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Everything posted by rakowozz
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Need Help With define vs. Global Variable vs. JIP
rakowozz replied to rakowozz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm, yeah, makes sense. I created a function to update the arrays according to the conditions. Now I'm calling it from a script that runs on JIP players (instead of onPlayerConnected) and from onPlayerDisconnected with BIS_fnc_MP - non-persistent. That should do it, I guess. Off to test it some thousand times now. Thanks for replying! -
JIP Q- joining after certain time....?
rakowozz replied to Duke101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could endmission, with local effect only. And tell players they have to wait a while to join again. /*init.sqf*/ if (!isServer && isNull player) then { isJIP = true } else { isJIP = false }; if (time < 120) then { if (isJIP) then { ["endmissionJIP",false,0] call BIS_fnc_endMission; }; }; Define endmissionJIP in description.ext: class CfgDebriefing { class endmissionJIP { title = "Initialization Canceled"; subtitle = "Briefing Still in Progress"; description = "You can't join the mission during briefing. Try again later."; picture = "b_unknown"; pictureColor[] = {0.5,0.0,0.0,1}; }; }; -
Campscript on Airplane - Camera Glitches
rakowozz replied to IndeedPete's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've used cameras on planes, with no problems whatsoever, with something similar: _camera spawn { while {IP_InCutscene} do { _this camSettarget IP_Plane; _this camsetrelpos [1, 30, 0.5]; _this camCommit 0; sleep 0.005; }; }; Pretty much the same with a sleep added. Not sure about how fast it was going, though. -
Stop sound broadcasting from Say3D
rakowozz replied to erem2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not do this? In CfgSounds, create a new class, but with no sound file or the same sound file/dummy file with reduced decibels. Not sure if the first would work, but reducing the dB would. class snd_test { name = "snd_test"; sound[] = {"sound\snd_test.ogg", db-100, 1}; titles[] = {}; }; Then tell it to say3D "snd_test". Not pretty, but should do it... -
Single Player And Multiplayer Begin To Merge
rakowozz replied to MarutiaOrtia's topic in OFFTOPIC - Games & Gaming
If it's as well implemented as it is in Watch Dogs, I'm on board. But I don't see that happening with some genres. -
This is terrible... All evidence points to the pro-russian side, but hopefully that doesn't stimulate more anger and war. Whoever it was, what the f***. Someone consciously fired that missile...
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Help with stringtable.xml
rakowozz replied to Jona33's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That would've been easy haha. Will look further into it and do some testing when I get home. Did you test it from a normal string, instead of using the stringtable? -
Help with stringtable.xml
rakowozz replied to Jona33's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There's typo there! original vs. "orignal". That may be it. :D <key ID="str_JNA_Brief_1"> <original>Right gentlemen, gather round me please.[color="#FF0000"]</orignal>[/color] </key> <key ID="str_JNA_Brief_2"> <original>You are all here for the night navigation exercise, so listen in closely. I don't intend to repeat myself.[color="#FF0000"]</orignal>[/color] </key> -
How to use Virtual Arsenal like the Virtual Ammobox System?
rakowozz replied to Frankdatank1218's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looking great! But I noticed something. When I tried using ["AmmoboxInit",[supplies,false]] call BIS_fnc_arsenal; or ["AmmoboxInit",supplies] call BIS_fnc_arsenal; it wouldn't work - no Arsenal action appeared. Optional boolean for parameter 1 had to be true. That, or I misunderstood the goal of that boolean. But it's okay, since it's just a matter of using the removal functions later: [supplies,["%ALL"],true] call BIS_fnc_removeVirtualItemCargo; EDIT: Well, but I missed this: [supplies,["arifle_MX_F","arifle_MX_SW_F","arifle_MXC_F"],true] call BIS_fnc_addVirtualWeaponCargo; Didn't realize at first you didn't really need to run BIS_fnc_arsenal. -
How open Door in Building (DOME BIG) (trigger or script)
rakowozz replied to exevankeko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you want all of them open? You can run the following from either a trigger or a script. You just have to replace [0,0,0] with the approximate [x,y,z] ATL coordinates of your dome. _building = (nearestObject [[0,0,0],"Land_Dome_Big_F"]); _building animate ["door_1A_move",1]; _building animate ["door_1B_move",1]; _building animate ["door_2_rot",1]; _building animate ["door_3_rot",1]; animate is global, as far as I know. -
That's strangely what it feels like here in Rio as well! Argentinians, argentinians everywhere! :Oo: I caught traffic at 1:30 AM - Argentinians crossing the road...
