TittErS
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Posts posted by TittErS
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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); }; }; }; };
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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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Functions :
-addCustomMagazineAmmoCargoV1.0-addCustomWeaponCargoV1.0Description :
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 playerUSAGE :
In init.sqf file add:// Functions TTS call compile preprocessFile "TTS_fnc\fn_addCustomMagazineAmmoCargo.sqf"; call compile preprocessFile "TTS_fnc\fn_addCustomWeaponCargo.sqf"; //
addCustomMagazineAmmoCargo:Parameter(s): 0,1,2,.. : ARRAY - Array Magazine. 0 : STRING - Magazine Name. CfgMagazines. 1 : NUMBER - Ammo Number. Number of bullets in the magazine. ..,(last) : OBJECT - Destination. Add the magazine to Cargo ... Usage : [ ["MagazineName", AmmoNumber], Destination] OR [ ["MagazineName", AmmoNumber], ["MagazineName", AmmoNumber], ["MagazineName", AmmoNumber], Destination] Usage example : [ ["30Rnd_65x39_caseless_mag",8], box2] spawn TTS_fnc_addCustomMagazineAmmoCargo; [ ["30Rnd_65x39_caseless_mag",8], ["30Rnd_65x39_caseless_mag",8], ["30Rnd_65x39_caseless_mag",15], box1] spawn TTS_fnc_addCustomMagazineAmmoCargo;
addCustomWeaponCargo:Parameter(s): 0,1,2,.. : ARRAY - Array Custom Weapon : 0 : STRING - Weapon Name. (CfgWeapons). 1,2,.. : ARRAY - Array Magazine. (Array Optional) Add a magazine with number defines bullet to weapon : 0 : STRING - Magazine name. (cfgMagazines). 1 : NUMBER - Ammo Number. Number of bullets in the magazine 1,2,.. : STRING - Item Name. (Optional) Attach Item at weapon. ..,(last) : OBJECT - Destination. Add the custom weapon to ... Usage : [ ["WeaponName", ["MagazineName",AmmoNumber], "ItemName"], Destination ] OR [ ["WeaponName", ["MagazineName",AmmoNumber], ["MagazineName",AmmoNumber], "ItemName", "ItemName", "ItemName"], Destination ] OR [ ["WeaponName", "ItemName", "ItemName"], Destination ] OR (add 2,3,4,.. weapons) [ ["WeaponName", ["MagazineName",AmmoNumber], "ItemName"], ["WeaponName", ["MagazineName",AmmoNumber], "ItemName"], ["WeaponName", ["MagazineName",AmmoNumber], "ItemName"], Destination ] Usage example : [ ["arifle_Katiba_GL_F", ["30Rnd_65x39_caseless_green",15], ["1Rnd_HE_Grenade_shell",1], "muzzle_snds_H", "acc_flashlight", "optic_Arco"], box2 ] spawn TTS_fnc_addCustomWeaponCargo; [ ["hgun_P07_F", ["16Rnd_9x21_Mag",2], "muzzle_snds_L"], box2 ] spawn TTS_fnc_addCustomWeaponCargo; [ ["arifle_MX_Black_F", "muzzle_snds_H"], box2 ] spawn TTS_fnc_addCustomWeaponCargo; [ ["arifle_MX_Black_F", ["30Rnd_65x39_caseless_mag",30], "muzzle_snds_H"], ["arifle_MX_Black_F", ["30Rnd_65x39_caseless_mag",15]], box2 ] spawn TTS_fnc_addCustomWeaponCargo;
Thank you for the future bug reports, and contributions.
Download :
(Mission example + script)Changelog:
1.0: Realase -
I'm going create a new post with this script.
Wait & See ...
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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....
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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")]; };
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Hi,
Look, there is an error at the Class "CfgFunctions"
;class cfgFunctions {//// Respawn Script - Start ////
#include "INS_revive\cfgfunctions.hpp"
//// Respawn Script - End ////
};
{
class COB
{
class functions
{
class paradrop {file = "COB_HALO\functions\fn_paradrop.sqf"};
};
};
}
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@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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Sorry, I thought that "EnableSimulation" could do the work.
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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 == "";
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Hi Rosentorf
For create a fire use : "test_EmptyObjectForFireBig".
