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jshock

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Everything posted by jshock

  1. Should have been an easy Google: http://www.armaholic.com/page.php?id=21307 http://www.armaholic.com/page.php?id=23114 http://www.armaholic.com/page.php?id=25458
  2. I would post this issue up in that thread then, Quicksilver (aka MDCCLXXVI), is usually pretty responsive and will get a quick fix out for the issue.
  3. I'm no dialog guy, but I think the stringtable.xml files contain all the translations and such needed for all text shown on the dialogs, I don't know if that includes the "default" language or not, but I'm sure someone (*cough* Iceman) will follow up with a better response :D.
  4. This is BTC revive, but an updated version thanks to Quicksilver: http://forums.bistudio.com/showthread.php?184298-BTC-Revive-working-version-code-dump
  5. Ok, so let's see if I can somehow formulate my understanding of this into something we can all get :p. So, JAndrews is/was using these helper objects (grass cutter, helipad, etc.) as just a means by which to create a new object in place of it (via the init field of the grass cutter/helipad/etc), but as you see with the previous picture I posted, there is a way to make objects (that aren't in the helper category), but have just the icon of what would be the user texture icon (but it isn't a user texture). Take this picture as another example, this is a airbase built in the salt flats on Altis, every "?" box is anything from a runway light to a hangar, to a radar dome, etc. http://i.imgur.com/vtL3PfB.jpg (386 kB) But when you double click to look at this object's menu (init field and so forth), it actually deletes what that object was before you clicked it, so it's weird, and I'm sorry if this doesn't help anymore than the rest of the thread, but like I said, I know what he is talking about, I just haven't done it myself before, so it's hard to explain. ---------- Post added at 22:28 ---------- Previous post was at 22:24 ---------- So yes this is correct, but he is wondering how to make "?" box pop up for that object, because currently he is doing it through a "third-party" object (being one of the helper objects, i.e. helipad).
  6. jshock

    Jets wont stop flying

    Yea wasn't too sure if "this" is passed with the waypoint or not (I do a lot of scripted waypoints, not so much editor based anymore :p).
  7. jshock

    "Side Mission: any"

    Yea a good thing to do as a precaution when moving a lot of stuff around is to just hit F6 (Markers), that way all the hidden markers will also pop up, so you can see if your moving/deleting them.
  8. jshock

    Jets wont stop flying

    Just create a group of 3 jets, set them all to flying, name the group leader jet1, give the leader the one waypoint, in that waypoint's onAct field put: { deleteVehicle _x; } forEach units (group jet1);
  9. jshock

    "Side Mission: any"

    Yea it could be possible because I know within the bowels of I&A there are marker arrays that search for central positions to create each of the main/side objectives, but I'm not sure that would display "any" or not.
  10. jshock

    "Side Mission: any"

    I would redownload your I&A because a variable isn't getting defined properly somewhere.
  11. jshock

    Place minefield task

    I'm not too sure myself, have you tried each classname to see if it will work?
  12. jshock

    MP Scripting Issue

    You should be able to also just use the script command directly with the latest game update :D : [[player, "hello world"],"sideChat",true] call BIS_fnc_MP; I lied, its not in the list :(, I was thinking systemChat, not side chat.
  13. jshock

    Place minefield task

    Well...reading fast doesn't do me any good does it...missed the missing "est". Updated my previous post with necessary changes.
  14. jshock

    Place minefield task

    Ahhh, that is a good point, and looking at the wiki page for nearestObjects, the code he is using isn't syntactically correct: waitUntil {count ((getMarkerPos "putmine1") nearObjects [["ATMine"], 50]) >=1}; //^This is done based off the comment made by Katulobotomia in the wiki for nearestObjects command (in 2013) //so if that doesn't work, then waitUntil {count (nearestObjects [(getMarkerPos "putmine1"), ["ATMine"], 50]) >=1};
  15. He more than likely put it in the init.sqf (or a call to this script in the init.sqf).
  16. jshock

    Place minefield task

    Theorectically you could try a mixture of a "Put" EH and within that have a check on the object placed by the player (_this select 3), and the distance of the player from the marker (in the following example the marker/player distance check is probably incorrect): player addEventHandler ["Put", { if (_this select 3 == "ATMine" && player distance (getMarkerPos "putmine1") < 50) then { //set task state to true }; }];
  17. I never said to use the user texture objects, I was just saying it replaced whatever was there previously with that same icon :p.
  18. https://community.bistudio.com/wiki/hintC
  19. You could have your one file.sqf that each addAction uses, then pass a variable through to that script, then do a switch on that variable: //example addAction lines this addAction ["Action 1", "file.sqf", [0]]; this addAction ["Action 2", "file.sqf", [1]]; this addAction ["Action 3", "file.sqf", [2]]; this addAction ["Action 4", "file.sqf", [3]]; //file.sqf _var = (_this select 3) select 0; switch (_var) do { case 0: { hint "Zero Case"; }; case 1: { hint "First Case"; }; case 2: { hint "Second Case"; }; default { hint "Default Case"; }; };
  20. Here is a picture example of what he is looking for, as you can see it looks like the user texture editor icon, but it is a physical object on the map (a hangar in this case):
  21. I know what he is talking about, but never actually knew how to do it myself, the "yellow question mark box" looks basically like the user texture object, but an object is attached to it instead, it's kind of hard to explain.
  22. Ok for debug purposes, put a hint on line two of the loadout.sqf: _unit = (_this select 0); hint format ["%1", _unit];//<<this switch (_unit) do { case (typeOf _unit == "B_Soldier_F"): { ......
  23. jshock

    Variable scope question

    Ok, maybe getting a better understanding of this as I read it five times over: I am assuming that your execVMing your above code, in that code you privatize the variable "_test" then initialize it as 1. You then have your function, which is compiled as the code runs over it, then you have 4 calls to that function, but you want "_test" to change along with each of those function calls (basically adding 1 to "_test" after each call). So the way you are doing this it isn't possible to get the desired results (I don't think). Firstly what is the point of calling the same function four times in a row? If you need to do the same thing 4 times, put a for loop around the code in the function and spawn the function, and then have the function return a value after it exits to for loop, which is now your new variable value. Secondly, everytime you call/spawn the function, it essentially is reset, it doesn't know what "_test" is unless you initialize it within the function or pass it via argument, an in-line function doesn't use "full-script" scoped variables, as far as I know, unless you use get/set or just make the variable global (at which point you could use it in your function without initializing it). So maybe if you explained why you don't want to use returns/arguments we may be able to answer you a bit better.
  24. Well that hint pops up for the default under the switch statment, meaning that there is an error reading the classnames of the units, or you don't have the correct classnames in the switch statment. Try adding -showScriptErrors in your Steam startup parameters and see what errors may pop up.
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