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Onno

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Everything posted by Onno

  1. Any plans to expand/update this work? If this was made open source, then it would have great potential to be updated and/or extended for A3 :)
  2. Thanks! This clarifies a lot :) Kudo's to you my friend! (The comref unfortunately did not do that)
  3. Right, I thought it was a keyword that would create an array. Apparently it is an array in global that's present by default then. At times I wish the comref was more verbose on this. It's really hard to understand the workings of the keywords with such minimal descriptions.
  4. I guess the answer to question number 1 would be "no" according to you then?
  5. Thnx for your replies so far :) I was hoping to use biki:vehicles but I guess a loop over all the units will work. I thought that vehicles would do that for me as well. Anyways, even though you have given me some useful tips, the two original questions remain unanswered. Can someone tell me in detail how the 'vehicles' keyword works?
  6. Onno

    Tasmania Island ArmA2CO

    I downloaded v3.0 from armaholic yesterday, but I'm having problems running it on our server. Are there any known issues with the keys?
  7. Onno

    Any more vehicles coming to ARMA 3?

    I hope we get some kind of medium sized fixed wing air transports for each faction. I'd like to see a modern set of warfare buildings as well. Either that or a custom content import option that automatically downloads the right content for you.
  8. Ah, that was the trick. I had not used that tool before. Thank you for showing me that. :)
  9. I'm looking for the classnames of the magazines and weapons that are associated with the A-164, but I can't seem to be able to find them in the community wiki (tried the search and the cfgWeapons listing) or on the forums (tried the search). Is there a list somewhere else that I don't know about?
  10. Can the listings be updated to reflect the new phase 3 content?
  11. I'm working on making an artillery radar script that will only detect enemy rounds. (Yes, that will be less realistic than IRL, but we have our reasons for that) I'm wondering if I can redefine functions like BIS_ARTY_F_ShellsInRadius or BIS_ARTY_F_TrackShells by assigning new functions to them after the module init has completed. Do functions defined in modules enjoy special priviliges? It would be a bummer if I started work on something that would turn out to be a waste of time because the basic premise turned out to be false. [edit] Can this thread be moved to A2S&E please? I didn't notice this was the C&E board
  12. I'm trying to install an A2OA dedicated server on ubuntu 13.10. It appears that ia-32 libs has been deprecated. I'd like to know what packages I need to install to get it running. apt-get suggested the following packages to replace ia32-libs: * lib32z1 * lib32ncurses5 * lib32bz2-1.0 I've installed these and I was wondering if that would be all I need to get things running, or if I need to install more packages. the BIKI sugests to install the following packages if ia32-libs is unabailable: - glibc - gcc-libs - libstdc++5 - zlib (I'm not sure, but I think this one is covered by lib32z1 and/or lib32bz2-1.0?) Does anyone know the names of the 32-bit versions of these packages?
  13. Quite a few views but no replies. I'm curious why. Am I asking a stupid question here?
  14. I'm trying to modify BE 2.073. I believe the ARTY module is already active in that mission. (not 100% sure though) I'd like to make an arty radar, and I'm wondering if I can do something like to get a list of shells that the radar can pick up on for further processing. _radarPosition = [i]_dontKnowWhatTypeYet[/i] getVariable "BRadarPosition" //I know that if you build the radar, it will mark it down somewhere, and that I need to keep track of that in a variable. _BallisticsRadarRange = [i]_dontKnowWhatTypeYet[/i] getVariable "WF_C_BallisticsRadarRange" //also need to keep track of this somewhere. _shells = [_radarPosition, _BallisticsRadarRange] call BIS_ARTY_F_ShellsInRadius //will this work? //process list of shells, send PV's for east and west and have them processed on client so on, and so on... Assuming the arty module is present in the mission, does that mean that this call can be executed? Do I have to do this client side or does BIS_ARTY_F_ShellsInRadius also work on the server? (the wiki seems to suggest it has to run on the client, but I'm hoping that the shells are also known to the server) Will it only pick up on shells that were fired though a script, or also those that were fired by players manning their guns themselves? A little background on me: I'm quite new to scripting for Arma 2, so I don't really know how to work with built-in variables or functions, such as BIS_ARTY_F_ShellsInRadius. I studied some guides, so I can read and understand the syntax. I'm at the point that I can understand scripts if everything is defined in the files themselves, and modify basic stuff that is pretty much copy/paste and expand. I do have knowledge of programming languages such as C++, Java and some less strongly typed languages such as Perl and PHP. Unfortunately, they are structured in ways that make understanding the structure in the code much easier than with SQF scripts (at least, when the code is not obfuscated).
  15. Anyone? I know it's probably not the best worded question out there, but I'm willing to clarify if you need more info. Just tell me what you need to know to answer the question.
  16. I'd like to add a script to our custom version of BE that will allow users to undo damage to terrain after a vehicle has exploded. (like with an ingame bulldozer or a BE repair truck construction menu 'terrain brush' tool) Unfortunately, google dives into 'terrain creation with buldozer' type topics after 3 useless hits, so not much luck there. Does anyone know of a script that I could use to undo terrain damage? Or does anyone know what hook I could use to restore the terrain?
  17. Ah, this might be something I can work with. Thank you very much :)
  18. Hmm, bummer. I kind of hoped someone knew how to get into this, or to get a ready made solution. I can't find any info about this with google, so I guess I'm stuck. (the wiki deals with damage to units, and doesn't deal with damage to terrain) I really hate those jets exploding on the runway because someone crashed a bird halfway the runway on the centerline, and I had hoped to somehow fix it. After all, the modification to the terrain is dynamic just as well.
  19. I'm looking for a plug-in/extension that will allow me to use syntax highlighting when editing SQF files. Does anyone know if this exists for VS2010 or 2012? (I've seen it for UE and Notepad++, but not VS) Does anyone have a link?. (looking for the terms 'arma visual studio highlighting' or 'sqf visual studio highlighting' did not yield any viable results on either google or this forum)
  20. @[APS]Gnat: I have access to VS through MSDNAA, and it has become my favourite editor by far. Netbeans is second, and Eclipse a close third after Netbeans. NP++ and UE are just not in the same ballpark for me. I've used them in the past, and they lack many functions I want in an editor. Both in the editing and in the options to support tools. @.kju [PvPscene] & ceeeb: thnx :) [EDIT] I've been using ArmADEV for a couple of days now, and it is absolutely awesome. Thanks for the heads-up! :)
  21. Thanks. I already found out about squint. However, that's not what I'm looking for. I don't want yet-another-editor for yet-another-tiny-language. I'm looking for VS (or very maybe eclipse) support, not a limited editor like squint. Also, Notepad++ or UE are not really options to me, as that would boil down to yet-another-editor for me.
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