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Everything posted by Rook Mk1
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Hi, I was wondering which was the most efficient and readable way to manage tasks. I used to have task functions in different scripts and fsms, but now want to keep all in one script to make it more readable. What I have so far: //Mount Vehicles Task private _title = "Mount Vehicles"; private _description = "Mount your patrol vehicles."; private _waypoint = "Mount"; private _position = (getMarkerPos "marker_mountCars"); private _myTask = [B12_1,["taskCar"],[_description,_title,_waypoint],_position ,"ASSIGNED",2,true,"getin"] call BIS_fnc_taskCreate; []spawn { while {condition} do { switch (condition) do { case case1: { ["taskCar","SUCCEEDED"] call BIS_fnc_taskSetState; }; case case2: { ["taskCar","FAILED"] call BIS_fnc_taskSetState; }; case case3: { ["taskCar","CANCELLED"] call BIS_fnc_taskSetState; }; }; }; }; I just put generic conditions and cases in this example. However, I know []spawn is not the most economical performance wise. I also tried looking at Bohemia's mission files to get an idea, but I can't really make heads or tails of it.
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Mountain Escape - A James Bond-esque escape scenario
Rook Mk1 posted a topic in ARMA 3 - USER MISSIONS
Make a daring escape down a Norwegian mountain by car or bike before your flight leaves! Mods Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1282716647 Mods Recommended (But playable without): https://steamcommunity.com/sharedfiles/filedetails/?id=1640399582 https://steamcommunity.com/sharedfiles/filedetails/?id=1715110132 Known issues: Music will pause randomly for a couple of seconds when pausing or saving. Audio pops occasionally between loops (arma doesn’t handle music the best) The player bobbing around randomly can make it harder to select a car. Thanks: Health Regen Script: Unknown BI Forums member (Let me know who is the og author!) Timer Script: cobra4v320 Autoflip Script: DaVidoSS Music: Sweaty Little Sow - Saki Kaskas Download - Steam Workshop -
Custom Campaign Missions Wont Update
Rook Mk1 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm making a custom campaign, and whenever I try adding a new mission it just refuses to acknowledge that I added a new one. I made a class with the template name exactly the same as the one in the campaign's mission folder but it stops at the previous mission. In the past I could just duplicate the campaign folder and it would work, but in this case it's just refusing to show. //Campaign Description.ext class Chapter1 : NoEndings { firstMission = Mission1; endDefault = ; // other endings are defined by inheritance from NoEndings class Mission1 : MissionDefault { end1 = Mission2; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings end2 = Mission2; end3 = Mission2; end4 = Mission2; end5 = Mission2; end6 = Mission2; endDefault = Mission2; template = BW_takiBase.takistan; }; class Mission2 : MissionDefault { end1 = Mission2a; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings end2 = Mission2a; end3 = Mission2a; end4 = Mission2a; end5 = Mission2a; end6 = Mission2a; endDefault = Mission2a; template = BWCAMP02.takistan; }; class Mission2a : MissionDefault { end1 = Mission3; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings endDefault = Mission3; template = BW_RoadAttack.takistan; }; class Mission3 : MissionDefault { end1 = Mission4; end2 = Mission4; end3 = Mission4; end4 = Mission4; end5 = Mission4; end6 = Mission4; endDefault = Mission5; template = BW_Search.takistan; }; class Mission4 : MissionDefault { end1 = Mission5; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings end2 = Mission5; end3 = Mission5; end4 = Mission5; end5 = Mission5; end6 = Mission5; endDefault = Mission5; template = BW_NightRaid.takistan; }; class Mission5 : MissionDefault { end1 = Mission6; end2 = Mission6; end3 = Mission6; end4 = Mission6; end5 = Mission6; end6 = Mission6; endDefault = Mission6; template = BW_Battle.takistan; }; class Mission6 : MissionDefault { template = BW_rubble.takistan; }; }; Stops after mission 6 -
So say if I spawned an opfor unit, and only wanted to make a script activate if they had a certain name followed by any number. Say badman_1 or badman_25 etc. How would I check for that? I tried things like if (vehicleVarName _this == "badman_%1") then {code} but it hasn't worked.
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Hi I have a condition that needs to be returned true once a unit has been patched up in ace. Any idea how to do it? Thanks.
