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Everything posted by jshock
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Shock's Building Garrison Function (SBGF)
jshock replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks as always Foxhound! Changelog: v1.2 >>Optimizations and error fixes -
How do you get the script handle of a spawned script?
jshock replied to pwner's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes just the same as execVM: https://community.bistudio.com/wiki/spawn -
Does mods cause lag, , slows down and conflict with your mission scripts?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
[SOLVED!!]"allowDamage" false only in the air
jshock replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are you running any mods? -
[SOLVED!!]"allowDamage" false only in the air
jshock replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.... -
[SOLVED!!]"allowDamage" false only in the air
jshock replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Same difference as far as I remeber. -
[SOLVED!!]"allowDamage" false only in the air
jshock replied to zagor64bz's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[this] spawn { (_this select 0) allowDamage false; waitUntil { (getPosATL (_this select 0)) select 2 < 2}; (_this select 0) allowDamage true;}; Unit init. -
Enemies left hint for spawned units?
jshock replied to ArmaMan360's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Need for garrison script
jshock replied to ArmaMan360's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hopefully my reply in your link helps, been busy lately. -
Shock's Building Garrison Function (SBGF)
jshock replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Random value between a min and max figure for perfectly round AO?
jshock replied to ArmaMan360's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/BIS_fnc_randomInt -
Order of execution of PreInit functions
jshock replied to magnetar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
waitUntil the function variable exists: waitUntil {!isNil "fnc_A"}; -
"call compile format" doesnt seem to work ?
jshock replied to kennychr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do the functions your calling require any parameters to be passed in? -
Exclude aircraft from activating triggers
jshock replied to anfo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
{isTouchingGround _x && _x != air1} count thisList > 0 {isTouchingGround _x} count [unit1,unit2] > 0 -
Loadout selection on object?
jshock replied to ArmaMan360's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You'll want to research dialogs/GUIs in Arma 3 and go from there, or simply add 3 actions, on for each loadout. -
{(_x in thisList) && (((getPosATL _x) select 2) < 1)} count (playableUnits + switchableUnits) > 0 && {side _x == independent} count thisList == 0
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Help about trigger conditions
jshock replied to yawdamper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Disable the display of "Kill and Death" (Key "P")
jshock replied to snakeplissken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea, make a file called then initPlayerLocal.sqf and put it there.- 13 replies
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- Disable K/D
- K/D
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Disable the display of "Kill and Death" (Key "P")
jshock replied to snakeplissken's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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; } ];- 13 replies
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- Disable K/D
- K/D
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(and 1 more)
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Question. ( for from do )
jshock replied to Ilias38rus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Question. ( for from do )
jshock replied to Ilias38rus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You have no exit conditions on your while loops, therefore it won't continue after the first iteration of the for loop. -
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.
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Question about Scripting in Arma (Script Language)
jshock replied to freexavier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've never programmed with C myself, but it would probably be a good base to start with. -
Question about Scripting in Arma (Script Language)
jshock replied to freexavier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://www.durofy.com/10-major-differences-between-c-and-c/ -
Question about Scripting in Arma (Script Language)
jshock replied to freexavier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
C++/Java would be of a relatively close relation.