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Posts posted by jshock
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[this] spawn { (_this select 0) allowDamage false; waitUntil { (getPosATL (_this select 0)) select 2 < 2}; (_this select 0) allowDamage true;};
Unit init.
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The hint is local to the unit you've assigned it to, use remoteExec or BIS_fnc_MP to broadcast it so everyone else can see it.
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There was however one which appeared to solve the purpose but it is giving a constant error.
Hopefully my reply in your link helps, been busy lately.
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In fn_garrison.sqf add the following on line 33:
_positionCount = [_this,5,-1,[0]] call BIS_fnc_param;
Replace lines 41-48 with:
if (_positionCount isEqualTo -1) then { _positionCount = round(_buildCount * _pctFill); };
In fn_buildingPositions line 37 change:
"House" to "Building"
See if doing that helps any.
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waitUntil the function variable exists:
waitUntil {!isNil "fnc_A"};
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Do the functions your calling require any parameters to be passed in?
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The condition finds that the aircraft is above the ground.
How do I write it so that: The condition is true therefore do not fire the trigger.
Assume I want blueforce to fire the trigger and I have a bluforce aircraft named air1 and I don't want him to fire the trigger.
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{isTouchingGround _x && _x != air1} count thisList > 0
Thank you tankbuster, I'm starting to understand the concept. Any idea how istouchingground may be used with 2 flying objects (array?) in the condition instead of one?
{isTouchingGround _x} count [unit1,unit2] > 0
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You'll want to research dialogs/GUIs in Arma 3 and go from there, or simply add 3 actions, on for each loadout.
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{(_x in thisList) && (((getPosATL _x) select 2) < 1)} count (playableUnits + switchableUnits) > 0 && {side _x == independent} count thisList == 0
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When you hide the object initially I would use hideObjectGlobal instead of hideObject, then in the condition of your trigger:
isObjectHidden caseBomb
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Yea, make a file called then initPlayerLocal.sqf and put it there.
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You may want to read some of the rules here before posting in another language.
But to answer your question:
(findDisplay 46) displayAddEventHandler [ "KeyDown", { _handled = false; if ((_this select 1) in actionKeys "networkStats") then { _handled = true; }; _handled; } ];
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onEachFrame: (Only one onEachFrame can be used for each mission)
onEachFrame { //Code. (There should be no script suspension, whatsoever!!!) };
Unless I'm mistaken by what you mean or by what this post says, I can do as many onEachFrame stackedEHs as I please, while getting the same result.
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You have no exit conditions on your while loops, therefore it won't continue after the first iteration of the for loop.
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This is my bad, but in the condition of the action you need to flip "_target" and "damage", fixed above, that's what I get for trying to type too fast :P.
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I've never programmed with C myself, but it would probably be a good base to start with.
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C++/Java would be of a relatively close relation.
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For future reference, this thread would more properly belong here.
But to answer your question:
this addAction [ "Heal", { (_this select 0) setDamage 0; }, nil, 6, true, true, "", "damage _target > 0.1"] ;
Should only present when the player has greater than 10% damage. -
In the redressInit.sqf:
//Gear classes names go below! //----------------------------- JSHK_weaponArr = ["LMG_Zafir_F","arifle_Mk20_F"]; JSHK_uniformArr = ["U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_leader"]; JSHK_vestArr = ["V_BandollierB_khk", "Vest_V_BandollierB_rgr", "Vest_V_Chestrig_rgr"]; JSHK_headArr = ["H_Shemag_olive","H_ShemagOpen_khk","H_ShemagOpen_tan"]; JSHK_goggleArr = [""]; JSHK_backpackArr = ["B_FieldPack_cbr","B_OutdoorPack_tan"]; //********************************** JSHK_faceArr = ["classname","classname"];//<<<<<<<Add this line //-----------------------------
And then in the fn_Redress.sqf after line 65:
_face = JSHK_faceArr call BIS_fnc_selectRandom;
And on line 81 add:
_x setFace _face;
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Awesome work.
Can do this for factions? for example csat with rhs mod have 3 factions with infantry and each factions have their own redressing.
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Any variable to exclude unit from redressing when spawn in middle of mission via script?
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Also would be nice have a system like this for vehicle textures, if its possible.
Sorry Persian, literally just saw this today, must have missed the notification, anyhow, I currently don't have the system setup to handle factions directly (aside from the exclusion of certain factions).
The variable you can use is:
unit setVariable ["JSHK_doneRedress",true];
As far as vehicle textures and such, vehicles weren't the intent of this system, however, the framework provide should make it simple enough to extrapolate for use with vehicles.
Hi Jshock
Great script and exactly what i need.Im having one issue that is quite simple but i dont know where or how exactly to write the paramater...
I want to outfit all faction east west guer,respectively( survivorish look,not for a mil campaign) so if some west units are wearing the same as east its not an issue.
Can you give me an example of how i write in the init for outfiting all sides with the redress script?
Thanks again for this masterpiece you have saved me many hours of setting up a mission
All you should have to do is execVM the redressInit.sqf for each side from within the init.sqf, basically a thread per side that you want redressed.
_eastHandle = [EAST, true, true] execVM "JSHK_Redress\redressInit.sqf"; _westHandle = [WEST, true, true] execVM "JSHK_Redress\redressInit.sqf"; _civHandle = [CIVILIAN, true, true] execVM "JSHK_Redress\redressInit.sqf";
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Defintely not mine :P. I had used the same function tag as Shuko in my earlier days, but soon realized it and I've tried to steer away from it (via JSHK instead of SHK).
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[SOLVED!!]"allowDamage" false only in the air
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Same difference as far as I remeber.