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TheTranscendentOne

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About TheTranscendentOne

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  1. TheTranscendentOne

    Init field of a unit seems to be firing more than once

    Thanks everyone. Using init.sqf, you have to bar the server from reading it. In the init field, you have to bar the dead bodies from reading it. So I suppose it doesn't really matter. I chose to use the init.sqf method for easy editing purposes (I don't have to open the editor up to remove the init field, I just comment that out of the init.sqf instead, enabling me to keep in the multiplayer lobby and test new changes quick).
  2. Hey all, Has anyone noticed a playable unit fire its init field, multiplied by the number of times a player has gone through role selection(disconnect) : (fire x #of times gone through role selection). It's being designed for a dedicated server as a persistent battlefield. I'm trying to notify the player of what the current mission is, after he first logs in using BIS_fnc_showNotification. The init field of the player is executing a script, which waits for the player to spawn and then notifies him of the current mission. Everything seems to work as intended. However, if I for some reason disconnect and come back into the server, spawn and wait, I get the notification twice in succession, 10 times if I've connected 10 times during the course of the mission. The script that is fired by the player init is only calling BIS_fnc_showNotification ONCE. I don't see where this loop is coming from. This is an example mission: • Player named Alpha_1 • Init field • playerInit.sqf • description.ext It's a weird problem that I'm having with a larger mission and after making it simplified like this the problem still persists. I've noticed the players old bodies are still lying around, could it be firing the script for each dead body as well as the current player? Any help would be greatly appreciated! Thank you.
  3. TheTranscendentOne

    Understanding bis_fnc_showNotification

    Wow, how stupid do I feel? Thank's though Pete, it actually works woop.
  4. Hi all, I can't seem to get bis_fnc_showNotification to work. To make things simple, all i have is: • A custom template in description.ext • A Flagpole placed in the mission, with an init that adds an action which fires a script; • A script that calls bis_fnc_showNotification description.ext Flagpole Init Field exampleNotification.sqf Can anyone see anything incorrect with this method and tell me what I'm doing wrong? Thank's for any help.
  5. Wow, Anvil looks like a really neat tool. I'd love to try it out. A sample of how the .sqm is structured: After reading what Magirot wrote, I decided to try the 3D editor again. Within it, I made a more accurate representation of a mortar fortification than I did with 2D, saved it (it saved as a .sqf file sweet!) and here is a comparison slice of what it spat out. Even this .sqf code doesn't seem ideal, I want unique global variables for every object that gets placed, so I can track, manipulate, delete when tasks complete etc. I'm definitely asking too much of the editor here I know, there needs to be some work left for me. The main thing I wanted was to place things almost perfectly in 3D, then use the co-ordinates/direction in my script. It seems like that has been accomplished. I don't see either of those two functions listed in Arma 2 fuctions or Arma 3 functions. A Google search gets no hits too. Where is the documentation for those you speak of? Thank's Magirot, yeah I hadn't created a Center for West, then Group of West before I tried to place a unit. One limitation I've found so far is, for small items like headgear and below, once placed you cannot select them on the ground to move them up the Z axis. Only leave them on the floor, delete from 2D or keep and adjust height later in script. I wonder if you've figured out an easier a workaround for that?
  6. Hello everyone. For large progressive missions that take you from one city, to the next, then to the next etc. We use scripts, that dynamically create content when and where we need it. One way to do this is, to use the 2D in-game editor to place/rotate/preview, then use the co-ordinates/rotation from the finalised position from the editor in our script, delete editor placed object references and preview again, to see whether the script has placed it in the correct position. The above method does work but it's the most long-drawn-tedious-workflow I've ever tried to follow. It just doesn't seem viable to create sprawling progressive missions like I&A, Domination, Revolution etc. Like this. I have a feeling that there's a way of creating, for example: A fortified position - entirely in an editor, saving as a .sqf and using that automatically generated code in our scripts. I've check the composition of the .sqm file, all the data is there, it's just not in-syntax of a .sqf. Meaning we'd have to do substantial editing to convert the data. I've tried to use the 3D editor, which seems almost non-existent but cannot place units, because I can't select a group. I have a feeling I'm not giving it the correct launch parameters and the 3D editor isn't pulling all the standard Arma 3 classnames etc. I haven't looked into MCC Sandbox, maybe this could be a solution? Any help, would be greatly appreciated, thank you.
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