properly -
How to add weapons from an outside .sqf
dr_strangepete replied to CommuneCode's topic in ARMA 3 - MISSION EDITING & SCRIPTING
show us the code you have in your sqf and the code you're using to call it (and from where?) and we'll try to help -
Getting game logic position
dr_strangepete replied to Gatsu's topic in ARMA 3 - MISSION EDITING & SCRIPTING
remove the quotes around the object name. you usually only need quotes on names when dealing with markers getpos weaponpos1; -
getdir on a marker
dr_strangepete replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
heck i read past it twice in the command group until seeing the 'set' version, i knew to look one more time :) lol, long day -
getdir on a marker
dr_strangepete replied to Thirster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
markerDir - _angle = markerDir "markername" take a look at the whole command group: https://community.bistudio.com/wiki/Category:Command_Group:_Markers -
General Discussion (dev branch)
dr_strangepete replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
can anyone else confirm that BIS_fnc_dirTo can wrongly return a negative value? //create unit on map, execute this in debug: hint str ([player,[1,1,0]] call BIS_fnc_dirTo); -
Arma 3 GUI data will CTD when pasted into .hpp and ran
dr_strangepete replied to jimsolo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
do you also have a file with all the defines? is BOX defined? also, a copy of your rpt file would help -
Real Weather - dynamic weather for MP games
dr_strangepete replied to code34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
very clean, good job. -
How to set active soldier as the highest ranking?
dr_strangepete replied to surfer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
for reference, an answer to the post title would use setRank: player setRank "COLONEL" -
Arma 3 GUI data will CTD when pasted into .hpp and ran
dr_strangepete replied to jimsolo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
the missing chunk in yours is the: class UR_DIALOG { idd = -1; movingenable = true; class Controls { ....... the gui editor only outputs the controls part of it, you need to encompass it in a controls class with in the dialog class, assuming you only copy & pasted (UR_DIALOG is what you would call to reference your dialog) read this section: BI wiki Dialog Control