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Posts posted by jshock
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I don't know the scope of use with this, but I do recommend a more unique variable name aside from "owner", as it's generic and could cause issues on a larger scale, especially if you use lots of other scripts/addons/mods. (It's a good coding convention too :p)
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And unless you need to reference each vehicle globally after creation there is no need to name it, just use the local variable "_veh" as your reference to the vehicle.
_veh = createVehicle ["B_G_Offroad_01_F", getMarkerPos "markerName"]; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; _veh addWeaponCargoGlobal "hgun_Rook40_F";
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As always with your many threads, there is no context behind what you want, what type of action do you want completed from the action...? Sooner or later people will stop responding.
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Look up the classnames of the medic for the mods you use.
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I must be blind or just slow, but why not just do addAction on the vehicle(s)?
My thoughts as well, with the condition of the action being:
"_this distance _target < 3"
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Not sure about the actual question here, however, within the function, on format, shouldn't you be using _Speed, as opposed to _windSpeed?
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Plus, that doesn't do anything bad to the code, might as well leave it...
Only change I would make to it, as with most of my old projects and such, I couldn't have the suspension, or it needed to move onto the next piece of code after the hint without waiting for the hint to complete, so I would spawn it in:
_fnc_timedHint = { params ["_hint","_time"]; hint _hint; sleep _time; hint ""; }; ["Spawning a vehicle ...",2] spawn _fnc_timedHint; "B_G_Offroad_01_F" createVehicle position player; ["Vehicle spawned near you",2] spawn _fnc_timedHint;
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i dont really use advanced medical systems,but the 2 I mentioned are the most used.Give them a try or read through their forum pages.
All the popular advanced medical systems are all player based, no AI involvement, so seeing how I can at least mostly understand what he is after now, I don't believe there is a single system that covers all those requirements, or at least none that are still supported. What all scripts/mods are you currently using, so maybe we can help offer suggestions as to some other additions that may help in your endeavor.
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Last two lines are kinda useless. Hint will anyway disappear after few seconds.
Correct, but for some, like myself at times, I don't like to have a hint on my screen for an extended period of time, so I do clear the screen as exampled above.
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Any of them satisfying all the requirements?
If I could understand the requirements, I just may be able to answer that question.
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Hmm, I see your issue, and it's not that it's not sitting, its that it is sitting then standing up right after, I had success with this:
https://community.bistudio.com/wiki/BIS_fnc_ambientAnim
[this,"SIT_LOW","ASIS"] call BIS_fnc_ambientAnim;
And it is getting late here, and I can't debug the issue as to why the action/playMove/switchMove commands are being unsuccessful, as I tried: doStop and disableAI "MOVE" to no avail. I'm sure it's something simple, as always, but at the moment, no lights are turning on :p.
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For sitting down at least, you could also use:
this action ["SitDown",this];
And you can do the same for all other actions listed here.
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When wanting to suspend for a time, just use the sleep command by itself, you don't need a waitUntil around it.
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this addAction [format["<t color='#FF3B3E'>%1</t>",_variable],"file.sqf"];
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wonno addAction [format ["%1",_motorhealth],{}];
Or
wonno addAction [str(_motorhealth),{}];
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What is "_sidepos"?
I just tested in Stratis at Camp Rogain and copied your call line, changed "_sidepos" to "player" and no error.
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This thread is from A2/OA, but still relevant:
https://forums.bistudio.com/topic/115016-call-execvm-and-spawn-which-and-when/
Other links that may or may not be helpful/related, but will still have useful information anyways :p:
https://community.bistudio.com/wiki/Code_Optimisation
http://killzonekid.com/arma-scripting-tutorials-sqf-sqs-and-script-scheduler/
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Your're more than welcome to take over at anytime :p.Finally... It gets updated. :D
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Thanks as always Foxhound!
Changelog:
v1.2
>>Optimizations and error fixes
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I would say if the mission itself was not on a particular map, there shouldn't be a problem, however, yes certain maps can cause performance issues (or so I assume) when a mission is played on them, whether the issue come from lots of map objects or lots of those objects being simulated/animated to an extent.
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Sorry, not working..they still die......
Are you running any mods?
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Yep, sorry, was on my phone and typing quickly :P, what is quoted above will also not work in the scope of a unit's init (local variable in a global space), so do:try :
_cowabanga = [this] spawn { (_this select 0) allowDamage false; waitUntil { (getPosATL (_this select 0)) select 2 < 2}; (_this select 0) allowDamage true;};
0 = [this] spawn....
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SHK_Fastrope
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Only benefit in the scope of moving a script such as yours to an addon basically means that the mission makers don't have to go back to all their projects and add this script or update it in each mission file in the future.