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k0rd
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Everything posted by k0rd
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Position update for unit on foot is lagging a lot
k0rd replied to killzone_kid's topic in ARMA 3 - BETA DISCUSSION
even the basic usage in the repro ^^ can make a mission look very slick. -
Position update for unit on foot is lagging a lot
k0rd replied to killzone_kid's topic in ARMA 3 - BETA DISCUSSION
upvoted, thanks for putting in the legwork on this :) -
Virtual Ammobox System (VAS)
k0rd replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
looking good and working well :) highlighted items and quantities are much easier to see - thanks for that! -
scripts not working properly once saved as MP
k0rd replied to Freebie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sure, I would suggest the following changes - it allows the person starting the mission to be able to set the time using "parameters" at the role select screen, which it looks like is what the script is trying to do with skipTime. first, I would change //Mission parameters skiptime (paramsArray select 0); sleep 5; to _time = (paramsarray select 0); if (isserver) then { setDate [2035, 7, 6, _time, 0]; }; //no need for a sleep in init.sqf Then add the following to description.ext: class Params { class paramZero { title = "Start the mission at the following time :"; values[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23}; texts[] = {"00:00", "01:00", "02:00", "03:00", "04:00", "05:00", "06:00", "07:00", "08:00", "09:00", "10:00", "11:00", "12:00 (Default)", "13:00", "14:00", "15:00", "16:00", "17:00", "18:00", "19:00", "20:00", "21:00", "22:00", "23:00"}; default = 12; //high noon }; } The alternative is to just remove the skipTime line from your init.sqf, if you don't want the mission host to be able to control the start time. -
It sounds like he wants to extend the time that it takes a repair specialist to repair a vehicle, not modify a custom scripted vehicle repair.
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I don't believe that is correct.
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Type of Missions for ArmA 3
k0rd replied to JohnBravo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Description.ext, in the header class, see: http://community.bistudio.com/wiki/Description.ext#header -
Hi there. I believe it is to make a helicopter circle around the waypoint, and should be assigned to a helicopter for proper usage.
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OVER POWERED AI ! Please fix this for final game ruins coop
k0rd replied to BiZzR32's topic in ARMA 3 - BETA DISCUSSION
This was a very interesting video. Earlier in the referenced ticket GhostOne seemed to think that the original repro was somehow tainted by troopmon3. When I get home from work, I might try to repro without troopmon3 (if you haven't already) a couple of times to see if they can find me down there. (also, I was hoping we could bring the discussion back to AI :D ) -
Blitzkrieg for A3 (PvP Game Mode) (based on AAS)
k0rd replied to .kju's topic in ARMA 3 - USER MISSIONS
This was my favorite gamemode back at release. When everyone started moving to coop modes and wasteland, the servers using this mode were all empty.. and I've been playing in the editor ever since. -
setovercast broken ?
k0rd replied to -J4F- Thunder666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nice workaround :) thanks for the tip! -
Visual stances indicator with scripts?
k0rd replied to wok's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the blitzkrieg missions have a stance indicator - -
scripts not working properly once saved as MP
k0rd replied to Freebie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you are missing class Params in description.ext, but skipping time based on the paramsarray. Not sure if this would cause your init to stop processing or not, but worth a look. -
I've tried to use some of the site types from configs (Site_BLUFOR, Site_Minefield, Site_Empty, etc..) to no avail (both unqualified and with full>>config>>path) I don't get an error when I use it as documented, (such as "Site_BLUFOR" createSite [getmarkerpos "a"]), but it returns a null-object. I'd be interested to know if anyone else has gotten this thing to work in current builds. The syntax in the OP doesn't work anymore, either (createSite pos), fyi.
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setovercast broken ?
k0rd replied to -J4F- Thunder666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I noticed SimulWeatherSync, but wasn't sure what it's actual purpose was. -
congrats on your new gear - you'll enjoy some good gaming with that setup :)
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Better optimisation at release ?
k0rd replied to drakedaeron's topic in ARMA 3 - QUESTIONS & ANSWERS
Optimization is a delicate process in complex applications. It is generally best to wait until all the parts are in place before you dedicate time to making those parts work together faster. That isn't to say that small, obvious optimizations won't be ongoing - just that there will likely be a very large and very effective optimization process that will take place just before release candidate time :) -
setovercast broken ?
k0rd replied to -J4F- Thunder666's topic in ARMA 3 - MISSION EDITING & SCRIPTING
setovercast seems to eventually work. In a WIP mission, I have random weather - setovercast doesn't seem to work at the very beginning of the mission, but the subsequent setovercast 30 minutes later seems to work. -
another multiplayer addaction thread
k0rd replied to thedog88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think hideOnUse just closes the action menu after you select the item, setting it to FALSE leaves the action menu open. -
Well said!
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setVehicleVarName not working
k0rd replied to eagledude4's topic in ARMA 3 - MISSION EDITING & SCRIPTING
you do not appear to be using setVehicleVarName anywhere in your second example -
setVehicleVarName not working
k0rd replied to eagledude4's topic in ARMA 3 - MISSION EDITING & SCRIPTING
He's not saying that at all. He's implying that you shouldn't be surprised, probably because your code would never even print the hint *unless* _unitname was nil. If you want to assign _unitname to the newly set vehiclevarname, you should probably stick another _unitname = vehicleVarName _Vcl; in there after you setVehicleVarName. -
another multiplayer addaction thread
k0rd replied to thedog88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It should run the function for any JIP players - that is what the 2nd "true" is for in the array that we give to bis_fnc_mp. -
You will probably see a lot of log nonsense related to the Khaybar optics change. If you play on a server with today's version, you will not see that stutter (or the errors in the log :) ).
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another multiplayer addaction thread
k0rd replied to thedog88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem at all. By the way, you should probably move [[_netid,_id],"FNC_DOSEARCH",true, true] spawn BIS_fnc_MP; down under the code for your document search, that way it will wait until you are finished searching the object to update the tasks and send the hint. edit: to clarify: intel2.sqf _id = _this select 2; _netid = netID (_this select 0); 0 = (_this select 1) spawn { _this switchmove "AinvPknlMstpSrasWrflDnon"; sleep 1; _this enablesimulation false; sleep 10; _this enablesimulation true }; sleep 1; hint "Searching Documents ."; sleep 1; hint "Searching Documents .."; sleep 1; hint "Searching Documents ..."; sleep 1; hint "Searching Documents ."; sleep 1; hint "Searching Documents .."; sleep 1; hint "Searching Documents ..."; sleep 1; hint "Searching Documents ."; sleep 1; hint "Searching Documents .."; sleep 1; hint "Searching Documents ..."; hint "You found a Document indicating a Weapons Cache Location."; sleep 6; [[_netid,_id],"FNC_DOSEARCH1",true, true] spawn BIS_fnc_MP;