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Grumpy Old Man

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About Grumpy Old Man

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    Second Lieutenant


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    Audio Engineer

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  1. Where exactly are you running it from? Do you mean initServer.sqf? Is there a similar snippet running from a trigger or similar that might cause this? Also try running this spawned with a time conditional to make sure it only runs with the mission already running: _addBomb= [] spawn { waitUntil {time>1}; waitUntil {count allUnits>=1}; _units = allUnits select {side _x == EAST}; _unit = selectRandom _units; _unit addItem "UMI_Weed_Bale"; _unit setVariable['bombUnit', true, true]; }; Might not make a difference though, all I can think of without further detail, heh. Cheers
  2. Grumpy Old Man

    Delaying unit Init until trigger is activated

    You can use setVariable on the unit and retrieve it later at any point by filtering allUnits, like this: //unit object init this setVariable ["TAG_fnc_huntPlayer",true]; //someplace else _playerHunters = allUnits select {_x getVariable ["TAG_fnc_huntPlayer",false]};//will contain all flagged units Cheers
  3. Grumpy Old Man

    artillery barrage script

    Cut out the random dir/dist lines, which increase inaccuracy: _ammo = getArtilleryAmmo [art1] select 4; art1 doArtilleryFire [s1,_ammo,10]; Cheers
  4. No surprise, don't know a function that didn't receive his treatment, heh. Good work, he did. Cheers
  5. Nice, never seen that one. Cheers
  6. Wrong classname maybe? {_x removeWeapon binocular _x} forEach crew _vehicle This snippet never failed me. Cheers
  7. The binocular command returns a string, maybe you got it mixed up somewhere? Cheers
  8. You can also work with a simple parabolic formula for bullet trajectories, since arma doesn't simulate coriolis force, earth curvature or air friction for bullets. This page has saved me many headaches, heh. You can get all values either from config (ammo muzzle speed at launch, etc.) or from model (barrel direction vector), just make sure you're using ASL positions. This way your artillery gun will be able to do direct fire and actually hit its target. Cheers
  9. Grumpy Old Man

    [Release] GOM - Aircraft Loadout V1.35

    Was there? Can't remember, heh. Should be in \scripts\GOM\functions -> GOM_fnc_aircraftLoadoutInit.sqf Line 1952: _obj nearEntities ["Air",50] With 50 being the distance, if I'm not missing anything. Cheers
  10. Grumpy Old Man

    Unit Spawning Loop

    I believe you won't even notice 200 of those checks happening at the same time. Cheers
  11. Grumpy Old Man

    Issue with multiple cams

    Glad you got it sorted, and posted the solution instead of [solved], heh. As @Harzach stated, string is a data type that can contain text. Variable handles (or identifiers) like _value can hold any data type (like numbers, arrays, code, etc.). The format command automatically converts any passed variable into string, like so: _text = "Ten"; _number = 10; _howToGetTen = {5 + 5}; hint format ["How to get %1(%2): %3",_text, _number, _howToGetTen]; Cheers
  12. Grumpy Old Man

    AI shooting ground

    Maybe they're firing at a game logic entity or some other hidden object other than the lasertarget? Other than disabling scripts/mods and enabling them one by one, there's not much to do if you want to get to the bottom of it. Also try putting the misbehaving units targetsQuery into the log via diag_log, might be worth a try. Cheers
  13. Grumpy Old Man

    Issue with multiple cams

    Just had a quick glance over it and noticed the same error with "_text" as above (string instead format) in this line: _cam cameraEffect ["Internal", "Back", "_text"]; Cheers
  14. Grumpy Old Man

    Issue with multiple cams

    I believe this line to be the culprit: _tv setObjectTexture [_add,"#(argb,512,512,1)r2t(_text,1)"]; Second parameter is a string. Try this to properly pass _text: _tv setObjectTexture [_add,format["#(argb,512,512,1)r2t(%1,1)",_text]]; At least that one's sticking out for me, heh. Might do the trick. Cheers
  15. Grumpy Old Man

    Multi variables

    Local variables will only exist inside the scope(and child scopes) you created them. You can pass the local variable to another script as parameter or, as mentioned above simply use a global variable (which might not be what you want depending on what you're trying to achieve). You can also use setVariable/getVariable and use objects/units/groups etc. to save and retrieve those variables. I'd only use global variables as a last resort, since they can be overridden by other scripts/mods using the same variable names. Cheers