-
Content Count
3059 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by jshock
-
if (blah in ['0']) then {};
-
Dialog based on kill
jshock replied to thefluffyraisin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/addEventHandler -
Dialog based on kill
jshock replied to thefluffyraisin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A killed EH on all applicable units. -
addaction, execVM and Locality.
jshock replied to citazenman's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Make the condition in austin's code with "==" not a single "=". -
Both should work in sqf.
-
That's a bit complicated I believe, because you will need to create a logic vehicle, then attach all the necessary variables associated with the module, then alter/set those variables to your liking, a bit more trouble than it's worth IMO.
-
Check your quotes again...
-
http://forums.bistudio.com/showthread.php?190426-BattlEye-service-implementation&p=2910511
-
Add respawn script to dynamic spawned helo
jshock replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Take that and replace: [_x] execVM "respawnScript.sqf"; With yours (replacing "this" with "_x"): 0 = [_x,5] execVM "vehicle_respawn.sqf"; Keep in mind, this will be applied to all your objects (fortifications, vehicles, etc.), so if you want to limit it to certain things, such as only vehicles, you will need to check the object before applying the script. -
Add respawn script to dynamic spawned helo
jshock replied to ringoray's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, how is the respawn script used/called in the first place? BIS_fnc_objectsMapper returns all the spawned objects, so you would need to do something like: _objects = [/*objectsGrabber info*/] call BIS_fnc_objectsMapper; {[_x] execVM "respawnScript.sqf";} forEach _objects; -
The first bit should work, so that is why you need to debug the returns of each triggerActivated. I would also recommend turning on -showScriptErrors in your startup parameters if you haven't already.
-
For debugging purposes just do the following and see what it says: systemChat format ["Trigger 1 activation is: ",triggerActivated test1]; systemChat format ["Trigger 2 activation is: ",triggerActivated test2];
-
The closing brace on your outer if statement ends with a ":" not a ";" :D.
-
Update 1.44 dedicated server unable to start mission with addons
jshock replied to doomnet's topic in ARMA 3 - TROUBLESHOOTING
Try going in and re-saving your missions in the editor (don't need to add anything, just save) then re-upload the mission file to see if that helps. -
Issue with triggerStatement.
jshock replied to ravsun's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_tr1 setTriggerStatements ["this", "[[['','B_supplyCrate_F','FncSupplyCargo1'],'supply\supply.sqf'], 'BIS_fnc_execVM', true] call BIS_fnc_MP;",""]; -
Ok, try changing the hint line to: [composeText [_titlered + _text],"hint",true,false,false] call BIS_fnc_MP;
-
Try this: _titlered = parseText "<t color='#cc0000' size='1.2' shadow='1' shadowColor='#ffcc00' align='center'>Mission Update:\n\n</t>"; _titleylw = parseText "<t color='#ffcc00' size='1.2' shadow='1' shadowColor='#cc0000' align='center'>Mission Update:\n\n</t>"; _text= parseText <t align='center'>All primary targets destroyed</t>"; hint composeText [_titlered + _text];
-
Well, you have said what has worked, but what specifically isn't working as intended?
-
If you want it to only show after the trigger is activated take off the "!" in the condition field in my example.
-
mis1 = player addaction [""<t color=""#FF8400"">" +"Capture AAC Airfield","ops\aac.sqf","",1,false,true,"","!(triggerActivated triggerName)"];
-
I don't see what good the sleeps are "in" both of your while loops, seeing how they are outside the scope of the loop. Also neither loop has an exit condition, I recommend having one.
-
Removing countermeasures from helicopters
jshock replied to kdk11's topic in ARMA 3 - QUESTIONS & ANSWERS
If you want to be more specific than just removing all ammo: https://community.bistudio.com/wiki/removeMagazinesTurret -
Not that I know of, like I said with coding it's all personal preference, only until you get into companies is when conventions start to be put in place.
-
Virtual Ammobox System (VAS)
jshock replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ummm, VAS is dead, doubt your plea will be of any use. In the VAS folder is a file named "config.sqf", open it in a text editor and near the top is a variable called "vas_disableSafetyCheck", set that to true and see if that helps with the load time. -
Well if your coding in Notepad any tabs/spaces/etc that you have will be transferred over if you copy and paste it from Notepad, but the main point Dreaded is trying to make (I think) is that your coding format style is a bit hard to read in some places, but in the end it's a personal preference kind of thing, if you can read your code that's all that really matters :p.