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Posts posted by jshock
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Here is some simply straightforward code as to what I'm thinking, but maybe I'm just not understanding completely what you mean:
fnc_getMissionVariables = { _vars = []; _profileVars = ["checkpoint","rallypoint","assualt","lastStand"]; { _vars pushBack (profileNamespace getVariable [_x,false]); } forEach _profileVars; _vars; }; if (profileNamespace getVariable [firstMissionHasBeenPlayed,false]) then { _vars = [] call fnc_getMissionVariables; [_vars] call fnc_startMission; } else { [] call fnc_startNewMission; };
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Script terminates, variables terminate, memory is reopened (last I remember anyways).
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You could save certain "flag" type variables to the profileNamespace of the player, and just check to see if certain flags are true/false before overwriting any data.
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_Target animate ["terc", 0];
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Yea it's probably the BIS function, you will need to find another community script that allows for waypoint/patrol generation in water.
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Try this:
_rndPos = [_AOmarker,50,_radius,5,2,0.5,0,[],[]] call BIS_fnc_findSafePos;
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As for me, don't kid yourself, you are barely scraping the bottom on my "people that are good at sqf" list.Thanks appreciate the complement.
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Bad choice of everything. Your personal choice is your personal choice, don't try to make it as if this is how everyone should do it. breakOut with return value is by far the best thing that happened to SQF since OFP.No one has to listen to me, but I'm surely honored that you think that my words have the power to will people into doing something :D.
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I have not seen jshock here for a while.True.
U have to edit his scripts in a few places to add those units.True.
I doubt he would care.True.
But doubt he has the time to help either.And also very true.
:D
As far as I'm concerned there is considerably enough information in this thread for you to figure it out, sorry if that makes me an ass, but eh :p.
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Say WHAT???Ok, bad choice of a word, so what, I've just never like using them.
Hey Das, yea I know what their used for, and could be used for, but I've just never had a situation in which I needed to use them, or at least I preferred a different method when I could have used them :p.
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Consider using scopeName and breakTo and breakOut.That's what I would consider an unclean way of doing things, I've honestly never seen anyone use that in any of the code that I've ever seen for Arma 3.
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exitWith is used in conjunction with an if statement, not while.
Your exitWith statement has to be within the overall while loop, to then exit the while loop:
while {condition} do { if (condition) exitWith {hint "loop ended";}; }; //rest of code...
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Not really worth the time and effort of BI, MP mission scripting/editing isn't exactly leaps and bounds different from SP, you just have to grasp a couple concepts (i.e. locality) to be able to accomplish what you want.
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I don't know about the official BI missions, but I've always used the standard in-game editor, with some patience and persistence, and was able to accurately enough place objects.
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if !(_randomcar in _EXCLUDE) then {};
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Hey JShock. Thanks for this. Been using it and loving it in my upcoming mission designs. I run into a problem though. With Kunduz for example, some of the spawns happen right outside the buildings in midair causing the AI to fall to their death. Is this BIS fault or code fault? Wondering if this is because of ARMA2 building designs? KUNDUZ uses the JBAD buildings i believe. Anything to do to improve this? I mean either way its not a deal breaker i just ignore the dead bodies :PIt could be that the buildings don't follow BI's building position system, in which case, this script won't work. And to be honest I neither have the time nor interest to see about an alternate way of combating that issue, you are more than welcome to explore options for it (i.e. a community building position(s) function).
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if (!isServer) exitWith {}; _HC = owner HC; //"HC" denotes the name of the unit in-game ["HCS_addToHC", "onEachFrame", { if ((isPlayer)||(_x in units group _HC)) exitWith {}; if (isNull _HC) ExitWith{}; { _x setGroupOwner _HC; //adding all units that aren't player or aren't already under HC to HC }forEach allUnits; }] call BIS_fnc_addStackedEventHandler;
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Make sure you have everything setup properly with the description.ext and other such files.
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the boks is fullNo, cargo limit values are ignored when scripting it in, he could put 10,000 of each item if he wanted to.
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It should yes.
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Where you have "null" put a unique name there, and when you want to stop the script
terminate yourVariableName;
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profileNamespace getVariable ["variableName",nil];
Not sure the actual names of the variables your after, I'm sure someone else can help out on that side.
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_unit groupChat (format ["%1",_myVariableName]);
Easy Hostage Script (E.H.S)
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Change the following lines within the sqf: