jmejay
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Everything posted by jmejay
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Reference object variable between scripts - initServer and init
jmejay posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, I want initServer.sqf to spawn a box for me with createVehicle. I then want init.sqf to give this box addActions for each client. Basically I don't know how to addAction to an object already spawned from a different script. Or even if the box exists in the world, var named box, how do I find this item in an execVM? For example, if I do in initServer: box = createVehicle ["B_supplyCrate_F", _pos, [], 0, "CAN_COLLIDE"]; How do I reference "box" in loadout.sqf which is called from init.sqf. Or should I be looking at functions for this. Basically, I want an MP enabled Ammobox which can give preset loadouts via addaction. I've been looking into get/setVariable but maybe I'm on the wrong page to reference the object between scripts. Cheers guys! -
Reference object variable between scripts - initServer and init
jmejay replied to jmejay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Revo, I'll try that; btw - Init.sqf is run after initServer on MP. I don't believe that code would work - maybe it would create a new box every time someone's init.sqf fires. I think I have the answer in publicVariable - i'll update later. -
Mission.sqm resetting required addons
jmejay replied to jmejay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How to fix: Simply delete everything in that array and let the game rebuild it. -
Hello, I have made a mission on Altis which used some buildings from different maps placed by lxOPS. Realising that other people would not be able to see these buildings I have removed them from my mission. The problem is that my mission.sqm file keeps changing the addonsauto class to handle the deleted buildings. The only way I can play the mission with friends is to delete them (as shown in the code below) and make the file read only, otherwise my friends get disconnect. Bold and large is the sections I need to stay deleted, for some reason it keeps being added to mission.sqm. How do I keep it gone, permanently, and what is adding it? Thanks. addOns[]= { "a3_map_altis", "a3_characters_f", "A3_Modules_F_Effects", "A3_Boat_F_Boat_Transport_01", "A3_Characters_F_OPFOR", "A3_Structures_F_EPA_Mil_Scrapyard", "A3_Structures_F_Civ_Garbage", "A3_Modules_F", "A3_Static_F_Mortar_01", "A3_Static_F", "A3_Static_F_Gamma", "A3_Structures_F_Mil_Flags", "A3_Structures_F_Mil_BagFence", "A3_Structures_F_Items_Luggage", "A3_Soft_F_EPC_Truck_03", "A3_Soft_F_MRAP_01", "A3_Air_F_Heli_Heli_Transport_03", "A3_Soft_F_HEMTT", "A3_Modules_F_Events", "A3_Modules_F_Intel", "A3_Structures_F_Mil_Fortification", [b][size=5] "CABuildings", "camisc3",[/size][/b] "A3_Structures_F_Ind_Cargo", "A3_Structures_F_Mil_Shelters", "A3_Modules_F_Supports" }; addOnsAuto[]= { "A3_Modules_F_Effects", "A3_Boat_F_Boat_Transport_01", "A3_Characters_F_OPFOR", "a3_characters_f", "A3_Modules_F", "A3_Static_F_Mortar_01", "A3_Static_F_Gamma", "a3_static_f", "A3_Modules_F_Events", "A3_Modules_F_Intel", "A3_Modules_F_Supports", "A3_Structures_F_EPA_Mil_Scrapyard", "A3_Structures_F_Civ_Garbage", "A3_Structures_F_Mil_Flags", "A3_Structures_F_Mil_BagFence", "A3_Structures_F_Items_Luggage", "A3_Soft_F_EPC_Truck_03", "A3_Soft_F_HEMTT", "A3_Soft_F_MRAP_01", "A3_Air_F_Heli_Heli_Transport_03", "A3_Structures_F_Mil_Fortification", [b][size=5] "CABuildings", "camisc3",[/size][/b] "A3_Structures_F_Ind_Cargo", "A3_Structures_F_Mil_Shelters", "a3_map_altis" };
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ppEffects viewer
jmejay replied to Przemek_kondor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This stuff is really awesome, but can anyone point me in the right direction as to how to actually enable it in a mission? Currently I have an init.sqf containing: hint "gg"; _hndl = ppEffectCreate ["colorCorrections", 1550]; _hndl ppEffectEnable true; _hndl ppEffectAdjust ppEffectAdjust[ 0.76, 1, 0.53, [-2.07, 5, 5, -0.67],[-5, -5, -5, 0.97],[5, 5, 5, -5]]; _hndl ppEffectCommit 0; sleep 10; ppEffectDestroy _hndl; hint "gg2"; Is this enough? What am I missing? :confused: Thanks for any help in advance! Edit: ahh. This works: "ColorCorrections" ppEffectAdjust[ 0.76, 1, 0.53, [-2.07, 5, 5, -0.67],[-5, -5, -5, 0.97],[5, 5, 5, -5]]; "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectCommit 0;