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Everything posted by jshock
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Could you show us what you have for the hostage stuff?
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There are five pages linked at the bottom if this page so you can look and reference: https://community.bistudio.com/wiki/File:xChat.jpg
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Like this chat?:
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File Path in CfgFunctions in config.cpp
jshock replied to jshock's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That would be the culprit, got it working (at least finding the sqf and pbo-ing it). Thanks all for your help in this matter :D. -
File Path in CfgFunctions in config.cpp
jshock posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello Addon Community, I am a scripter, and decided to jump head first into addon creation. The following is just a proof of concept for myself, to get a good grasp on the structure of addons and so forth. I am basically trying to simply create an editor placeable module that can be synced to a vehicle and have a fire effect attached to the vehicle's position. I started digging and found this page, which was the basis of my current progress. However, my issue that I'm having after I binarize the folder with the config.cpp, functions folder, and fn_test.sqf file, then place it into an @ folder to load it up as a mod in game, I have this error message pop up: As I know how Arma works, I'm sure it's something simple that I'm missing or have misplaced. Any help would be greatly appreciated. config.cpp Zip folder with all related files: https://www.dropbox.com/s/xf8xbmt9d8spe6b/JSHK_firstAddon.zip?dl=0 -
Yep, I do enjoy functions, I'm just getting the info out there cause not too many people are aware of that new functionality :D.
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FYI, highlight the block of text, then click the below referenced button :):
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If your using globalChat there is no need to write a function for it because globalChat is remotely executable through BIS_fnc_MP, I had referenced that usage earlier in post #10 of this thread, but at that point it was with sideChat (which is not remotely executable). https://community.bistudio.com/wiki/CfgRemoteExecCommands So for globalChat through BIS_fnc_MP: [[_heli, format["%1 is departing in 10 seconds with loaded troops, over.", groupID (group _heli)]], "globalChat", true] call BIS_fnc_MP;
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I would throw some spoiler tags around each block of errors, this is a lot of scrolling. :)
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Anyone knows a good revive script that works well in dedicated server?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can easily change that setting. -
How to make multiple respawns?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could easily just move the "respawn_west" marker via triggered events as you move along through your mission, essentially "moving" your operations forward with each checkpoint. -
How to make multiple respawns?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://forums.bistudio.com/showthread.php?180856-Create-multiple-respawns&highlight=Multiple+Respawns OR https://community.bistudio.com/wiki/Arma_3_Respawn -
Config Root from Last Defined Class
jshock replied to jshock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I will definitely resort to this when I need to, but there is so much variability in each config call("East"/"OPF_F"/"Infantry", etc.) that needs to change based on the group's side, and even though I don't use mods, it would be nice to have this mod friendly so someone would only have to input the group classes from the mod and it gets the config directory automatically for them. -
Need help with towing script!
jshock replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Would enableSimulation do anything, or would it just remain the same, but logically you would think the "brake" would be disabled along with it, but now that I think about it, probably not. -
[RELEASE] Helicopter Crash Script / Scripted Heli Flyovers
jshock replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Try this function: https://community.bistudio.com/wiki/BIS_fnc_ambientFlyby -
[RELEASE] Helicopter Crash Script / Scripted Heli Flyovers
jshock replied to dreadedentity's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks good for those cinematic moments, or to keep players on their toes during a mission :D. -
Need help with towing script!
jshock replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Concept: 1. Set the cars altitude/level above the ground a couple few inches or so. 2. Constantly update based on the angle of the terrain that the car is moving over (so it "follows" the terrain, instead of "floating") How to do it: No clue, I'm a concept guy :D. -
Need help with towing script!
jshock replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I personally jumped straight to making the towed vehicle float ever so slightly above the ground :D. -
Need help with towing script!
jshock replied to Yolo Joe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think Tajin sums the reason for this happening in the ropeCreate command wiki page comment section. I would recommend trying to use the ropeAttachTo or something similar to see if there is a better attach point that combats the "friction" created between the vehicle towing and the vehicle being towed. -
"_s" is a string, while Jail_TimerSec is an integer, same for all your other "jailTime + somethings". The reason, ctrlText command returns a string. Try: Jail_TimerSec = str(Jail_TimerSec) + _s;
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File Path in CfgFunctions in config.cpp
jshock replied to jshock's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok, I see how you structured all that out and it makes logical sense, so just for testing purposes, I pbo-ed your template (with empty function sqf files), loaded it up, and got the same error. Could this being something with A3 Tools, maybe I'm not using that correctly? Because obviously some files are not being included when it gets pbo-ed, do I need to add any files to the "List of files to copy directly" field under the options menu for the A3 Tools Addon Builder? -
Not so simple waypoint extraction
jshock replied to Kristian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As for the chopper waiting off somewhere until triggered, put down a "hold" waypoint for the chopper, and keep it as close and near the center of the chopper, then have the trigger that is checking for your "shits_done" variable to be set to true synced to the "hold" waypoint. The chopper will hold there until the trigger is fired. -
File Path in CfgFunctions in config.cpp
jshock replied to jshock's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yep, I'm getting quite annoyed because I have read the page you linked quite well, considering I needed to know most of it for standard scripting stuff, so I just figured it's no real different from that to addons, so I have tried every possible combo of file path, with no luck. I still feel as if it's something stupidly simple, but I can't put my nose on it. -
File Path in CfgFunctions in config.cpp
jshock replied to jshock's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok, so I see that you split them all into their own separate .hpp files for each class, and kept the config.cpp file the same, but other than that I see no other differences, and I get the same error message after I binarize this and overwrite the pbo in my @ folder. -
Anyone Know a halo script for multiplayer coop misisons?
jshock replied to Coolinator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
class CfgSounds { // List of sounds (.ogg files without the .ogg extension) tracks[] = {Fury, Victory, Vent, Vent2, Para}; sounds[] = {Vent,Vent2,Para}; class Fury { name="Fury"; sound[]={Fury.ogg,db+19, 1.0}; titles[]={}; }; class Victory { name = "Victory"; // Name for mission editor sound[] = {Victory.ogg, db+35, 1.0}; titles[] = {0, ""}; }; class Vent {name="Vent";sound[]={ATM_airdrop\data\Vent.ogg,db-11,1.0};titles[] = {};}; class Vent2 {name="Vent2";sound[]={ATM_airdrop\data\Vent2.ogg,db-11,1.0};titles[] = {};}; class Para {name="Para";sound[]={ATM_airdrop\data\parachute.ogg,db-11,1.0};titles[] = {};}; };