TittErS
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addaction condition (not working) help!
TittErS replied to -FW- Shaanguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, the first error that i see : ["TestMode", 1] TestMode = SCALAR correction: "player getVariable 'TestMode' == 1" TestIDS = []; TestIDS = TestIDS + [player addAction["<img image='' width='32' height='32'/> Test Mode (available)", "test_script.sqf", [], 1, false, false, "", "player getVariable 'TestMode' == 1"]]; -
Procedural Object Generation Issues
TittErS replied to austin_medic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, i ve corrected and optimized your code. i hope this will you help for the future. proced_gen_building.sqf private ["_position","_type","_offsetXY","_offsetZ","_randomizePerim","_randomizeHigh","_doorSide","_doorPosX","_doorHeight","_allSides"]; _position = _this select 0; _type = _this select 1; _offsetXY = 1; _offsetZ = 1.3; _randomizePerim = 10 + round(random 10); _randomizeHigh = 5 + round(random 6); _doorSide = round(random 5) max 1 min 4; _doorPosX = round(_randomizePerim/2)-2; _doorHeight = 2; for "_allSides" from 1 to 4 do { private ["_dir"]; _dir = switch (_allSides) do { case 1: { 0 }; case 2: { 90 }; case 3: { 180 }; case 4: { 270 }; }; for "_i" from 0 to _randomizePerim-2 do { private ["_allObjects","_newObj","_dupliPos"]; _allObjects = []; _position = [_position,_offsetXY,_dir] call BIS_fnc_relPos; _newObj = createVehicle [_type,[0,0,0],[],0,"CAN_COLLIDE"]; _newObj setPosATL _position; _newObj setVectorUp [0,0,1]; _dupliPos = getPosATL _newObj; _allObjects pushBack _newObj; for "_ii" from 0 to _randomizeHigh-2 do { _dupliPos set [2, (_dupliPos select 2) + _offsetZ]; _newObj = createVehicle [_type,[0,0,0],[],0,"CAN_COLLIDE"]; _newObj setPosATL _dupliPos; _allObjects pushBack _newObj; }; if (_allSides == _doorSide && _doorPosX == _i) then { for "_i" from 0 to _doorHeight-1 do { deleteVehicle (_allObjects select _i); }; }; }; }; -
Hi, If it's in solo game, looks setName.
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Hi, "weapons" return an Array, used "in" for find element in an array. if ("Laserdesignator" in weapons player) then {code...};
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[SCRIPT] Add Custom Magazine/Weapon Cargo
TittErS posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Functions : -addCustomMagazineAmmoCargo V1.0 -addCustomWeaponCargo V1.0 Description : This script adds 2 functions for add in a container, magazines preloaded or weapons with items attached and magazine loaded. -JIP compatible. -Functions can be executed by the server or the player USAGE : In init.sqf file add: addCustomMagazineAmmoCargo : addCustomWeaponCargo : Thank you for the future bug reports, and contributions. Download : TTS_CWM V1.0 (Mission example + script) Add Custom Magazine/Weapon Cargo Changelog: -
setammo Script need help!
TittErS replied to militarypolice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm going create a new post with this script. Wait & See ... -
setammo Script need help!
TittErS replied to militarypolice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I work on a script that adds a magazine with a number defines of bullet, and other script for add a weapon loaded with a number defines of bullet into a box This script is a version Alpha View topic : http://forums.bistudio.com/showthre.... -
Different data type possible in userconfig, how to handle this?
TittErS replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Use "isArray" or "isText" for checked if the config entry represents an array or a text. //_t_trend will always an Array _t_trend = []; if (isArray (configfile >> "TORT_DYNAMICWEATHER_Settings" >> "trend") ) then { _t_trend = getArray (configfile >> "TORT_DYNAMICWEATHER_Settings" >> "trend"); }; if (isText (configfile >> "TORT_DYNAMICWEATHER_Settings" >> "trend") ) then { _t_trend = [getText (configfile >> "TORT_DYNAMICWEATHER_Settings" >> "trend")]; }; -
help needed on description file
TittErS replied to xtesic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Look, there is an error at the Class "CfgFunctions" ; -
@Jona33 : BIS_fnc_spawnGroup return a Group no an Array. :) if (!isServer) exitWith {} ; transport1 = [getmarkerpos "mk20", EAST, ["O_Truck_02_transport_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; wp20 = transport1 addWaypoint [getmarkerpos "wp20", 0]; wp20 setWaypointType "MOVE"; wp20 setWaypointSpeed "NORMAL"; wp20 setWaypointBehaviour "AWARE"; rifle21 = [getmarkerpos "mk21", EAST, ["O_Soldier_AR_F","O_Soldier_AR_F","O_Soldier_GL_F" ,"O_Soldier_GL_F","O_Soldier_lite_F","O_Soldier_li te_F"],[],[],[],[],[],230] call BIS_fnc_spawnGroup; { _x moveInCargo vehicle ((units transport1) select 0); } foreach units rifle21;
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Hi, You have an error : (_x moveInCargo transport1; } foreach units rifle21; replace by : {_x moveInCargo transport1; } foreach units rifle21;
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Disable Inventory of Backpack/Item
TittErS replied to nevbox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry, I thought that "EnableSimulation" could do the work. -
Disable Inventory of Backpack/Item
TittErS replied to nevbox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Have you tested with : enableSimulation ? -
How to check if units is unarmed, EVEN if he has a gun in his backpack?
TittErS replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, For the trigger with the following condition will fire, if the player has no weapon in his hands (weapons in the backpack are allowed though): You can do : // Replace : (primaryweapon player == "") AND (secondaryWeapon player == "") AND (handgunWeapon player == "") // By : currentWeapon player == ""; -
How do I create fire with existing Particle Effects?
TittErS replied to rosentorf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Rosentorf For create a fire use : "test_EmptyObjectForFireBig". This fire emit light & burn. "test_EmptyObjectForFireBig" createVehicleLocal (position helipad);