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Grumpy Old Man

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About Grumpy Old Man

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core_pfieldgroups_3

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  1. Also mind camera coordinates are using [x,z,y] format. Cheers
  2. The third parameter of addAction is always empty, so it can't work. _stuff = "Bananas"; player addAction [ "Hint stuff",//first parameter, action name {//second parameter is the code that should run upon activation hint _stuff;//will do nothing when activating the hint }, []//third parameter are arguments passed to the addaction code, if empty nothing is passed, or in this case, an empty array ->[] ]; --------------- _stuff = "Bananas"; player addAction [ "Hint stuff", { params ["_object","_caller","_ID","_stuff"];//this makes the addaction code look what has been passed to it hint _stuff;//will hint Bananas }, _stuff//third parameter now correctly points to the string "Bananas", so it will be visible in the addaction code ]; params is basically _this select n with a private statement. Pretty good info about it on the wiki. Can be pretty cryptic when starting out, was and am still pulling my remaining hairs out. Cheers
  3. From what I can tell your _myVariables is an array of strings. Maybe you got confused, string is only needed as parameter of params command, just remove the quotation marks inside _myVariables. Cheers
  4. You can use the third parameter from addAction to pass parameters inside, like so: _myVariables = [_boat,"bananas",9001]; someObject addAction {"Stuff",{ params ["_object","_caller","_ID","_myPassedVariables"]; _myPassedVariables params ["_vehicle","_cargo","_amount"]; }]; Check the syntax of "arguments" parameter explanation on the wiki. Also good practice to spoiler code with more than 50 lines, heh. Cheers
  5. Why the isDedicated and isServer checks? Where are you calling those functions? Cheers
  6. Grumpy Old Man

    how much fps you get on private server ?

    Then why use hardware as an argument to complain about the games fps in most of your posts? Cheers
  7. Grumpy Old Man

    how much fps you get on private server ?

    Well he already complained that a i7 8700 and a GTX 2080 ain't enough for this game: So either he doesn't even own any of the mentioned components and made it up, or he's already playing arma 4. I guess he actually owns an i7 3770k and a GTX 780 with slow as hell RAM (think ~1600MHz) or something along those lines, some fairy told me... Cheers
  8. Grumpy Old Man

    You've played to much Arma when:

    According to nine out of ten psychiatrists I'm mentally 5 years old. Cheers
  9. Grumpy Old Man

    how much fps you get on private server ?

    Oh, look. Another game engine expert. Cheers
  10. Something like this maybe: {test additemcargo [_x,1];player removePrimaryWeaponItem _x} forEach (primaryWeaponItems player); With an ammocrate named test this will remove every item on the players primary weapon and put it into the crate. Cheers
  11. Grumpy Old Man

    Best CPU's in 2019 for ARMA 3

    From what I can tell an i7-9700k will be a good purchase, can be overclocked to ~5.3GHz. Might be the best bet until the next gen i7 equivalent. Also invest in the fastest ram you can buy, since arma also benefits from that (if you're already sporting a good SSD to store your games on). Worth mentioning that to this date most games greatly benefit from high CPU clocks. Cheers
  12. This is something entirely different from what you were asking in the first post. Cheers
  13. One solution would be to have both sides set to captive (to make sure AI on player side won't engage indfor AI), also necessary to set indfor to hostile against the players side in the mission editor, which you most likely already have. Then you can either handle the engagement to happen map wide or local within a certain radius of the firer: //initPlayerLocal.sqf player addEventHandler ["Fired",{ params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; units _unit apply {_x setCaptive false}; if (time < _unit getVariable ["TAG_fnc_revealTimeout",-10]) exitWith {false}; { _x reveal [_unit,4]; _x setCaptive false } forEach (_unit nearEntities viewDistance); _unit setVariable ["TAG_fnc_revealTimeout",time + 10];//will only reveal the unit every 10 seconds when firing }]; Make every indfor and player unit captive at mission start to make this work. When a player fires, all player group members get captive state removed, and the firer will be revealed to everyone within view distance. The reveal will only happen every 10 seconds for performance reasons, also in MP you might need to remoteExec the reveal. You can make it a bit more sophisticated, take average reaction time into account and also consider speed of sound if wanted. Cheers
  14. Grumpy Old Man

    Script respawn vehicles

    That's the expression field, if you use something like this in the objects init field: [ "AmmoboxInit", [ this, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal; then you need to change it into this to make it work in the vehicle respawn modules expression field: params ["_newVehicle","_oldVehicle"]; [ "AmmoboxInit", [ _newVehicle, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal; Cheers
  15. Grumpy Old Man

    Script respawn vehicles

    The respawn module can handle this, parameters passed to the modules expression field are new vehicle and old vehicle, so in the expression field put: params ["_newVehicle","_oldVehicle"]; //do stuff Simply replace "this" from the object init field as you're most likely using with "_newVehicle" without the quotation marks. You can get all kinds of info by hovering the mouse above field descriptors. Cheers
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