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Everything posted by POLPOX
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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?
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Can some of the devs explain what are the return values of getAssetDLCInfo stand for? I wanted to write the info to BIKI.
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Changing Vehicles Colour
POLPOX replied to Kelvin Lee's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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)" -
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.
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What do you mean? That's just an empty array.
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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.
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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).
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Animation Loop cuts to black and then gets control
POLPOX replied to C.T.B Creations's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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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)
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HELP I need something that checks if a ticket reaches an maount
POLPOX replied to Spriterfight's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Basically, yes, depends on “dynamic action conditions” and “static actions” you meaning. -
HELP I need something that checks if a ticket reaches an maount
POLPOX replied to Spriterfight's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Because init.sqf only executed once, so the if does. Trigger is unlike init.sqf, executed every once in a while. -
HELP I need something that checks if a ticket reaches an maount
POLPOX replied to Spriterfight's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
HELP I need something that checks if a ticket reaches an maount
POLPOX replied to Spriterfight's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Doesn't work at what context? You apparently forget the bracket to close if statement. -
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.
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How do you execute it? And what exactly do you wanted to do to the code?
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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.
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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.
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[FIXED]Create Suicide bomb vehicle
POLPOX replied to sina alex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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) -
POLPOX MODs and Projects - News and General Discussion
POLPOX replied to POLPOX's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
POLPOX MODs and Projects - News and General Discussion
POLPOX replied to POLPOX's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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! -
Would I need to write the thing again that I mentioned a bit above?
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POLPOX MODs and Projects - News and General Discussion
POLPOX replied to POLPOX's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think I could, but I don't think I'll make one. Don't want to make something that would affect gameplay. -
Removing nearestTerrainObjects results stored in file
POLPOX replied to Niktus Acid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It could. Just cannot after you converted into a string via str command. -
Removing nearestTerrainObjects results stored in file
POLPOX replied to Niktus Acid's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_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) -
No.