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Hey, I've been doing some voiceovers myself for a multiplayer project, but I might need some help! Can't play all characters, can I... haha I should be uploading a demo/teaser video of the mission in the next weeks. It's mostly going to be radio comms - I edit the audio with Ableton Live, so I can do the radio effects myself. If you're interested, PM me your email, I can send you some lines within the next days.
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Game has its flaws, but the online mode is a bit addicting! Also, haven't had any issues with performance, despite having average hardware. Don't mind much playing at 30 fps, either, considering I run on Ultra. Some of my online hacks! https://www.youtube.com/watch?v=6qnc_LRM_70
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:icon_lol: That's true. As a brazilian, I must say our conversations over here haven't been this funny in a while. The amount of memes mocking Fred... And still, after 7-1, everyone's rooting for Germany. Go, Deutschland! Now, don't score more than 3 goals on us Saturday, will ya? Haha. And don't be hard on your goalie! Penalty shootouts are a lottery!
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localize command returns empty string
rakowozz replied to benw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You don't need to add #include. Right syntax for testing the string itself would be: hint format ["Hello, %1",localize "STR_Mission_Giver"] In case it returns the correct text, it means your function's not working. Did you test it with normal text, non-localized? -
localize command returns empty string
rakowozz replied to benw's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you really need the "Container" subdivision? I go straight from Package to Key... Does hint format return empty as well? -
Check for Sting in addOnsAuto
rakowozz replied to Jigsor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/activatedAddons if ("cool_mod1" in activatedAddons) then { //... }; I'm not sure if I misread your question, but this works great for checking addons. -
isPlayer as a Trigger Condition
rakowozz replied to rakowozz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Woops, I updated the post with correct syntax. I had used ; instead of && for the count conditions. -
I've been trying to use isPlayer as a condition for a trigger with no success. I need to verify if any of multiple slots are human players. I'd like to spawn an unit, for instance, if any of these slots are human players. I even gave this a shot, but it's obviously entirely wrong: {isPlayer _x} count [unit1,unit2,etc.] < 1 I'm probably missing something obvious here, but is there an alternative? Thanks in advance.
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isPlayer as a Trigger Condition
rakowozz replied to rakowozz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There're many different ways to do both. I usually don't use triggers, but I think thisList is supposed to work. In case it doesn't, one thing that comes to mind is distance... though there must be better ways (regarding performance). count is very powerful. {isPlayer _x} count [p1,p2,p3,p4] == {isPlayer _x && _x distance [x,y,z] < 100} count [p1,p2,p3,p4]//[x,y,z] are your coordinates, or the name of your Object - or, even better, the name of your trigger This will return true if all connected players are alive. False if at least one of them is dead. Are you using this one in a trigger too? To have a number of dead players on the server returned: {isPlayer _x && !alive _x} count [p1,p2,p3,p4]; If I remember right, alive isn't really microsecond accurate, but should be enough to that purpose. P.S.: corrected syntax for count conditions -
How to override random
rakowozz replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sleep doesn't work in unscheduled environment. Don't do that from the editor Init. field. Run a script, delay the addheadgear, and it should work. Maybe removeheadgear first? -
encrypt the mission files .pbo
rakowozz replied to Rene-k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
And it'd likely cause problems for Arma to read the mission, depending on what encryption we're talking about. But I'm not going to lie, I've seen some "bad apples" in communities claiming other people's work! Just by adding their names to it and calling it theirs. Of course totally blocking the files is extreme, but maybe hiding a piece of code, a signature, is the way to go. Check this out, also, Rene: http://forums.bistudio.com/showthread.php?178029-Encryption-in-SQF-SQF-Crypt-Script -
Pretty cool approach.
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Alright, thank you for your response, it's now working as intended :D
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Hi, First of all, this is impressive work! Now, my team and I are just getting started with developing missions with TFAR in mind. With ACRE, I developed a player vs. player scenario where players could eventually gather the enemy's radio frequencies. Are players able to hear their enemies, in a different team, with TFAR? I haven't had the chance to test this yet, and didn't find info on this.