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whiztler
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Getting script errors since update 1.94
whiztler replied to cb65's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From the wiki waitUntil: -
ZBE_Cache AI & Vehicle caching script/addon
whiztler replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I prefer the ZBE_Cache script over the BIS engine solution. The fact that it does not cache the leader of a group make real-time simulation much more realistic. See you in a few years 😁 -
Client Owner and remoteExec
whiztler replied to ZaellixA's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perhaps posting the code regarding your query will give us some insight in your issue. Also when testing in MP my advise is to actually start an MP session. TADST is a great tool for this, a tool I use as well. https://forums.bohemia.net/forums/topic/101123-tophes-arma-dedicated-server-tool-tadst/ -
Attacth TO nearEntities
whiztler replied to Barba-negra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have a look at the forEach command. It lets you execute a command on items in an array (which your list of objects is) -
Hidden objects and vehicle collision
whiztler replied to 3l0ckad3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Perhaps explain a bit what how the issue starts. You hide objects using the module and place another object in its place in Eden? It should work. Perhaps you can test an alternative route by hiding the object and then spawn another object in its place using a script (https://community.bistudio.com/wiki/createVehicle). -
disableCollisionWith not working
whiztler replied to AidenJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can (temp) 'freeze' a unit by disabling the simulation. In case of Eden, put the following in the init box of a unit: this enableSimulation false; -
Waypoint assignment Server vs Client
whiztler replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
On the addWaypoint wiki page you can se two icons on the top: AG global -- A stands for Argument - Arguments of these scripting commands (AG) don't have to be local to the client the command is executed on. EG global -- E stands for Effect - Effects of these scripting commands (EG) are broadcasted over the network and happen on every computer in the network. So when you have a command with EG Global, the effect is seen by everyone, no matter who executes the command. In most cases it is best to execute these commands on the server or a headless clients. -
Terminating a script midway through
whiztler replied to Ninjaisfast's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can terminate code by checking the alive state of a unit: if (!alive MyUnit) exitWith {}; -
hideObjectGlobal array syntax
whiztler replied to anfo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do not execute Global commands (such as hideObjectGlobal) on all clients. The init.sqf is execute by all players, (dedicated) server, headless client(s0, etc. When you use the global version of an engine command the information is communicated over the network to each connected entity by each connected entity. Causing a lot of network traffic. In case of hideObjectGlobal it can only be executed by the server. So you need to move the code from your init.sqf to the iniServer.sqf file in you mission root. If you do not have a initServer.sqf in your mission root then simply create one. Alternatively you can let the server execute the code in your init.sqf: if isServer then { }; Your code would then look something like: if isServer then { { _x hideObjectGlobal true; } count [bag_1, bag_2, bag_3, bag_4, bag_5, bag_6, bag_7, bag_8, bag_9, bag_10, bag_11, bag_12, bag_13, bag_14, bag_15, bag_16, bag_17, bag_18, bag_19, bag_20, bag_21, bag_22, bag_23, bag_24, zu3_3, zu3_8, zu3_7, zu3_6, zu3_5, zu3_4]; }; -
Terminating a script midway through
whiztler replied to Ninjaisfast's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Once a script reached the end, and there are no running loops, it is terminated. The tob1 script terminates as soon as it has added the event handler. The event handler is a separate process that becomes active when the assigned unit dies.. -
Switch case that checks what weapon a player has
whiztler replied to bertram's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The correct format for the Switch Do command is: switch (_condition) do { case 1: { hint "1" }; case 2: { hint "2" }; default { hint "default" }; }; See: https://community.bistudio.com/wiki/switch -
Updated to version 1.71. See OP for more information and download links. OPTIONAL OPFOR/BLUFOR MODS As off version 1.71 the Wolfpack campaign utilizes a new player loadout. Day and night missions, wet and dry missions, each have their own loadout. Like in RL, tier-1 operators each have their own loadout, including uniform, vest, backpack, primary weapon, hand weapon, etc. Mods are optional. The missions functions fully without mods. Players are equipped according to the availability of mods which are applied in the following order: 1. Red Hammer Studios (USAF) >> 3CB Factions >> Project Opfor 2. CUP (Units) >> Community Factions Project OVERRIDES To override vanilla or modded weapons (primary weapons, hand weapons) with NIArms weapons at mission start using the mission params. If both RHS and CUP mods are active and one wishes to use CUP then you can override RHS with CUP using the params at mission start. Version 1.71 - Updated: Player loadout. Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. - Updated: Full seperation mission logic from framework. - Updated: Wolfpack_Readme.pdf ReadMe document. - Updated: Applied ADF 2.16 framework. Album: https://imgur.com/a/VgBaAK1
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Updated to version 1.71. See OP for more information and download links. OPTIONAL OPFOR/BLUFOR MODS As off version 1.71 the Wolfpack campaign utilizes a new player loadout. Day and night missions, wet and dry missions, each have their own loadout. Like in RL, tier-1 operators each have their own loadout, including uniform, vest, backpack, primary weapon, hand weapon, etc. Mods are optional. The missions functions fully without mods. Players are equipped according to the availability of mods which are applied in the following order: 1. Red Hammer Studios (USAF) >> 3CB Factions >> Project Opfor 2. CUP (Units) >> Community Factions Project OVERRIDES To override vanilla or modded weapons (primary weapons, hand weapons) with NIArms weapons at mission start using the mission params. If both RHS and CUP mods are active and one wishes to use CUP then you can override RHS with CUP using the params at mission start. Version 1.71 - Updated: Player loadout. Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. - Updated: Full seperation mission logic from framework. - Updated: Wolfpack_Readme.pdf ReadMe document. - Updated: Applied ADF 2.16 framework. Album: https://imgur.com/a/VgBaAK1
- 35 replies
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- coop
- multiplayer
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Changing objects color/texture
whiztler replied to jonipetteri's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do not put the 'global' version of the command in the init box as each connected client (server, all players) will each send the information to all connected clients causing a lot of network traffic. Use the setObjectTexture local command instead. -
Thanks LSValmont. I have stopped with developing ADF as a separate framework. To get the last version of ADF, simply download the last version of either Wolfpack or Two Sierra. I just uploaded a new version of Two Sierra which is based on ADF 2.15. Feel free to use.
- 35 replies
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- 1
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- coop
- multiplayer
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