Jump to content

POLPOX

Member
  • Content Count

    791
  • Joined

  • Last visited

  • Medals

Everything posted by POLPOX

  1. Thanks Dedmen, so basically it's the same thing with the thing that written in rpt file, isn't it? Also, what's the difference between isAvailable and isOwned? Available in-game (unlike Maps, Soundtracks or Tactical Guide) vs purchased on Steam?
  2. Can some of the devs explain what are the return values of getAssetDLCInfo stand for? I wanted to write the info to BIKI.
  3. POLPOX

    Changing Vehicles Colour

    Here's what you need to read: https://community.bistudio.com/wiki/Procedural_Textures#color The correct one is "#(argb,1,1,1)color(0,0,0,1)"
  4. POLPOX

    Trigger Bug?

    That's an array. Long story short, params["_civList"]; in your script picks the first element of the array, which is thislist. That's why it won't work, so use beno_83au's either solution.
  5. POLPOX

    Trigger Bug?

    What do you mean? That's just an empty array.
  6. In this case switchMove is the correct command to use, but looks like just an animation-side problem. The animation isn't correctly mapped/signed to move, so can't move. EDIT: Correction, it's working, yet somehow not for AIs.
  7. DOES support this, thanks for it, you can reload weapons while walking, or even changing weapons. However, that isn't what you can achieve by simply applying two animations (switchMove, playMove, playMoveNow) the same time. The technology is named “gesture,” which rather is be achieved by switchAction, playAction. Actually, depends on the animation what you're trying to do. Most of the cases, the answer would be an no (at least within the vanilla scope).
  8. POLPOX

    Display teamkill

    Killed Event Handler is fired when the unit that assigned is killed. In this case, it will fire when the player is killed. Use EntityKilled Mission Event Handler instead. addMissionEventHandler ["EntityKilled", { params ["_unit","_killer"]; if (side _unit == side _killer and _killer == player) then { hint "teamkill"; } else { hint "not teamkill"; }; }]; (not tested)
  9. Basically, yes, depends on “dynamic action conditions” and “static actions” you meaning.
  10. Because init.sqf only executed once, so the if does. Trigger is unlike init.sqf, executed every once in a while.
  11. I know. It is actually broken code so never runs, however don't you have more informations, like how do you execute it, any errors, etc? Saying just “THIS DOESNT WORK!!!!!!!!!” never helps you.
  12. Doesn't work at what context? You apparently forget the bracket to close if statement.
  13. So in a nutshell if you put DemoCharge_Remote_Mag into the box, will generate 10 SatchelCharge_Remote_Mags is the thing you wanted to do? And maybe you wanted to remove DemoCharge if is in box? Okay, so, init only executes once, when the mission starts. Of course in the beginning there was nothing so nothing happens. You might need a repeatable Trigger to do this. Condition: magazinesAmmo box1 findif {_x#0 == "DemoCharge_Remote_Mag"} != -1 On Activation: box2 addMagazineCargoGlobal ["SatchelCharge_Remote_Mag", 10]; clearMagazineCargo box1; Of course not perfect but still works like a charm.
  14. How do you execute it? And what exactly do you wanted to do to the code?
  15. That's not even correct syntax for if, nor sqf. Do just like before. if (magazinesAmmo box1 findif {_x#0 == "DemoCharge_F"} != -1) then { box2 addMagazineCargoGlobal ["SatchelCharge_F", 10] }; DemoCharge_F and SatchelCharge_F aren't correct ammo name BTW (at least in vanilla Arma 3), so this won't work also. You probably looking for those classes: DemoCharge_Remote_Mag and SatchelCharge_Remote_Mag.
  16. You can't detect magazine name by magazinesAmmo in that usage, since it returns an array so in doesn't work well. magazinesAmmo YourBoxNameHere findif {_x#0 == "YourMagazineNameHere"} != -1 Try this method instead to detect.
  17. You need waitUntil, not if. _vehlist = selectRandom [ "CUP_C_Datsun", "CUP_C_Golf4_camo_Civ", "C_Van_01_fuel_F", "C_Truck_02_fuel_F", "C_Offroad_01_F", "C_Tractor_01_F", "C_Van_01_box_F" ]; _sppos = selectRandom [ [188.522,4703.44,0.615326], [304.739,4569.2,0.615356], [39.5648,4641.1,0.615417], [76.1484,4609.85,0.615448], [71.9008,4719.1,0.615387], [137.652,5080.41,0.615265], [586.002,4753.71,0.615356] ]; _entehari = []; _entehari = creategroup WEST; _entehari1 = [_sppos, 0, _vehlist, _entehari] call BIS_fnc_spawnVehicle; _car = _entehari1 select 0; sleep 1; _entehari Move (getPosATL deftank); waitUntil {_car distance deftank)<30}; /*some createvehicle and explosion*/ (not tested)
  18. Digital Kompass and Simple MapTools are the latest MODs, go check and subscribe if you miss yourself in the warzone! Both add faster and easy way to find yourself.
  19. As you might noticed in the Workshop page, Plane Loadout Everywhere is the latest MOD to gain access to Dynamic Loadouts. You can put desired munitions into your jets and helicopters! Oh, also I applied some MODs to brand new and unified thumbnails. You can recognize my MODs easily in Workshop!
  20. Would I need to write the thing again that I mentioned a bit above?
  21. I think I could, but I don't think I'll make one. Don't want to make something that would affect gameplay.
  22. It could. Just cannot after you converted into a string via str command.
  23. _remove = [299376: t_piceaabies_3f#.p3d,122775: t_piceaabies_3f.p3d,507279: t_piceaabies_3f.p3d, ... , ... ]; Things stored in _remove, is not even objects, just illegal data that can't be anything valid in Arma. Note that, things can be gathered via str or other commands are not always possible to convert to the actual data. Suggest to use procedural way to find trees: { _x hideObjectGlobal (((getPos _x#0) + (getPos _x#1) random 1) < 0.5) ; } forEach nearestTerrainObjects [[worldSize/2,worldSize/2],["Tree","Bush"],worldSize] ; (Of course this would need a while to execute)
×