Holden93
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12 GoodAbout Holden93
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Not exactly what I was looking for but that's a start.
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Because it makes a screen of my point of view and the HUD is not hidden, honestly I don't want to go to the settings, disable it, make the screenshot and enable it again. having the possibility of doing screenshots like this http://media.moddb.com/images/games/1/15/14853/338497_230716933641711_192181357495269_589583_1933001_o.jpg would be awesome.
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It wouldn't be too hard to implement, you already have it for the editor to get camera coordinates but it's missing for normal singleplayer missions. Arma has great moments and I'm sure many people would love to make screenshots to remember those moments or share them.
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Save data into text file
Holden93 replied to Holden93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! -
Save data into text file
Holden93 replied to Holden93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, easier than I expected, one more questions, what's the second argument for getVariables for? The default value? -
Hello! I'm working on a campaign and there is a side activity where some clues about the location of a sergeant who went crazy some days before are left around the AO, I'd like to save what the player found so I can keep track of what he did, is it possible with sqf?
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I tried eclipse and I liked it but as some said it's a bit outdated, tried Poseidon and it's amazing, thanks a lot!
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I tried notepad++ and Arma Edit but I didn't like them, tried Squint as well and I like it because of intellisense but it has a few annoying problems, could you recommend me some?
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How can I change an object's name via script?
Holden93 replied to Holden93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks so much! -
How can I change an object's name via script?
Holden93 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I'm working on a script that respawns a vehicle once it is destroyed but there is a problem, here's the code _vehicle = HUNTER_1; _respawnPos = "marker"; _vehicleType = typeOf _vehicle; waitUntil{!alive _vehicle}; hint "Mobile vehicle has been destroyed!"; sleep 5; deleteVehicle _vehicle; sleep 15; hint "Mobile vehicle got repaired!"; _vehicle = _vehicleType createVehicle (getMarkerPos _respawnPos); _vehicle execVM "vehicleRespawn.sqf"; When the code gets executed again, the _vehicle variable stores HUNTER_1, the problem is that when HUNTER_1 gets destroyed it does not exist anymore and the code will always spawn vehicles. How can I change the new spawned vehicle's name? Thanks. -
Server side script question
Holden93 replied to Holden93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just read more about isServer in the wiki, but to execute the scripts once shouldn't it be if(isServer) ? -
Hello, I made two scripts, a timer and an enemy spawner. These two scripts get executed when two objects are destroyed but I was wondering, what happens if the mission is played in MP? These are the scripts: timer.sqf _minutes = 2; _counter = 59; while {_minutes >= 0} do { sleep 1; if(_counter > 9) then { hint format["Enemy arrival in 0%1:%2", _minutes, _counter]; }; if(_counter < 10) then { hint format["Enemy arrival in 0%1:0%2", _minutes, _counter] }; _counter = _counter - 1; if(_counter == -1) then { _counter = 59; _minutes = _minutes - 1; }; if(_counter == 0 && _minutes == 0) then { 0 = execVM "enemyspawn.sqf"; }; }; enemySpawn.sqf _spawnMarker = ["mrk1", "mrk2", "mrk3", "mrk4"] call BIS_Fnc_SelectRandom; hint format["%1", _spawnMarker]; _bombs = ["bomb1", "bomb2", "bomb3", "bomb4", "bomb5", "bomb6", "bomb7", "bomb8", "bomb9", "bomb10"]; _i = 0; while {_i < 8} do { _bombMarker = _bombs select _i; bomb = "Bo_GBU12_LGB" createVehicle getmarkerPos _bombMarker; _i = _i + 1; sleep 0.5; if(_i == 7) exitWith{hint "hello"}; //debug } sleep 5; _side = createCenter EAST; _group1 = [getMarkerPos _spawnMarker, _side, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup; _group1 doMove (getMarkerPos "TOWN_MARKER"); sleep 30; _spawnMarker = ["mrk1", "mrk2", "mrk3", "mrk4"] call BIS_Fnc_SelectRandom; _group2 = [getMarkerPos _spawnMarker, _side, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_Fnc_spawnGroup; _group2 doMove (getMarkerPos "TOWN_MARKER"); If there are 4 players, do the scripts get executed 4 times? If yes, how can I prevent that? Thanks!
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random weapon on table script
Holden93 replied to PlacidPaul's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why don't you use a switch instead of all these if statements? -
Campaign Episode 3: WIN - Feedback thread ** SPOILER WARNING! **
Holden93 replied to Wiki's topic in ARMA 3 - GENERAL
The atmosphere was something that can't be described, it all felt realistic, an alive world, in this last episode the immersion was awesome, it felt like a war. -
Ending theories (Win related, spoilers of course)
Holden93 posted a topic in ARMA 3 - OFFICIAL MISSIONS
What do you think about the "super secret weapon" Miller wants so much? Also, why did the CSAT launch a full-scale attack on Altis? IMO CSAT wanted to cooperate with AAF just to get this thing, when Kerry killed the SpecOps sent by the CSAT they attacked the island so they could get it back, this doesn't happen in the NATO ending though, AAF fails, CSAT's SpecOps are not dead and they get their weapon. What could CSAT do with the weapon? Also, if we go to Miller, from where does the CSAT attack? Did every unit on Altis get killed or MIA? Why didn't the NATO notice CSAT before the attack? If Kerry escapes, what do you think happens next? So many questions, DLC maybe?