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cfgvehicles Making Data Terminal into an object
MoaB posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've been having problems with configuring a child class of the "Land_DataTerminal_01_F". What I'm trying to do is, making my child class behave like an ammo crate, so it can be dragged around and loaded with another mod. Since the data terminal is a child of "buildings" and "static" it behaves much different. What I did was setting - simulation = "thing" - in the config. All it did was bringig up errors of missing config entries and making the model disappear. class CfgVehicles { class Land_DataTerminal_01_F; class NDF_radioRelay:Land_DataTerminal_01_F { author = "[NDF MoaB]"; scope = 2; displayName = "TFAR Radio Relay"; ace_dragging_canDrag = 1; ace_dragging_dragPosition[] = {0, 1.2, 0}; ace_dragging_dragDirection = 0; ace_dragging_canCarry = 1; ace_dragging_carryPosition[] = {0, 1.2, 0}; ace_dragging_carryDirection = 0; class UserActions { class aktivieren { displayName = "Aktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, 50000] call TFAR_antennas_fnc_initRadioTower;[this,3] call BIS_fnc_DataTerminalAnimate;"; }; class deaktivieren { displayName = "Deaktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, -1] call TFAR_antennas_fnc_initRadioTower;[this,0] call BIS_fnc_DataTerminalAnimate;"; }; }; }; }; This is my config at this point. Any help? -
[Release] Virtual Arsenal Shop System
MoaB replied to 7erra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I had not noticed there's a difference. -
[Release] Virtual Arsenal Shop System
MoaB replied to 7erra's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I have a problem with configuring the shop. This is, what my _costArray looks like: _costArray = [// add your entries in the format >"classname",cost< "arifle_AK12_F",100, "arifle_AKM_F",50, "arifle_MX_F",75, "hgun_P07_F",20, "optic_DMS",10, "optic_ACO_grn",5, "B_AssaultPack_mcamo",25, "U_B_CombatUniform_mcam",15, "30Rnd_762x39_Mag_F",5, "30Rnd_65x39_caseless_mag",13, "rhs_weapon_pya",300, "rhs_weapon_makarov_pm",200, "rhsusf_weapon_m1911a1",350, "Weapon_hgun_Pistol_01_F",200, "rhs_mag_9x19_17",50, "rhs_mag_9x18_8_57N181S",50, "rhsusf_mag_7x45acp_MHP",55, "10Rnd_9x21_Mag",50 ]; The upper part makes the listet items show up. The pistols I added are nowhere to be seen. Any idea why? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
MoaB replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it be possible to add the option of setting the mission settings via cba or a userconfig\mcc\settings.hpp? Pretty pretty please? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
MoaB replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've searched, unsuccesfully, for an answer to the following question: Is it possible to set the mcc setting for the entire server? I would like to set some settings without having to place the modules in a mission. -
There is a parameter for a custom init that gets executed for each spawned unit. I modified the scripts so that they get executed on a headless client if a headless client is present. If not the scripts get executed on the server. What I did was to replace if !(isServer) exitWith {}; with those lines: private _hc = (count entities "HeadlessClient_F" > 0); private _exit = true; if ( (_hc && !(hasInterface || isServer)) || (!_hc && isServer) ) then { _exit = false; }; if (_exit) exitWith {};
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- ai spawn script pack
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script to check multiple if-then conditions
MoaB replied to zilfondel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much, that was what I was looking for -
script to check multiple if-then conditions
MoaB replied to zilfondel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to execute a script on a headless client if one is present. If not, the script should run on the server. What i tried to do is: _hc = false; if (count entities "HeadlessClient_F" > 0) then { _hc = true} else {_hc = false}; if (_hc == true AND !(hasInterface OR isServer)) exitWith {hint "You're not an HC"}; if (!isServer) exitWith {hint "You are no HC and no Server"}; hint "You are an HC or the Server, script will be executed"; What am I doing wrong? -
I apologise, that is correct. In editor preview it still doesn't though.
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Great vehicle! Is it intentional though, that the gun does no range automatically? I had to measure range with the laser and then adjust the gun's elevation manually with PgUp and PgDown. I personally wouldn't mind if that was intentional because it is that way in reality. I love this kind of restrictions that require an experienced and well trained crew.
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- redd vehicles
- marder
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TFAR only works on a dedicated server, not while testing in editor.
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What version are you using? We had the same problem up until version 0.9.2. After that this was fixed.
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iniDBI2 - Save and Load data to the server or your local computer without databases!
MoaB replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was looking for something that doesn't use a database since that would be overkill for just saving position, direction and loadout. I found a linux port of iniDBI, going to try that. Up until now i just used the profileNameSpace to store those variables on the client pc. -
iniDBI2 - Save and Load data to the server or your local computer without databases!
MoaB replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ooops I'll have to use iniDBI then. thanks for the reply though -
iniDBI2 - Save and Load data to the server or your local computer without databases!
MoaB replied to code34's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found a way, postet by somebody here click, My Problem was with the server-client interaction. Next question: since inidbi uses a .dll file, does it run on a linux server?