

joemac90
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Posts posted by joemac90
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Thank you, great work just what I was looking for.
There is only one problem I have noticed, the UI of the vehicle still shows the fuel in the vehicle, but the vehicle will not start.
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Yes, you have to know the entity you want to delete.
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You could try this, it deletes the entity on the server and can be called by the owner entity itself to delete it:
// Note: The entity needs an RPL component, m_Owner is the entity to be deleted. SCR_EntityHelper.DeleteEntityAndChildren( m_Owner ); or SCR_EntityHelper.DeleteChildren( m_Owner );
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I am no expert but have been trying to do similar things, here are some things I have learnt so far:
Checkout:
1) Action scripts: https://community.bistudio.com/wiki/Arma_Reforger:Action_Context_Setup
2) In the workbench script editor search for UserActions, there are lots of examples. TestPushUserAction : PerformAction uses the SCR_InteractableBoxComponent
2) Add SCR_InteractableBoxComponent to your prefab, which can be used to do more complex actions and events but you could just use a simple action script
You can find it from the action script using this code:
GenericEntity genEnt = GenericEntity.Cast(pOwnerEntity); AM_InteractableBoxComponent boxComponent = AM_InteractableBoxComponent.Cast(genEnt.FindComponent(AM_InteractableBoxComponent)); if (boxComponent) { boxComponent.CancelDragAction(); }
3) You can view the script for each component by right clicking on it
4) You can spawn a new entity also with this code, disclaimer I am not sure about the rpl stuff, still learning at the moment?:
//------------------------------------------------------------------------------------------------ private void SpawnEntity( string entityString ) { // Server obj //if (m_rpl.IsMaster()) //{ VObject obj = m_Owner.GetVObject(); vector objectPosition = m_Owner.GetOrigin(); Resource resource = Resource.Load( entityString ); //Resource resource = Resource.Load("{FD7FC6D54771949A}Prefabs/Weapons/Warheads/Warhead_Smoke.et}"); IEntitySource entitySource = SCR_BaseContainerTools.FindEntitySource(resource); //~ Spawn at ground or sea position EntitySpawnParams spawnParams = new EntitySpawnParams(); objectPosition = objectPosition + "0 0 1"; spawnParams.Transform[3] = objectPosition; SCR_Global.SnapToTerrain(spawnParams.Transform, GetGame().GetWorld(), true); //~ Apply scale from prefab float scale; entitySource.Get("scale", scale); if (scale != 1) { SCR_Math3D.ScaleMatrix(spawnParams.Transform, scale); } GetGame().SpawnEntityPrefab(resource, GetGame().GetWorld(), spawnParams); m_Owner.SetOrigin(objectPosition + "0 0 2"); //} }
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the future is bright the future is Orange.
Maybe battlefield communications, radios , sat phones etc.
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eRazer has released the core functions as an addon and we use this for MACE.
Sorry was not trying to undermine your thread or promote,
but was trying to say we have come to the same conclusion regarding an addon.
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The addon route makes sense to me for the reasons you stated regardless of public players.
I think function separation is a good idea in an addon and separate addon/addons with a mission collections that use the addon.
From a players perspective I don't mind downloading mods to join a server but prefer workshop mods because they are easier to find and download and can have dependencies.
I would not call myself an arma3 developer but do dabble and sometimes use c++ in my day job.
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MACE uses the Zengin addon/mod(by eRazer) for its framework(cfgFunctions), which allows a smaller customisable mission with all the important functions, etc in the mod, plus you can include SP and MP missions inside.
An addon is an obstacle to some players but a logical route if you are a developer.
So the choice is an logic vs public players.
I think a Blitzkrieg addon would be a good idea.
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Great work,
I have been using Atom but just tried this with VS Code and this was my main reason for trying VS code( it has great integration with GIT)
Thank you for this great extension.
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I think the problem was :
condition = "object"; // Condition for attribute to appear (see the table below)+
instead of a combination of one of the conditions below:
Condition
Conditions are written as simple expressions. Example:
condition = "objectControllable + objectVehicle";
All characters and vehicles will have this attribute.
Supported conditions:
Condition For Type Description objectBrain Object Object with simulation "soldier" or "UAVpilot" objectControllable Object Object with simulation "soldier" objectAgent Object Object with non-empty agentTasks[], i.e., animals objectVehicle Object Vehicle which can be boarded objectSimulated Object Object which is simulated (e.g., falls down when in the air) objectDestructable Object Indestructible object, i.e., when destrType config property set not DestructNo logicModule Logic Logic which is a module (vehicleClass config property is "Modules") objectHasInventoryCargo Object All object which as an openable inventory
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I have played about with this for most of the weekend but still not found a solution.
Does anyone have any ideas why this is not working?
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I think your is in:
class Mission { class Intel { class AttributeCategories
mines in ;
class Cfg3DEN { class Object { class AttributeCategories
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Thank you Revo,
I have previously tried adding:
typeName = "STRING"; defaultValue = "";
to each class not using inheritance and now have also tried your example but I have the same result.
Also thank for 3DEN Enhanced I have learned a lot from it , it is a essential resource for eden and learning eden editing.
