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jshock

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Everything posted by jshock

  1. After talking with him in the PCSL (Public Community Scripters' Lounge), he wanted a trianlge to use with a function that was shared on this forum a while back regarding a "curved", flanking waypoint function. So he needed to find the apex point for that curve to get his desired result, I did not get feedback on whether or not my solution worked however.
  2. You could use BIS_fnc_relPos for both A and B, and take the back azimuth of one of the angles and put it in the other relPos, then the point at which they meet would be C. _ptA = [getPos A, 100, 45] call BIS_fnc_relPos; _ptB = [getPos B, 100, 225] call BIS_fnc_relPos; if (_ptA == _ptB) then { _ptC = _ptA; }; //both "lines" extending from A and B are 100m long, except opposite angles of eachother, their endpoints being C (maybe) Another term I believe is the reference angle:
  3. Reference this page, especially the BIS_fnc_addVirtualItemCargo function.
  4. Ok, that does make more sense, thanks :p.
  5. I'm confused by what you mean by storing? Does it lock the vehicle to a certain player, make it so that even if the player leaves and comes back his vehicle is still there? Sorry, it's just a bit unclear to me.
  6. Yea I made that mistake with a mortar script that I made up for an operation for my old unit months back, started with ~400 objects on the map (editor placed), after that script ran there were more than 3000 objects (by the time it became unplayable), all of which were being created on each of the clients (which was 25+), it got ugly fast, lol.
  7. jshock

    Using virtual arsenal with any mission.

    Seeing how it's a Steam Workshop mission, your going to have to go into your C:\Users\User\Documents\Arma 3 - Other Profiles\ProfileName\Saved\steam folder, find that mission, extract the pbo, and alter it from there with all the BIS VA system stuff that's necessary, then save it in your own SP missions folder (cause I think Steam would just re-overwrite the new file that you put in it). It won't be under scenarios of course, but you'll be able to play it with the VA :D.
  8. _camps_classes = ["CampA","CampB","CampC","CampD","CampE","CampF "] call BIS_fnc_selectRandom; _campGroup = [_spawnPos, RESISTANCE, (configfile >> "CfgGroups" >> "Empty" >> "Guerrilla" >> "Camps" >> (_camps_classes))] call BIS_fnc_spawnGroup; Selects a random camp type, and spawns it on a position.
  9. I see a admin only access GUI that has an input/drop down list of player names that are selectable then it executes the function you put together a few posts up. But I've not done GUIs ever, so, yea, there's a concept though :p.
  10. It still does return integers, but who said you need to use that return value :p. But yea both count and forEach still filter through code exactly the same way otherwise :D.
  11. I don't believe it's possible to have multiple in-game admins, but you could easily have a few Zeus enable playable slots with UID checks on them so only your admins can join in those slots.
  12. You know, I thought the same right after I went to bed :p.
  13. Or use the onPlayerRespawn.sqf if your feeling adventurous :p. And don't worry both Dreaded's and my method are dedi compatible :D.
  14. I haven't seen them before either, probably because I don't pay that close attention, but it is an interesting issue no the less.
  15. And just to add some more from the BIKI on execVM command:
  16. There isn't a reason for it not too, unless I'm just too tired atm to see any possible issues with that :p.
  17. I'm not quite sure what would happen if a bunch of negatively rated units were grouped together, I know for a fact they would attack and be attacked by everyone, but I'm not sure if the "inner" group of them wouldn't attack one another. Only one way to find out :p.
  18. Sorry try it minus the "bomb=": "M_Mo_82mm_AT_LG" createVehicle (getPos thisTrigger); ---------- Post added at 05:44 ---------- Previous post was at 04:07 ---------- Just some fun for the ambush group. In the trigger's onAct after the IED created vehicle: nul = [thisTrigger, 50] execVM "ambushGroup.sqf"; In the ambushGroup.sqf file: _area = (_this select 0); _distance = (_this select 1); _center = createCenter EAST; _rndConfig = ["OIA_InfTeam", "OIA_InfSquad", "OIA_InfTeam_AT"] call BIS_fnc_selectRandom; _pos = [(getPos _area), _distance, random(359)] call BIS_fnc_relPos; _grp = [_pos, _center, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> (_rndConfig))] call BIS_fnc_spawnGroup; [_grp, (getPos _area)] call BIS_fnc_taskAttack; It will spawn a random group of a fireteam (4 men), squad (8, if I remember correctly), or an AT team (4 men), in a relative defined distance away from the trigger (exampled as 50m), in a random direction in relation to the trigger (ambush could come from any direction), they will then attack the trigger position (where the IED went off). *Untested
  19. Wow...it was really that simple wasn't it...lol (well maybe :p) _uid = getplayerUID player; _tccc_file = "\1cpb\tccc_quals.txt"; [_tccc_file, _uid] spawn { private ["_tccc_file","_TCCC", "_uid"]; _tccc_file = _this select 0; _uid = _this select 1; _TCCC = call compile preprocessFile _tccc_file; if (_uid in _TCCC) then { Hint "You ARE TCCC"; } else { Hint "You are not TCCC"; }; };
  20. Condition field: (this && {isTouchingGround _x} count thisList > 0)
  21. He already has that on line 8 of the OP, but it doesn't seem to be working, unless it's another issue?
  22. Any particular reason why you took out the count loop for all units? Because the count loop, at least how I understood it, went through all units making sure to update every unit's position as they moved around, changing/creating markers as it loops, so I'm not sure just checking one unit will work the way your wanting it too?
  23. Here is a 100% hidden IED: http://i.imgur.com/ZXMDY1t.jpg (116 kB)
  24. I just typed that out, you can still use call compile preprocessFile, it still gets a return value, so just try out making it an sqf that returns the array of IDs, then call compile, then it should fill your "_TCCC" variable with the array, or at least I hope :p.
  25. Ahh, read over the file located on the server part :p. Could you make the .txt an .sqf that looks like the below: _IDs = ["##", "##", "##"]; _IDs;//return the array of ID's Then in your player_init.sqf: _IDs = [] execVM "\1cpb\tccc_quals.sqf"; Sorry if this isn't what your looking for, I'm getting tired and brain dead :p. EDIT: And actually, you've already done this, it's just a .txt instead of an .sqf.
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