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jshock

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Everything posted by jshock

  1. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Engine Truck1 addEventHandler [ "Engine", { if (_this select 1) then { null = [(_this select 0)] execVM "Detonation5.sqf"; }; } ];
  2. Which can be done here: feedback.arma3.com
  3. jshock

    Help with timing of script execution

    Moving the call to this script to the initPlayerLocal.sqf should fix the issue, if not then at the top of the init/initPlayerLocal put: waitUntil {!isNull player && time > 3};
  4. jshock

    Replace a class

    These two links may help, may not: https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
  5. jshock

    Help with timing of script execution

    Well, when exactly do you want to delete the "things", I can assume since you tried it in the init, that you want to delete them at mission start?
  6. After your createVehicle line: https://community.bistudio.com/wiki/createVehicleCrew
  7. Change the following lines within the sqf: //42 _sec = _hostage addaction ["<t color=""#0000FF"">" + ("Secure prisioner") + "</t>","hostage.sqf",nil,6,true,true,"","_this distance _target < 3"]; //60 _hostage addaction ["<t color=""#0000FF"">" + ("Follow squad") + "</t>","hostage.sqf",nil,6,true,true,"","_this distance _target < 3"]; //76 _hostage addaction ["<t color=""#0000FF"">" + ("Free hostage") + "</t>","hostage.sqf",nil,6,true,true,"","_this distance _target < 3"];
  8. https://en.wikipedia.org/wiki/Kinematics Unless you mean: "cinematics"
  9. Here is some simply straightforward code as to what I'm thinking, but maybe I'm just not understanding completely what you mean: fnc_getMissionVariables = { _vars = []; _profileVars = ["checkpoint","rallypoint","assualt","lastStand"]; { _vars pushBack (profileNamespace getVariable [_x,false]); } forEach _profileVars; _vars; }; if (profileNamespace getVariable [firstMissionHasBeenPlayed,false]) then { _vars = [] call fnc_getMissionVariables; [_vars] call fnc_startMission; } else { [] call fnc_startNewMission; };
  10. Script terminates, variables terminate, memory is reopened (last I remember anyways).
  11. You could save certain "flag" type variables to the profileNamespace of the player, and just check to see if certain flags are true/false before overwriting any data.
  12. jshock

    Random tasks\objectives

    Yea it's probably the BIS function, you will need to find another community script that allows for waypoint/patrol generation in water.
  13. jshock

    Random tasks\objectives

    Try this: _rndPos = [_AOmarker,50,_radius,5,2,0.5,0,[],[]] call BIS_fnc_findSafePos;
  14. Thanks appreciate the complement.
  15. No one has to listen to me, but I'm surely honored that you think that my words have the power to will people into doing something :D.
  16. jshock

    Random tasks\objectives

    True. True. True. And also very true. :D As far as I'm concerned there is considerably enough information in this thread for you to figure it out, sorry if that makes me an ass, but eh :p.
  17. Ok, bad choice of a word, so what, I've just never like using them. Hey Das, yea I know what their used for, and could be used for, but I've just never had a situation in which I needed to use them, or at least I preferred a different method when I could have used them :p.
  18. That's what I would consider an unclean way of doing things, I've honestly never seen anyone use that in any of the code that I've ever seen for Arma 3.
  19. exitWith is used in conjunction with an if statement, not while. Your exitWith statement has to be within the overall while loop, to then exit the while loop: while {condition} do { if (condition) exitWith {hint "loop ended";}; }; //rest of code...
  20. Not really worth the time and effort of BI, MP mission scripting/editing isn't exactly leaps and bounds different from SP, you just have to grasp a couple concepts (i.e. locality) to be able to accomplish what you want.
  21. jshock

    Object Placement

    I don't know about the official BI missions, but I've always used the standard in-game editor, with some patience and persistence, and was able to accurately enough place objects.
  22. jshock

    Condition of Arrays

    if !(_randomcar in _EXCLUDE) then {};
  23. It could be that the buildings don't follow BI's building position system, in which case, this script won't work. And to be honest I neither have the time nor interest to see about an alternate way of combating that issue, you are more than welcome to explore options for it (i.e. a community building position(s) function).
  24. if (!isServer) exitWith {}; _HC = owner HC; //"HC" denotes the name of the unit in-game ["HCS_addToHC", "onEachFrame", { if ((isPlayer)||(_x in units group _HC)) exitWith {}; if (isNull _HC) ExitWith{}; { _x setGroupOwner _HC; //adding all units that aren't player or aren't already under HC to HC }forEach allUnits; }] call BIS_fnc_addStackedEventHandler;
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