This fire emit light & burn.
"test_EmptyObjectForFireBig" createVehicleLocal (position helipad);
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Hello Yoannis1955,
"B_IR_Grenade" does not exist in "CfgAmmo" or "CfgVehicles".
{_ir = "B_IRStrobe" createVehicle [0,0,0]; _ir attachTo [_x, [0,-0.03,0.07], "LeftShoulder"];} forEach units group player
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Thank you Foxhound, the link is now good.
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New Update :
Changelog:
V1.1 (06/08/2014)-
ADD: Commands & Functions A3 v1.22
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ADD: Patch for NPP 6.6.4
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CHANGE: HighLighting Syntax style for : catch, exit, throw, try, with
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FIX: HighLighting commands : diag_XXXX
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You can target you with cursorTarget ? me i can not ...
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Simply with SIN and COS
waituntil {player == player}; _unit = _this select 0; while {true} do { if ((obj distance _unit) < 4) then { obj attachTo [_unit, [0,1.2,0.4]]; _unit addAction ["<t color='#FF0000'>PUSH OBJ</t>", "detach obj, removeAllActions _unit, obj setvelocity [sin (getDir _unit) * 10, cos (getDir _unit) * 10,5]", {}]; waituntil {((obj distance _unit) >= 4)}; }; sleep 1; };
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Notepad++ Syntax Highlighting & Auto-Completion
by TittErSDescription :
Syntax Highlighting & Auto-Completion for Notepad++All the functions BIS & Commands for ArmA 3 v1.22.Required :
/!\- NotePad++ version <= 6.5.3 (version >= 6.5.4 bug with auto-completion)OR for the version 6.6.4, used the patch, revised by me, in the folder PATCH_NPP_664 of Zip.(Report BUG & FIX send at Notepad support : Ticket#587 Open)Installation && Update:
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Open Notepad++.
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Click in the menu on: "Language -> Define your own Language -> Import".
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Import the file "syntaxhighlighting/SQF.xml".
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Restart Notepad++.
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Copy the file "autocompletion/SQF.xml" in the folder where you installed Notepad++ ("C:\Program Files (x86)\Notepad++\plugins\APIs").
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Restart Notepad++.
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Open "Settings -> Preferences...".
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Go to the tab "Auto-Completion".
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Choose following options:
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Select "Enable auto-completion on each input"
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Choose "Function completion" (Or "Function and Word Completion" Only version 6.6.4)
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(Optional) Set "From 3th character" (or what you prefer)
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For Patched NPP 6.6.4
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Close Notepad++ (if open)
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Download and Install Notepad++ 6.6.4
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Go to folder PATCH_NPP_664 of Zip
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Copy "Notepad++.exe"
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Go in the folder where you installed Notepad++ ("C:\Program Files (x86)\Notepad++\")
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Rename "Notepad++.exe" by "Notepad++.bak.exe"
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Paste the Patch
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Enjoy!
Changelog:
V1.1 (06/08/2014)-
ADD: Commands & Functions A3 v1.22
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ADD: Patch for NPP 6.6.4
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CHANGE: HighLighting Syntax style for : catch, exit, throw, try, with
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FIX: HighLighting commands : diag_XXXX
V1.0 (04/30/2014)-
Release
Download link:
NotePad++ Arma 3 v1.22 (06/08/2014) :Armaholic homepage. -
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I'd rather add a script to a mission everytime I want to use it than forcing everyone who wants to play it to:1.: download a mod
2.: copy a mod in the gamefolder
3.: edit the startup parameters of arma3
4.: force everyone to repeat steps 1-3 everytime I update the mod
but that's just me
I agree with you
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Great script
Good job.
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plus oneAlso is this script MP-compatible?
Yes this script is comptible in Multiplayer
Great script!One question and maybe i overlook something (or i don't know yet how to do it);
Is it possible to get the init also (in)to the respawned choppers?
which one do you use, bis module or custom respawn script ?
you have to reexecute the file MH9_AdvancedActions\init.sqf with your respawn script.
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Thank you vengeance1 for the report.
The bug is fixed.
You can the download anew
addaction condition (not working) help!
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hi, the first error that i see :
["TestMode", 1]
TestMode = SCALAR
correction:
"player getVariable 'TestMode' == 1"