fight9
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Everything posted by fight9
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#include in mission subfolders
fight9 replied to fett_li's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm pretty sure you will have to include it into every file. I think CBA uses a similar system. "../" was used to move up a to parent folder correct? -
Pushback error (Error Type Number, expected Bool)
fight9 replied to rimblock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"Error Type Number, expected Bool" That error message might be the key. pushBack returns a number... try giving it something to return to. _index = _newMagArray pushback [_magType, _shotsLeft, 1]; You shouldn't need it but try it anyway. -
0 = [1,0,false,true] call BIS_fnc_cinemaBorder; BIS_fnc_cinemaBorder
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KK's tutorial is in multiple parts. Click the link to part 2... or http://killzonekid.com/tag/gui/ and heres another link to the first one: http://www.armaholic.com/page.php?id=18363
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Problem with spawn command
fight9 replied to Linker Split's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I noticed that too but forgot to post it. Also, what are these inventory items?They cant be soldier inventory stuff because typeOf & damage wouldnt work on them. Are they cfgVehicle objects? -
I would start with a good GUI tutorial if you don't already know how to make one. Dialog Tutorial For Noobs [by A Noob] or Killzone Kid's GUI Tutorial After that you need scripting commands to play animations. There are a few: switchMove playAction playMove playGesture
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How to use Runway Lights Sqf by AustinAtSt
fight9 replied to strannix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make sure you have the correct file name and path. ---------- Post added at 23:31 ---------- Previous post was at 22:37 ---------- I just noticed something. It might just be a copy and paste error but you are missing the open block comment at the top of the script. make the very first line of the script this /* the end result should look like this /* ( USE for # ) 1 = Yellow Navigation Light --- "Land_NavigLight" 2 = White Edge Light --- "Land_runway_edgelight" 2.1= Red Edge Light --- "Land_Flush_Light_red_F" 2.2 = Green Edge Light --- "Land_Flush_Light_green_F" 2.3 = Blue Edge Light --- "Land_runway_edgelight_blue_F" 2.4 = Yellow Edge Light --- "Land_Flush_Light_yellow_F" 3 = 3 Nav Lights --- "Land_NavigLight_3_F" NOTES: ->(r,g,b,y) or (.1,.2,.3,.4) <- USE A "SPHERE 25mm" AS YOUR OBJECT THIS WILL BE MORE CONVIENENT Then other objects but its not required. */ //Object arrays _Light = _this select 0; _LightType = _this select 1; _LightDir = direction _Light; _lightPos = getPos _Light; //Deletes said object deleteVehicle _Light; //This creates the lights if (_LightType == 1) then { _Light = createVehicle ["Land_NavigLight", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2) then { _Light = createVehicle ["Land_runway_edgelight", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.1) then { _Light = createVehicle ["Land_Flush_Light_red_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.2) then { _Light = createVehicle ["Land_Flush_Light_green_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.3) then { _Light = createVehicle ["Land_runway_edgelight_blue_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.4) then { _Light = createVehicle ["Land_Flush_Light_yellow_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 3) then { _Light = createVehicle ["Land_NavigLight_3_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; //Sets light params from object _Light setDir _LightDir; _Light setPos _lightPos; -
Hide unit from player not AI?
fight9 replied to coolfact's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hideObject is a local command, so as long as the AI is owned by a different machine than the player, you could hide it from the player and not the AI. -
Is this working anymore? call BIS_fnc_ObjectsMapper;
fight9 replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, if you are using windows XP then you can use clipboard.exe from the run menu. Not in win7/8 however. You can also paste via menu bar in your notepad program. Edit at the top >> Paste -
How to use Runway Lights Sqf by AustinAtSt
fight9 replied to strannix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just place an object down, something like a "SPHERE 25mm" and place this in its init. null = [this,#] execVM "runwayLights.sqf"; then replace the "#" with a number: -
Is this working anymore? call BIS_fnc_ObjectsMapper;
fight9 replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try right clicking with your mouse and selecting paste. -
Is this working anymore? call BIS_fnc_ObjectsMapper;
fight9 replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The composition like the one in the example is returned from the function (according to the biki). That means you need to manual save it someway. I would suggest copyToClipboard. Info is automatically saved to clipboard. This works perfect. [getPos player, 50] call BIS_fnc_objectsGrabber; Afterwards, open your .sqf file and hit CTRL+V to paste the information. Then make the proper edits from Grumpy's post. EDIT: The function saves the info to the clipboard automatically. The instructions you originally posted worked perfectly. You just have to follow them. -
getDamage is not a command. Use damage. EDIT: It looks like getDammage (misspelled) is what you are mixing it up with. Both getDammage and damage have the same effect.
