-
Content Count
3059 -
Joined
-
Last visited
-
Medals
-
Medals
-
Posts posted by jshock
-
-
Do you have -showScriptErrors on?
-
I wish there was an easier way to save the whole string to profilenamespace without having to save each _hour, _minute, and _second to individual profilenamespace variables and then convert them to spring after using getvariable, but it doesn't look like that is possible.Like this?:
profileNamespace setVariable ["timeVariable",format ["%1:%2:%3", _hours, _minutes, _secondsTemp]]; _string = profileNamespace getVariable ["timeVariable",""];//returns "_hours:_minutes:_secondsTemp" (where the variables are the actual values of course)
Another alternative:
profileNamespace setVariable ["timeVariable",(_hours + ":" + _minutes + ":" + _secondsTemp)];
-
Its not just the maps, missions its also slot up and everything that goes into it. They are not easy to setup and I can't say having organised quite a few I ever want to do them again, its just too much effort.This is probably one of the bigger reasons, as lots of groups don't have skilled/seasoned mission developers, and some developers that are experienced are usually a bit burnt out on making missions in general (i.e. me :p) and don't what to go into the realm of making sure all sides of the equation get exactly what they want.
-
And all the "setMarkerBlah" commands also need to be their local variants.
-
That's what I'd do but maybe he wants it for Zeus or something.Fine point.
-
What about groups, like if you want custom groups in just one mission?Don't see the need to define a config when all you ned to do is make a couple of global arrays containing the necessary unit classes.
-
No, I don't believe it is possible.
-
Does -noLogs steam param not cover it?
-
Try intially declaring "_posSelectedBuilding" as an empty array instead of an integer:
_posSelectedBuilding = [];
-
agm thread is closed .Sorry should have checked, forgot they moved to ACE3 :p.
-
hello I need help,the trigger is to be activated when the hostaggio not handcuffed then the task is completed.
the problem is what the script to use to activate the trigger?
for the civil Handcuff I used this string
[this, true] call AGM_Captives_fnc_setCaptive;
Ask in the AGM thread: http://forums.bistudio.com/showthread.php?178253-Authentic-Gameplay-Modification
-
Ok. But i deleate all target marker at the same time. How can I deleate each target marker single? (Sorry for my bad English!)Ah, ok, so in the EH code where you see the "hitMarkers", change each of those each time (new name, i.e. "hitMarkers2") you have a new target (or a new lane of targets) that contributes, then on the addAction match the same variable name as the target/lane of targets and that should do it.
-
Could you possibly hide the dialog itself by searching for its ID, I'm not too sure how to do it myself by I've seen numerous threads on the subject.
-
How works it for a 2. / 3. etc. target?Same as the 1st, just paste into the init field of the target(s) you want to have this feature. The addAction really only needs to be put in one place as it is ran locally on a set variable array of the objects spawned to mark the hits.
-
does ! && ! mean if neither?Correct.
-
-
-
You can import all you want, now being able to use everything in it no, but some of what is in the config.bin file can be transferred to the description.ext file.
-
I believe it's intentionally, but the following may circumvent that (all untested):
//put this in the initPlayerLocal.sqf (findDisplay 46) displayAddEventHandler [ "KeyDown", { _handled = false; if ( (_this select 1) in (actionKeys "LaunchCM") && {vehicle player isKindOf "Helicopter" && gunner (vehicle player) isEqualTo player} && {isNull driver (vehicle player) || !alive driver (vehicle player)} ) then { (vehicle player) fire "CMFlareLauncher"; _handled = true; }; _handled; } ];
-
I mean, if you wanted to you could use the 3d markers script already outdont mean to like, kill your vibe or anything
Plenty of people like to make their own content so they can learn how to do stuff, as well as having the satisfaction of completing something.
You could probably provide some examples of the scripts your referencing too....
-
I figured out from another Arma coding friend of mine, I had the same issue you did for days until I talked with him, I don't believe this info is on the wiki, should probably be added, but I'm too lazy to add it myself.
-
You could probably do a FiredNear EH on all your groups, from that broadcast a variable, basically simulating a radio call for help, then send "x" number of groups as reinforcements to the area of the broadcasting group. I would recommend setting another variable saying which groups are already being used as support (so you don't have another group broadcast, therefore possibly pulling a support group in two directions).
-
Use less :)There are some tricks but generally if you aren't an experienced scripter, using less AI is a good way to reduce the resources while keeping your sanity.
He does say he uses a "fairly small amount", but I guess that is a relative statement, so to the OP, what is "fairly small"?
-
Use the logic variable:
_logic getVariable "SampleArgument";
Problem with if...then condition.
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hmm, try:
Or:
Also try putting the forceSpeed after the setSpeedMode.