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jshock

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Everything posted by jshock

  1. Thanks as always Foxhound! Changelog: v1.2 >>Optimizations and error fixes
  2. Yes just the same as execVM: https://community.bistudio.com/wiki/spawn
  3. I would say if the mission itself was not on a particular map, there shouldn't be a problem, however, yes certain maps can cause performance issues (or so I assume) when a mission is played on them, whether the issue come from lots of map objects or lots of those objects being simulated/animated to an extent.
  4. Yep, sorry, was on my phone and typing quickly :P, what is quoted above will also not work in the scope of a unit's init (local variable in a global space), so do: 0 = [this] spawn....
  5. Same difference as far as I remeber.
  6. [this] spawn { (_this select 0) allowDamage false; waitUntil { (getPosATL (_this select 0)) select 2 < 2}; (_this select 0) allowDamage true;}; Unit init.
  7. The hint is local to the unit you've assigned it to, use remoteExec or BIS_fnc_MP to broadcast it so everyone else can see it.
  8. jshock

    Need for garrison script

    Hopefully my reply in your link helps, been busy lately.
  9. In fn_garrison.sqf add the following on line 33: _positionCount = [_this,5,-1,[0]] call BIS_fnc_param; Replace lines 41-48 with: if (_positionCount isEqualTo -1) then { _positionCount = round(_buildCount * _pctFill); }; In fn_buildingPositions line 37 change: "House" to "Building" See if doing that helps any.
  10. https://community.bistudio.com/wiki/BIS_fnc_randomInt
  11. waitUntil the function variable exists: waitUntil {!isNil "fnc_A"};
  12. Do the functions your calling require any parameters to be passed in?
  13. {isTouchingGround _x && _x != air1} count thisList > 0 {isTouchingGround _x} count [unit1,unit2] > 0
  14. You'll want to research dialogs/GUIs in Arma 3 and go from there, or simply add 3 actions, on for each loadout.
  15. jshock

    trigger statements

    {(_x in thisList) && (((getPosATL _x) select 2) < 1)} count (playableUnits + switchableUnits) > 0 && {side _x == independent} count thisList == 0
  16. When you hide the object initially I would use hideObjectGlobal instead of hideObject, then in the condition of your trigger: isObjectHidden caseBomb https://community.bistudio.com/wiki/isObjectHidden
  17. Yea, make a file called then initPlayerLocal.sqf and put it there.
  18. You may want to read some of the rules here before posting in another language. But to answer your question: (findDisplay 46) displayAddEventHandler [ "KeyDown", { _handled = false; if ((_this select 1) in actionKeys "networkStats") then { _handled = true; }; _handled; } ];
  19. jshock

    Question. ( for from do )

    Unless I'm mistaken by what you mean or by what this post says, I can do as many onEachFrame stackedEHs as I please, while getting the same result.
  20. jshock

    Question. ( for from do )

    You have no exit conditions on your while loops, therefore it won't continue after the first iteration of the for loop.
  21. jshock

    Healing script help

    This is my bad, but in the condition of the action you need to flip "_target" and "damage", fixed above, that's what I get for trying to type too fast :P.
  22. I've never programmed with C myself, but it would probably be a good base to start with.
  23. http://www.durofy.com/10-major-differences-between-c-and-c/
  24. C++/Java would be of a relatively close relation.
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