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I am creating a edit box for a STRING in eden as an attribute.
I have created other attributes that work for numbers but not stringsclass mazeObjectAttributes { displayName = "MAZE : Attributes"; // Category name visible in Edit Attributes window collapsed = 1; // When 1, the category is collapsed by default class Attributes { class mazeName { displayName = "Name"; tooltip = "Name"; property = "maze_Name"; control = "Edit"; expression = "_this setVariable [ 'maze_Name' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; class mazeClass { displayName = "Class"; tooltip = "MAZE : Asset Class"; // Tooltip assigned to UI control class Title property = "maze_Class"; // Unique config property name saved in SQM control = "Edit"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Class' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; class mazeMax { displayName = "Max"; tooltip = "Max"; // Tooltip assigned to UI control class Title property = "maze_Max"; // Unique config property name saved in SQM control = "EditCode"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Max' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; class mazeCode { displayName = "Code"; tooltip = "Code"; // Tooltip assigned to UI control class Title property = "maze_Code"; // Unique config property name saved in SQM control = "EditMulti5"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes expression = "_this setVariable [ 'maze_Code' ,_value];"; condition = "object"; // Condition for attribute to appear (see the table below) }; }; };
Is does not remember the text string I enter and show as true or false.
What am I doing wrong? -
They may not.
Where there is a will, there is a way.
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We would be interested:
Discord : MACE
We are using this PVP framework/engine :
You may also want to check out :
Discord : Frontlines
Discord : Project Reality ARMA3
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MACE : Multi-player ARMA3 Combat Engine
Classic PVP/TVT
Advance and Secure , Attack and Defend mission/framework.
Not so popular but “The object of life is not to be on the side of the majority, but to escape finding oneself in the ranks of the insane.â€
:P
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If you are looking for a project where communication, cooperation and coordination counts then the MACE PVP/TVT is for you!
Stand in front of another player and defeat him in a virtual battle.
MULTI-PLAYER ArmA COMBAT ENGINEThis was first concieved as a mission within ArmA2 and has been developed and improved by the MACE/Total War community within ARMA3.
The MACE engine is a modded version of the Zdrob Engine by eRazer, and is a platform upon which players can create any battlefield environment within ArmA3.
Specifically for multiplayer team games - PvP/TvT, the MACE engine provides a scalable battlespace from infantry only, to full combined
arms with support units, armored vehicles and aircraft.
Zdrob Engine InsideThe mission is powered by the Zdrob engine, created by its author eRazer, using his extensive experience of sqf scripting and he has over 4000+hrs within ARMA3
mostly editing/scripting missions. This has been developed over the last 3 years with the ideas and feedback of the community (initially PAC / 9GU) and has now
evolved into the Zdrob engine (Zengin) which is a framework/tool to build multi-player PvP/TvT missions.
Dynamic Mission FrameworkThe dynamic nature of the mission allows great variety with every mission. Its does this through customisable mission parameters and tools.
The server administrator can choose predefined (map dependant) or "dynamic locations", with up-to 10 dynamic/moveable sectors, each with their own unique size.
As the server fills with players, the dynamic roles and deployment systems of the mission, adapt automatically according to the No. of players on the server.
This allows the mission to automatically change from, small scale infantry combat to large scale, combined arms battle, without restarting the mission.
CommmunityThe MACE project is a community of international communities, large/small and individuals players.
We are an OPEN community of serious, hardcore, PVP players, who like a challenge.
We are activley looking for other like minded players, groups or communites for participation in our organised battles and practice sessions.
Game ModesThere are a selection of game modes:
AAS : Advance and Secure
A&D : Attack and Defend
KOTH : 1 Sector Control
Search and Destroy (in development)
Using these tools, you can safely say that, playing the same twice mission is almost impossible.
Check more info on http://www.arma-mace.com
For more info join our Steam Group - http://steamcommunity.com/groups/armaprmaceMACE Twitter : @Arma3Mace
Cheers, MACE HQ
http://imgur.com/a/NtMnf-
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Ok thank-you for your help, I will give them both a try.
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I have created a new attribute and combobox box.
Which category would I use to only display this on an ammo or supply box?
// Condition For Type Description // object Object All // objectBrain Object Object with simulation "soldier" or "UAVpilot" // objectControllable Object Object with simulation "soldier" // objectAgent Object Object with non-empty agentTasks[], i.e., animals/ // objectVehicle Object Vehicle which can be boarded // objectSimulated Object Object which is simulated (e.g., falls down when in the air) // objectDestructable Object Indestructible object, i.e., when destrType config property set not DestructNo // logicModule Logic Logic which is a module (vehicleClass config property is "Modules")
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Not sure this is apex related but its on Tanoa.
Invisible flippers with shadows:
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Added: The Respawn Menu now supports role / loadout limits
Is there any Biki or other information on this?
Error when bundle a scenario.
in Arma Reforger - Configs & Scripting
Posted
It is related to the AI navmesh which needs to be updated for any entities placed on the map but only if you are using AI in your mission.
If your mission is for only PVP or TVT it can be ignored and you can still publish it to the workshop.
https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial