feldmaus
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Posts posted by feldmaus
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This syntax does not work for me, i still get the error message of wrong expression,
_arr1 = parseSimpleArray copyFromClipboard; //looks fine
hint _arr1; //looks fine
_arr1 = parseSimpleArray copyFromClipboard; hint _arr1; //gives me expression error
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@Dedmen, thanks there is an expression error:
EDIT:
upps, my mistake i forgot to run the mission and then execute the debug console. The Text i get looks like,
Is the Text i got well formated?
But however, even when i don't get an error message, during set up my new profile keybindings, he doesn't set this to my new profile.
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Good morning,
i want to change my user profile but wanna keep my old ACE/TFAR/ACRE key settings. How to do that?
I still imported my old ARMA 3 Vanilla key setting, but need my mods key settings too.
regards
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Will my GUID be forgotten by the server after several days?
Do they need only my GUID?
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Hello,
i am owner of ARMA3 and all DLC's. One of my favorite game server is managed by admins who don't share my opinion in game play, so they harassed me and decided to close my forum account. The chance to get a ban because of dislike on their server is high, but that's not the problem. They are using a shared ban list, which means when i get on their server again and they really want to ban me than i am banned on many other servers too. Currently they don't have my PlayID i think. But i wanna try to play further on their server. In case that they ban me i want to save money.
How to do that?
If i am banned, do i have to buy only another main ARMA 3 Game or all additional staff(DLC's) too?
Can i buy another ARMA 3 game for cheap and add it to my Steam account?
How to buy annother ARMA 3 game on Steam if i still have one? And how to select them form playing multiplayer?
regards
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Hello,
how to set several specific type of wounds to a Patient, to one body part?
I am using the following line,
[Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit;
but i can only add 1 wound. Even when i make this,
[Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit;
[Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit;
[Zivilist, 1.0, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit;
i only get 1 wound.
And the second Problem is, that the wound i add to the patient seems to be a random type. I need specific wounds not random type of wounds.
cheers
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On 20.5.2018 at 6:10 PM, Bamse said:Which is the same thing as the user "computer" linked you in his reply at the top of the thread.. He linked to the actual code, you linked to the compiled/compressed/packaged as a mod-code.
So this means, that some of the code didnt change in the last years? I cant see any changes at the file ACE_Medical_Treatments.hpp.
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Thanks very much, i will think about your info. :-)
Here is the link to the 3.12.2 SourceCode,
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Ok thats complicated. Are there only this 2 states(revive and cardiac arrest)? Or are there different revive states and cardiac arrest?
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How to differ between "revive state" and "cardiac arrest"?
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@Belbo, but on my community server, i often got people alive again witout PAK. Maybe i have to increase the blood presure and the then when the patient's pressure is high enough give him an epinephrine(to wake up) and then a CPR again?!
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push,
is there a way to get a sneak into the current Code? The master branch seems not to be televant for ACE 3.12.x.x.
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Its not my server, i am talking about! I am just a guest.
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For me it looks that this code is not actually. We are using ACE 3.12.x.x and the last modify date of your linked code is 1-2 years old.
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Hello,
if the patient is in the revive state, how much CPR's may/can i do? Should i execute CPR until the patient gets a pulse rate over 40? Or as long as the patient is not responisve?
In normal life, the CPR can be done until the patient gets a normal breathing, i think this should be around pulse rate of 40?
Which states does exist? (Explanation/Declaration)
Regards
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@pierrimgi, you are talking about Line 9 but not Line 10.
I understand Line 9.
9. _unit = _this select 0; 10. [_this, (_unit getVariable 'unitDef') select 0, //object, delay
why do you use _this in Line 10. In Line 9 i still defined the object, but in Line 10 you are passing the _this(array). I think this is a mistake?
I still had a working script for infinte spawn, but its based on while and sleep commands. And i want to change my code to ground it on EH, which i think is much more performance friendly.
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I check my code tomorrow, it is not complete. But can you comment Line 10? Why do want me to use _this instead of _unit?
