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jshock

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Everything posted by jshock

  1. jshock

    this addAction alternative

    Yea that or this: null = [unitName] execVM "ASORGS\open.sqf"; And depending on how the script is put together, you may need to make a few modifications to it since you aren't using the addAction any longer.
  2. jshock

    this addAction alternative

    You just pull out the call to the script, being: [] execVM "ASORGS\open.sqf"; ^ This is directly calling the script.
  3. I understand that, I'm saying that "group_1" is the cfg marker class for Arma 2, not Arma 3, which is "group1". Scroll through this page to see what I mean.
  4. Your _wp1 must be global. Last example in notes section of the addAction Wiki.
  5. jshock

    [CODE] markers

    So basically, phone is turned on, the GPS is "initialized", and the player see's his position, and only his position on the GPS, but even if another player had a GPS, they won't be able to see eachother's positions? But your issue now is that it creates a marker on the player's position no matter if he is possesion of the phone or not? Sorry but your wording of it is kind of confusing.
  6. Well, if that didn't work I'm out of workaround ideas :p. I don't have much experience in messing with text editing in the first place, but hopefully someone will come along with a solution :). Oh and in your setMarkerText, you set it to mrkTest not mrkText, see if changing that changes anything. And the setMarkerType should be, "group1", with no "_".
  7. In that case could this work then?: _mrkText = str (composeText [parseText "<size='2'>Marker Text>"]);
  8. Ok so, I have numerous functions in use that spawn units into a particular AO, those units and groups as they are spawned are pushBack into a global array to be referenced later in a delete function. The delete function basically takes all the cached units and then deletes them, or if the units are null then remove them from the array. So basically the problem is that I have a lot of nested arrays within that global array and I'm not quite sure how to handle it properly, here is what I have so far (global array elements included are just for example purposes): SHK_deleteArray = [[unit1, unit2, unit3],[unit4, unit5, unit6],[unit7]]; { { if (isNull _x) then { SHK_deleteArray = SHK_deleteArray - [_x]; } else { deleteVehicle _x; }; } forEach (SHK_deleteArray select 0); } forEach SHK_deleteArray; if (count SHK_deleteArray > 0 ) exitWith {hint "Unable to delete all elements from SHK_deleteArray";};
  9. May or may not work, but you'll get the idea: _mrkText = composeText [parseText "<size='2'>Marker Text>"]; //obviously change the number after "size" to whatever your're looking for _mrk setMarkerText _mrkText; And here is the page on Structured Text.
  10. For the text, you may need to use composeText and parseText. As far as your question threads, that's what this forum is for, to help those who don't know, and all of us answering questions not only we enjoy doing it, but learn a lot along the way as well :).
  11. Works perfectly btw Iceman, thanks again for your help, I knew that there was something that was needed indexing side, just didn't think index of the for loop :p.
  12. Yea I remember seeing that somewhere in my ventures, thanks for explanation never the less :p.
  13. I thought that at first but I have a hint that displays all elements after deletion and it would pop up as: [[NULL OBJECT, NULL OBJECT], [unit2, unit3]] So it was more of "cleaning" the array out completely, as well as if any of the units are killed after being pushed into the array they are now nulled. I don't know if it matters but I put it there anyhow.
  14. Thanks Iceman, will give it a go.
  15. You need to sync the groups "Get Out" waypoint with the helo's unload/drop off waypoint.
  16. I use these two BIS_fnc to get tasks done, and makes it easy to work with as well: BIS_fnc_setTask (return value is the task ID) and BIS_fnc_taskSetState (uses a task ID to set that task's state) examples: _task = ["HVT", WEST, ["Capture the CSAT Officer", "Capture HVT", _marker], (getPos _unit), "CREATED", 5, true, true] call BIS_fnc_setTask; while {true} do { if (!alive _unit) exitWith {[_task, "Failed", true] call BIS_fnc_taskSetState;}; if (triggerActivated capPoint) exitWith {[_task, "Succeeded", true] call BIS_fnc_taskSetState;}; sleep 3; };
  17. Always appreciated :p. So would the difference just be the interval of the looping conditional check? (i.e. while every blah ms, and waitUntil ~3ms)
  18. Could probably use something with BIS_fnc_triggerToMarker and then just add in all the trigger statements needed for it with setTriggerStatements , setTriggerActivation, and setTriggerArea.
  19. You may want to add in: this setBehaviour "CARELESS"; //maybe even commandStop this;
  20. If it works don't mess with it :), always a good rule of thumb. But you could still just use a waitUntil as well to make it look neater(ish), below is the same exact concept, just with waitUntil instead of while: waitUntil {!visibleMap}; "site1" setMarkerAlphaLocal 0; mapIsOpen = false; Only difference between mine and yours is that yours is continuously checking for the condition, and mine suspends the script until a condition is met, then goes into the rest of the script.
  21. You could just try a while loop with waitUntil's for each condition your checking: while (true) do { waitUntil {visibleMap}; //Do your marker stuff here waitUntil {!visibleMap}; //Do your other marker stuff here if (certain ending condition) then exitWith {}; }; I'm honestly surprised they don't have a "Map Opened/Close" EH for this particular scenario, unless I missed it somewhere.
  22. Yeah it dependencies your script/mission if you use any of the CBA contents, sadly... :(
  23. Respawn EH, just have the addRespawnPosition function call execute on it's respawn.
  24. jshock

    Missing civilians

    Could you provide the list of mods that you are using?
  25. Set the difficulty to Veteran or Elite.
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