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About davidoss

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  1. _entityName = "Alexander"; this setName _entityName; this addAction ["Interact", "script.sqf", _entityName, 1.5,true,true,"","player distance this < 2"]; params [["_target",objNull,[objNull]], ["_caller",objNull,[objNull]], ["_actionId",-1,[0]], ["_arguments","",[""]]]; DialogOwner = _arguments; DialogOption = 1; _handle = createdialog "Interakce";
  2. davidoss

    GF Auto Loot Script - Mod

    I have no problem with. I posted it for GF as example of another point of view and performance. I could make my own release but the code has no development state of any kind because i have no time to support it
  3. https://community.bistudio.com/wiki/Dialog_Control If you have never done any i assume you have no idea how much work is to create it and script out such things.
  4. davidoss

    Vehicle detection via trigger

    Activation: none Activation type: Present ({_x inArea thisTrigger} count (vehicles select {_x isKindOf "LandVehicle"})) > 0 or Activation: Anyone Activation type: Present this && {({_x isKindOf "LandVehicle"} count thisList) > 0}
  5. Condition: this && {player in thisList} && {player getVariable ["ACE_isUnconscious",false]};
  6. davidoss

    VCom AI: Script Version

    description.ext class CfgFunctions { #include "vcom\cfgFunctions.hpp" }; class Extended_PreInit_EventHandlers { VCM_CBASettings = call compile preprocessFileLineNumbers "Vcom\Functions\VCM_CBASettings.sqf"; }; class CfgRemoteExec { // List of script functions allowed to be sent from client via remoteExec class Functions { mode = 2; jip = 1; class vcm_serverask { allowedTargets = 0;jip = 1; }; class VCM_PublicScript { allowedTargets = 0;jip = 1; }; class BIS_fnc_debugConsoleExec { allowedTargets = 0;jip = 1; }; class SpawnScript { allowedTargets = 0;jip = 1; }; class enableSimulationGlobal { allowedTargets = 0;jip = 1; }; class VCM_fnc_KnowAbout { allowedTargets = 0;jip = 1; }; }; }; init.sqf //Exec Vcom AI function [] execVM "Vcom\VcomInit.sqf"; //End of Vcom commands
  7. Yes me too but unfortunately the world isn't like we wish. Anyway just simple side _team gives you group side of the player everywhere, which makes me confused about your
  8. Really i do not understand what your problem are. Maybe this can help: _sideJoined = sideUnknown; _leader = leader _team; switch (getNumber (configFile >> "CfgVehicles" >> typeOf _leader >> "side")) do { case 0: {_sideJoined = east}; case 1: {_sideJoined = west}; case 2: {_sideJoined = independent}; case 3: {_sideJoined = civilian}; default {}; };
  9. Ah you want side no JIP. Does simple check side group are not enough? You can also check for config entry "side" to get proper unit side occupied by player
  10. use playerConnectedMEH https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#PlayerConnected
  11. I do not knew any solution for this but if you look closer you will find that there are more stuff being missed in MP. and i found other problems with which has push me to create my own trade system
  12. //fnc private _fnc_arrRandSeq = { params [ ["_array",[],[[]]], ["_indexcnt",1,[0]]]; private ["_return_array","_randindex"]; if (_array isEqualTo []) exitWith {}; _return_array = []; if (_indexcnt isEqualTo 0) then {_indexcnt = 1}; if (_indexcnt > (count _array)) then {_indexcnt = count _array}; if (_indexcnt isEqualTo (count _array)) exitWith { _return_array = _array call BIS_fnc_arrayShuffle; _return_array }; for "_i" from 1 to _indexcnt do { _randindex = selectRandom _array; _return_array pushBack _randindex; _array = _array - [_randindex]; }; (_return_array) }; private _fnc_getUnitsCnt = { private _players = [] call BIS_fnc_listPlayers; private _unitsCnt = ((count _players)*3); (_unitsCnt) }; fnc_getRandomPos = { params [["_anchor",[],[[],objNull,""]]]; private _direction = round (random 360); private _randomPos = []; if (_anchor isEqualType []) then { _randomPos = [_anchor, 150, _direction] call BIS_fnc_relPos; } else { if (_anchor isEqualType "") then { _randomPos = [getMarkerPos _anchor, 150, _direction] call BIS_fnc_relPos; } else { _randomPos = [getPos _anchor, 150, _direction] call BIS_fnc_relPos; }; }; (_randomPos) }; fnc_addNewWaypoint = { params [["_leader",objNull,[objNull]],["_anchor",[],[[],"",objNull]]]; private _group = group _leader; private _wp01a = _group addWaypoint [[_anchor] call fnc_getRandomPos,10]; _wp01a setWaypointType "SAD"; _wp01a setWaypointBehaviour "SAFE"; _wp01a setWaypointCombatMode "RED"; _wp01a setWaypointSpeed "LIMITED"; _wp01a setWaypointStatements ["true", "0 = [this,'Marker1'] spawn fnc_addNewWaypoint"]; }; //code private _unitsCnt = [] call _fnc_getUnitsCnt; _units = [ "O_G_Soldier_F","O_G_Soldier_GL_F","O_G_medic_F","O_G_Soldier_SL_F","O_G_Soldier_AR_F","O_G_Soldier_TL_F","O_G_Soldier_F", "O_G_Soldier_GL_F","O_G_medic_F","O_G_Soldier_SL_F","O_G_Soldier_AR_F","O_G_Soldier_TL_F" ]; private _grp01= [getMarkerPos "Marker1", EAST, [_units, _unitsCnt] call _fnc_arrRandSeq] call BIS_fnc_spawnGroup; {_x setSkill ["AimingAccuracy",0.7]} forEach (units _grp01); _grp01 allowFleeing 0; _grp01 enableDynamicSimulation true; _grp01 deleteGroupWhenEmpty true; 0 = [leader _grp01,"Marker1"] spawn fnc_addNewWaypoint;
  13. davidoss

    Check client mods

    Does the arma launcher not doing this already?
  14. davidoss

    Help with dialog

    Thanks i did not though about.. You have right with multi vest this is just logic failure on me. I changed this to deleteAt. For other stuff it will be useful at button BUY for now player can not have more stuff. He can have only less that at dialog start Its should work like this: Player can sell and buy with one button. In the case if he pull down something from trader and only this ,sell button stays inactive with tooltip "nothing to sale". If at the same time is something to buy and sell, button sell stays active and button buy changes to buy&sell.
  15. Try filter by typeOf _x != "CamCurator"