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Everything posted by jshock
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trigger condition time...end mission
jshock replied to Duke101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not have a call to a short script after the Opfor counter attack begins (assuming your using some sort of triggering mechanism for it), so the script would look like this: sleep 600; endMission "END1"; //or whatever you are using to end your mission -
Make AI playable based on player count
jshock replied to wyattwic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This would be the command you would use: https://community.bistudio.com/wiki/setPlayable However it says: -
Performance question: objects not a problem?
jshock replied to Smoerble's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah like I said, it was a while back, probably a few updates since then have fixed some of the issues that were caused, but then again that was also back in my earlier scripting days when I didn't have a good grasp of server side object creation and clientside :p. But as you can see Smoerble, it's all a matter of what exactly you are using, static objects (not too costing), some dynamic objects (not too costing), a lot of dynamic objects (costly if not setup properly), and object creation during the mission is always important to have a good understanding of when it needs to be clientside or serverside or else it will "create" that object for each connected client every time (exponentially increasing the number of objects). And a lot of things with looping conditional checks (addActions, triggers, waypoints, etc.) will also cause issues if not properly attended to. And remember too with object population based on view distance, everyone that comes in could have a different view distance, so for some people only a few objects truly populate and for some people who have their view distance cranked to 12000 will populate most of the objects on the map. -
Performance question: objects not a problem?
jshock replied to Smoerble's topic in ARMA 3 - MISSION EDITING & SCRIPTING
From my experience your assumption is incorrect, I had made a mission a while back (months) where I started with about 800ish objects, and with a few issues with scripting, my server guy informed me that there were over 3000 objects on the map at the time the server became unplayable. This may be different now, but no matter how you look at it objects are no necessarily "out of sight, out of mind" you would have to use the simulation module for that. And yes a lot of triggers and waypoints will cause drops in performance. -
Trigger activation on time
jshock replied to jordanbache97's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yep simple line in the trigger condition: daytime == 2.92 //<< ~.92 hours, gets repeatable .91666666 -
Two Players carrying a Create?
jshock replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well to clarify, you can do it by yourself, it's just that the crate won't be "moveable" until you have two people. So not having an action at all is still a problem, but I'm unsure of the issue, and currently pressed for time, so I can't look at it too closely, sorry :(. -
Two Players carrying a Create?
jshock replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
To your #1: The crate doesn't have to be named just put the script call line in the init field of the crate, the script does all the check work, no need for your trigger activation. #2: Same for naming the players, the script should do that on it's own, the reason for his "impossible to test because I script solo" comment is due to the fact that the script needs TWO people to have it work completly, so you will need a friend or someone else to test it out. The script adds "action text" to the crate via an addAction line, except as he has it, it's essentially it's own unique action criteria based on the variable "carriedBy". So until "carriedBy" equals 2, meaning two people have used the action, the crate can't be carried and moved, etc. BTW DE, I like the logic behind it all, just really looked closely at it, makes sense, but the real question is if Arma can make sense of it :p. -
Quick BIS_fnc_param Questions
jshock replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well then....who knew I could be so good as to break BIS parent functions....check our PM messages for the link :p. BTW was just using the fn_defend.sqf with the fn_garrison.sqf as the testing scripts, all the rest are just blank/just hint something. -
I have read the wiki page, and understand most of it, but it doesn't answer the following questions: For the default value and data type, can it be Boolean (as in the use of true/false) or does it just use 1 or 0 as it's Boolean check? And secondly, the index is no different then saying (_this select 0) or (_this select 1), correct? For example if I have something that looks like this: nul = [1, 2] execVM "script.sqf"; //script.sqf _number = (_this select 0); _secondNumber = (_this select 1); //is no different than _number = [_this, 0 , 0, 0] call BIS_fnc_param; _secondNumber = [_this, 1, 0, 0] call BIS_fnc_param; Disregard second question, found the answer :p. And if I was going for a patrol operation type mission, and I would like to define what mission is being played, either by randomization, or by passed arguement, would that look something like this: private ["_mission", "_random"]; _mission = [_this, 0, 0, 0] call BIS_fnc_param; _random = [_this, 1, false, 0] call BIS_fnc_param; if (_random) then { _mission = floor(random 5); } else { switch (_mission) do { case 0: {}; case 1: {}; case 2: {}; case 3: {}; case 4: {}; case 5: {}; default: {}; }; };
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Quick BIS_fnc_param Questions
jshock replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, so in part related, or at least from what I can tell from the directory given by this error message. What would cause the below error message: https://www.dropbox.com/s/hccwqd153zlgktx/error.jpg?dl=0 -
Animations with Keybinds
jshock replied to mistaparadox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It sounds like you need to have it check for the key press, play the animation in a looping manner with a waitUntil key pressed again to break out of that loop. At least that's my best guess, I haven't used custom key bindings before, but that sounds like it could be the issue. So in a really simplistic concept look at the code: _pressed = false; waitUntil { key pressed }; _pressed = true; while (_pressed) do { //play animation if (key pressed) then {_pressed = false;}; sleep 5; //or whatever the time it takes to completed said animation }; -
Two Players carrying a Create?
