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Everything posted by jshock
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initPlayerLocal.sqf and BIS_fnc_typeText
jshock replied to Devastator_cm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can you post what your file looks like? Cause I've done the same in a mission of mine and it works fine. -
I can work the configs if necessary, I just need the textures :p. Yea, it would be nice to have that work fully, completely script in new textures on the fly.
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Yea if I had and/or could afford Photoshop, I would have learned at least some basics a long time ago. But since I also refuse to pirate it like most people do.....
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Yours?
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OP updated with currently implemented features to WIP, future WIP, future features, and things I'll never be able to do :D.
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I did notice that too :p, there aren't a whole lot of vanilla sounds that make sense for a detector, :).
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What is this f*cking Lord of Rings now, lol (or Harry Potter whichever you prefer) in which case I can give you all rings and socks if that will make you all happy.I forgot to update from last night, got the vehicles working now as well, so vehicles are now mobile safe zones :).
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Well, I want the gear for sure :p, but I actually like that the sound changes once your in the deadly hot zone, I'll see about doing something like that :).But seriously if your're up for helping me with the gear itself and adding some diversity to what is there in the video, it would be awesome.
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Trouble with BIS_fnc_feedback_hitArrayHandler .. any guidance?
jshock replied to kremator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's probably an internal BIS variable set on mission start, not a function, the waitUntil would be required for evalution of the variable yes. That variable is probably set by BIS_fnc_feedbackInit or BIS_fnc_feedbackMain, I have experience with neither, so I'm not sure how to make it work with AI. My half-educated guess would be just comment out the waitUntil and see if it works then, though I also don't know the backend or necessary function requirements for the tcb function executed, but if it errors out you'll know :p. -
How to remove addon dependency in Arma3?
jshock replied to lugiahua's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://forums.bistudio.com/topic/194042-remove-mod-dependency-on-a-mission/#entry3087857 Mission files by default are now binarized. -
Both features done. B) Just make sure when you do this that the player is already loaded out (pre mission) with all required gear, or you have them start in a safe zone or else the players will have ~20secs before they die, lol.
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I actually hadn't thought of that, but that should be easy to implement :D.
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MP compatibility is the intent, some features may only be in SP due to performance requirements. Half the time I have to go back to make sure it will work SP when I'm coding it for MP.I've yet to test large scale MP with it, but I've gotten a couple friends to play with me here and there on my showcase mission (which is coming along nicely) and they haven't noticed any sort of frame drop with what I have currently (barring this most recent addition of the perimeters). Once I get this mod to basically a releasable "beta" stage I will probably get my unit to make a few missions with it, that way I can get 20-30 people on MP to stress and test it out, before I push public. A lot of this mod is handled exclusivley on the client, which makes SP coding and MP coding overly simple. The diffculty comes when the server (which handles the information on the areas) has to update clients on connect or when new areas are added dynamically. The other difficulty I see as a future issue is overall security of the mod from an MP standpoint, lots of variables and functions that can be accessed from a client to inherently change gameplay overall, but I'm hoping it won't come to that, even if it did, I'm not really sure I would take too much action on it, at least not quickly. @Ltf, most practical in the Arma series is going a little far no :p. I mean, this is my first big scale project I've worked on, and I've only been playing since the later days of A2. I'm sure there are some better, if not more practical mods out there. But I can see where the comment comes from, and it's appreciated .
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Alright, got the cold to warm to hot zone stuff working now as well, at least to the point where I can use it to continue with other features, the detector will now beep slower/faster depending on the perimeter level in which your player character is in. There are four levels of perimeter, each 25% larger than the "dead zone" radius before it, i.e., a 200m radius contaminated area would have perimeter zones at 250m, 300m, 350m , and 400m from dead zone center. I will probably add a "micro zone" when your're within 5m of the originating object, but only if there is an originating object (as you can use the module position as well, which in that case an absolute origin doesn't make sense). You will not be injured within the perimeter zones, only in the dead zone, which is the user defined radius of the contaminated area. I can make this overly modular as well in the sense that the user can define how far out the detector can detect, then simply *insert math here* to create 'x' number of perimeter zones based on that input, just not right now, I want to get this out there in the public eye before I start to clamp down on this. But I think people will be happy with what is given, at least for a while.
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[CODE SNIPPET] Planted explosives + Respawn
jshock replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. -
Thanks to Soolie and Zagor for taking the time to work on this UI for the detector, I will be implementing the following here as soon as I can!
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If this were my function, and it relied on an array being passed in, I would throw a check on it before ever getting to the loop portion of the code, if there is nothing in the array, there is no reason to run the function. params [["_arrayIn",[],[[]]]]; private _count = count _arrayIn; if (_count == 0) exitWith {diag_log "Array entered function with no elements."}; for "_i" from 0 to (_count - 1) do { { hintSilent str(_x); } forEach _arrayIn; }; It's important to write functions that analyze their input data to make sure that it will function properly, and throw errors when necessary so the end user can fix their input errors.
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I mean, it's nice to have some sort of visualization of the area from afar, but if it's too frustrating to implement, then I honestly don't want you to worry about it, cause I'm certain the first thing that people would want updated is that effect. Hopefully when the whole perimeter system is hashed out the player can be some distance from the area, but start to get the effects of the area gradually added so it gives the impression of "hey I'm close to a bad place" but they haven't arrived yet.
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They aren't stupid questions, as it's easy to not see what you posted as the same thing unless you've had some sort of understanding of code complexity. Easiest thing to do in that situation was to write out what the code said (I may have said all this before, idk...), which is where you'll see that the two basically say the same thing.
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I would say yes, those are basically the same. From a code complexity standpoint, those are definetly the same. As far as common usage, you get to choose don't you? lol If your're only going from 1 to 2, there really isn't a need for the for loop, as it will only run once, but for any other number x to y where y minus x > 1, the yea use the for loop.
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When the mod maker has people helping him in the background and he wonders what they are coming up with: :868:
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(MP) Display different text to different groups based on same trigger. HELP!
jshock replied to TheGeneral2899's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try these out: ["You must stay close to the compound! Get back there or you will forfeit!", "PLAIN", 2] remoteExec ["titleText",groupOwner j,false]; ["The journalist has gone too far from the compound! Get him back there or you will forfeit!", "PLAIN", 2] remoteExec ["titleText",groupOwner p,false]; -
Find all markers in trigger area
jshock replied to davidoss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
({!isNull _x} count ((thisTrigger getVariable "depenency") select 2) == 0) This should return false if there are any non-null objects in the array or return true if it is empty or only null objects present. -
Deploying mission as addon
jshock replied to tomhighway's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know if it will make a difference, but try adding a '\' before the "a3pro\missionFile.mapName" -> "\a3pro\missionFile.mapName" -
I'm sure it will be fine, it will just need a lot of testing when it comes to MP and such, see how much (if any) it bogs down everyone. And if that becomes the case, I'll still add it with a disclaimer saying SP only :D.
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