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thank you jazzraill, but static arguments are not a good idea. The script is used by more then one AI. However i changed my code, i think pierremgi is right but i will check my code tommorow.
1. // Following sentences are added to the init line of the _unit 2. "_unit = this; //_unit is still an object but in next line it will be an array 3. _unit setVariable [ 'unitDef',[_delay,_vehCall,_vehSeat,_parkPlace,_parkRad]; 4. 5. 6. /* We have to extract the Definitions from our Array, but the array is in the addEventHandler known as 7. _this and not as _unit, so we have to define _unit again. */ 8. _unit addEventHandler ['killed', { 9. _unit = _this select 0; 10. [_this, (_unit getVariable 'unitDef') select 0, //object, delay 11. (_unit getVariable 'unitDef') select 1, //vehCall 12. (_unit getVariable 'unitDef') select 2, //_vehSeat 13. (_unit getVariable 'unitDef') select 3, //_parkPlace 14. (_unit getVariable 'unitDef') select 4, //_parkRad 15. ] execVM 'unit_spawn.sqf'}];
How can i add Line numbers to my Code above?
Why not use in Line 10 _unit instead of _this at the beginning?
10. [_unit, (_unit getVariable 'unitDef') select 0, //object, delay
Please check my discription, am i wrong with my thoughts?
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@pierremgi i am executing a script called "unit_spawn.sqf" from the unit Init field in the editor with an addEventHandler command, and it passes the following arguments,
Unit (obj)
Delay (int)
Vehicle CallSign (str)
Vehicle Seat (str)
Park place (obj)
Park radius (int)
rest is determined in the script "unit_spawn.sqf".
Here a link to my script,
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Good morning,
i wanna commit several commands in the init field of the <createUnit> command, How to do this? I get always an Error about missing brackets. Here my code:
// create a new unit of same type at starting position _unitType createUnit [ _posUnit, _unitgroup, "_unit = this; this addEventHandler ["killed", {0 = [_this,_delay,_vehCall,_vehSeat,_parkPlace,_parkRad] execVM "unit_spawn.sqf"}];", _unitSkill, _unitRank];
Any idea?
regards
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Hi All,
i want to change my Code to avoid the loops in my script, therefore i want to insert the addEventHandler in my AI pilots Init Line to execute my script. And in my script i want to insert an <addEventHandler> in the init argument, is this possible?
May AI respawn like players to keep their Init-Code?
Or may AI only spawn?
How can i add Code to the Init of my AI after <createVehicle>?
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I found some interesting thread,
Re-adding supports after Player was killed/Reply from User Larrow
In this thread there are a few important variables i should check,
BIS_SUPP_HQ BIS_SUPP_allProviderModules BIS_SUPP_used_* BIS_SUPP_transmitting BIS_SUPP_limit_* BIS_supp_refresh
What does these variables consists of? Are there more variables related to the Support Module?
Further interesting Link,
http://www.armaholic.com/forums.php?m=posts&id=170708
And i should check following functions in the function viewer(Hit CTRL+F) of Arma,
BIS_fnc_addSupportLink
BIS_fnc_limitSupport
BIS_fnc_removeSupportLink -
What i want is to check in the phase of the initialisation if the vehicle is linked to a support module, if so then i want to get the name of the module it is linked to. How to do this?
In my Code i am still saving the vehicleVarName.
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From what for a variable name are you talking about? What does this variable consists of? How is it called? How to target what?
However i searched for cursortarget and found this page,
https://community.bistudio.com/wiki/cursorTarget
Is this related to your answer?
And another interesting related topic i found,
Are you talking about a variable which consists the linked object name to my vehicle?
How can i check this in my script? With the command,
linkedobjects=cursortarget;
Can it return more than one linked object?
regards
Range Tables for Mortars
in ARMA 3 - GENERAL
Posted
Hi All :-)
is there an equation to calculate the ETA of the Mortar round?
regards