jshock replied to Ice_Rhino's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I wouldn't know exactly how to do it, but conceptually in my head I see the addAction on the crate calling a script that will "attachTo" the player and then has a waitUntil command checking that the crate is attached to 2 players at which point a variable or some sort of allow move type command changes to give the ability for the crate to be moved by the players. -
Unit Present + Radio Activation?
jshock replied to rtek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I figured a try was worth something :p, and I haven't messed much with multi-activational triggers (that sounded fancy...) but could you try to group/sync two separate triggers together (one for radio alpha, one for Blufor present), I have no idea if that would work, but I also have no idea how to get it to work if that doesn't :). -
Unit Present + Radio Activation?
jshock replied to rtek's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you have the trigger with the activation being Radio Alpha, in the condition field try: this && {alive _x && {side _x == WEST}} count thisList >0 -
Make a MP/Co-Op Missions 'Saveable'
jshock replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, other than iniDB I'm not sure of any other means by which to do what you need to, and iniDB might not even do what you need. Hopefully someone else can give some input. -
Make a MP/Co-Op Missions 'Saveable'
jshock replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well I know that for save/load, there is the standard Arma save/load system, but I'm sure that isn't exactly what your looking for. As far as other save/load systems I think they use database systems, which is out of my scope of knowledge. For persistence that is more about how the mission is built and making sure you have a server that won't crash, but if you wanted to have the persistence + the ability to restart the server, the databases would come into play once again. But this may help you out a bit: http://forums.bistudio.com/showthread.php?150293-iniDB-Save-and-Load-data-to-the-server-or-your-local-computer-without-databases! -
Make a MP/Co-Op Missions 'Saveable'
jshock replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you looking for the save/load or a persistent battlefield? -
Quick BIS_fnc_param Questions
jshock replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was actually just about to check to make sure that was right as well, we must be on the same thought pattern today :p. And also thanks for the other way of doing the "random" portion of the mission variable, the fewer variables and arguments needed to be passed the better :D. @Jona and @654wak654 thanks for your help as well, much appreciated! -
Quick BIS_fnc_param Questions
jshock replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, just to check my understanding of it, the fourth parameter as you and Waltenberg have put, as long as it contains false or true, the function understands that the data type coming in needs to be Boolean, correct? It's not saying that the dataType coming in has to be either false or true. And since we all seem to be writing over eachother, Waltenberg already qualified my question :p. -
can you set a specific number of units to set off a trigger condition ie > 5 blufor u
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The onAct call would be something like this: nul = [] execVM "resetTrigger.sqf"; The sqf would look something like this: sleep 3600; trigger1 setTriggerActivation ["WEST", "PRESENT", false]; trigger1 setTriggerStatements ["{alive _x && {side _x == west}} count thisList >= 5", "nul = [] execVM 'resetTrigger.sqf';", ""]; -
can you set a specific number of units to set off a trigger condition ie > 5 blufor u
jshock replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could have a small script run on the activation of the trigger, have it with a sleep of 3600, and then basically reset the trigger with these commands after the sleep is done: https://community.bistudio.com/wiki/setTriggerActivation https://community.bistudio.com/wiki/setTriggerStatements So to walk through it, you name your trigger whatever (i.e. "trigger1"), set it to run only once, do all the condition statements and such in the editor, put a call to the trigger reset sqf in the onAct field, in that sqf there is a sleep command (being your 3600 seconds, or whatever) then after that you essentially reset the trigger1's activation and condition codes with the two commands above, and it should be "reset" and waiting for the next triggerable event, being when 5+ Blufor enter the area. -
Activating CAS module via trigger?
jshock replied to DrChrispocalypse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think on those runs the AI jet pilot is looking for a laser target to bomb, I could be wrong, but I don't think they just bomb away. -
Eventhandler killed gives back killer self
jshock replied to nomisum's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you supply the entirety of your EH, so we can see it, cause most of the time the issues pop up from other errors in the code, not just what seems to be the problem. -
AI spawning with flashlights question
jshock replied to jandrews's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know what would be better either, just depends on your mission/script and what your looking for it to do. If it's small enough and no need for it to be encompassing of the enitre side, I would just use the group, but if you needed the whole side for whatever reason do the side check. But seeing how it's FIA under "command" of an AAF soldier, I would recommend group, just so it's easier. -
I just knew that it needed to be addon based, I have no idea exactly how to access the config of a mod.