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Spawning vehicles if addon is enabled
fight9 replied to jcae2798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think the error in the code you posted came from your use of BIS_fnc_selectRandom. You were putting an array inside of another array, causing there to be only one choice - the whole array. Also, you were passing the whole array to createVehicle. _cartype = [_ALLCARS] call BIS_fnc_selectRandom; _veh = createVehicle [_ALLCARS, _spawnPos, [], 0, "NONE"]; should be _cartype = [b][color="#B22222"]_ALLCARS[/color][/b] call BIS_fnc_selectRandom; _veh = createVehicle [[b][color="#B22222"]_cartype[/color][/b], _spawnPos, [], 0, "NONE"]; since _ALLCARS is already an array and _cartype is the randomly selected one returned from the function. -
Spawning vehicles if addon is enabled
fight9 replied to jcae2798's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can use isClass to check for specific class names. You could build an array of classnames, check if they are available, and then pick one randomly to spawn. [color="#FF8040"][color="#191970"][b]private[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"_possible"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_available"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_random"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_spawn"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// array of possible classnames[/i][/color] [color="#1874CD"]_possible[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"bat_mobile"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"wiener_mobile"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"pimp_mobile"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"DAR_M1151"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"B_G_Offroad_01_F"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// create array of available[/i][/color] [color="#1874CD"]_available[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]isClass[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]configFile[/b][/color] [color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b]>[/b][/color] [color="#7A7A7A"]"CfgVehicles"[/color] [color="#8B3E2F"][b]>[/b][/color][color="#8B3E2F"][b]>[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_available[/color] [color="#191970"][b]pushBack[/b][/color] [color="#000000"]_x[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color] [color="#191970"][b]forEach[/b][/color] [color="#1874CD"]_possible[/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// randomly select one available[/i][/color] [color="#1874CD"]_random[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_available[/color] [color="#191970"][b]select[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]floor[/b][/color] [color="#191970"][b]random[/b][/color] [color="#191970"][b]count[/b][/color] [color="#1874CD"]_available[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#006400"][i]// spawn random[/i][/color] [color="#1874CD"]_spawn[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#191970"][b]createVehicle[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_random[/color][color="#8B3E2F"][b],[/b][/color][color="#191970"][b]position[/b][/color] [color="#000000"]player[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"NONE"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter -
trigger thisList in dedicated
fight9 replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That was the problem. The unit name that thisList returns on the server doesn't work with the group command (group needed for the join command). -
How disable Commanding Menu?
fight9 replied to nark0t1k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You are probably right. I just know I got an error the other day when I tried to send nothing through a spawn. -
How disable Commanding Menu?
fight9 replied to nark0t1k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Depending on where he runs the script, you might get an error if you don't pass at least an empty array. -
trigger thisList in dedicated
fight9 replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know the answer to this one. Hopefully some one else can shed some light on. One solution I can think of is setting the statements locally for each client, where player is defined, and then deleting the trigger afterwards. -
trigger thisList in dedicated
fight9 replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, I was just looking at that. Join is a global command and your syntax looks correct. I'm not sure. Try the joinAs command to see if we can troubleshoot the problem with Join. Try figuring out what thisList select 0 returns on the dedicated. Maybe its not the player unit you are trying to use in group. Not sure what else it could be though... What do you have for setTriggerActivation? -
trigger thisList in dedicated
fight9 replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can only set trigger statements locally. You can have the same trigger testing something different on every client. Per the wiki, the effects of setTriggerStatements are LOCAL, meaning those statements are only set locally. EDIT: To further prove my point, all of the trigger commands are listed under CfgRemoteExecCommands for use with BIS_fnc_MP. -
trigger thisList in dedicated
fight9 replied to cruoriss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Triggers are global objects but the settings of it are local. You want to create the trigger on the Server ONLY. But then create the statement for it on the client. OR, set the statements on the server, but run the code from it on the client via BIS_fnc_MP. -
Player on dedicated server
fight9 replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
****** -
Player on dedicated server
fight9 replied to Persian MO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The first line will exit the script if it is not the server. However, player is not defined on a dedicated server. That's not going to work. -
Detach sling load command
fight9 replied to -TFP- Bridge.J's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You should add that info to the wiki.