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@stanhope Yeah I got that suggested on r/armadev and managed to get it working, thanks anyway.
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Is there a way via scripting to change what icon is displayed in the unit box in the command bar manually? e.g. like a little grenade symbol for grenadiers or triangle for engineers, etc. Right now I have some custom loadouts and its bugging me that I can't tell what role they are supposed to be when commanding them.
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Changing Command Bar Unit Role Icon
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@panther42 Yeah I saw that. I guess I'll just have find a way to apply it. Thanks. -
Changing Command Bar Unit Role Icon
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nah just for individual units. See the spanner above his name? Just the ability to change a unit's icon to anything without changing the unit's config. -
Basically I need a colour variable to be passed through to a subtitle header. //Select HEX colour from given string private _colourHTML = switch (toUpper _colour) do { case "SIDE": {"#00ccff"}; case "GLOBAL": {"#d7d7d9"}; case "VEHICLE": {"#fbd40b"}; case "COMMAND": {"#e5e760"}; case "GROUP": {"#beee7e"}; case "DIRECT": {"#fffffb"}; case "CUSTOM": {"#ec5a29"}; case "SYSTEM": {"#8a8a88"}; case "BLUFOR": {([WEST,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "OPFOR": {([EAST,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "GUER": {([INDEPENDENT,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "CIV": {([CIVILIAN,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; }; // Show subtitle _text = parseText format [ if (_from == "") then { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'>%2</t>" } else { if (_from == "#sfx") then { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'>*%2*</t>" } else { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'><t color='%4'>%1:<t color='#ffffff'><br />%2</t>" } }, toupper _from, _text, (safezoneH * 0.65) max 1, _colorHTML ]; I just get Error Undefined variable in expression: _colorHTML It works if I put something like _colorHTML = "#00ccff"; before the subtitles part though. Any idea why?
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format not passing through var
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh god, getting my regional spelling mixed in. Thanks for catching that. -
Since waitUntil no longer does anything outside Booleans, what are some other good ways to wait in a script until a certain condition is activated? while do works for certain things but it's not 100% reliable. for instance originally you would have waitUntil {speed _object < 20}; so i would try something like: while {speed _object > 19} do {sleep 0.1}; But it was returning errors.
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@Dedmen Yeah I realise that it works now, it was a problem with the script. I was just under the impression that including anything other than true or false into a waituntil condition didn't work after update v1.93.145618
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Is it possible to check if an item is in a container? e.g. if (hgun_P07_F in _box) then I've tried a few different things but none seem to work.
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check if item is in container
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if ("hgun_P07_F" in (WeaponCargo ammobox)) then Success! Thanks! -
check if item is in container
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried if ("hgun_P07_F" in (items _box)) then {hint "true" } else {hint "false"}; always returns false. -
Call arguments not working past third parameter
Rook Mk1 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
[_unit, 10, pistol] call gunScript; in code params ["_unit", "_stubbornness", "_weapon"]; but it fails to recognise _weapon whenever I try to use it, any idea why? -
Call arguments not working past third parameter
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, wasn't aware of that, but I know now, thanks all -
Call arguments not working past third parameter
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I changed it to a number and it worked from if (_weapon == pistol) then { _unit addWeapon "hgun_P07_F"; _unit addHandgunItem "16Rnd_9x21_Mag"; for "_i" from 1 to 2 do {_unit addItemToUniform "16Rnd_9x21_Mag"}; }; if (_weapon == 1) then { _unit addWeapon "hgun_P07_F"; _unit addHandgunItem "16Rnd_9x21_Mag"; for "_i" from 1 to 2 do {_unit addItemToUniform "16Rnd_9x21_Mag"}; }; -
So I want to change a local variable in a script with an add action command. Example _action = { _var = false; _unit addAction ["Change var", {_var = true}]; }; However due to addaction being its own scope, I am unable to change the var in the action code, any ideas how to do so?
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Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay, cool -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are we talking global setVariable or just var = addaction? -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Again I can’t really do that since it’s used by more than one unit. -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another question, would it be possible to assign setVariable to an addaction command. For instance instead of _actionID = player addaction "etc"; It could be: player setVariable ["actionID", addAction "etc"]; then i could remove it using: player removeAction actionID or something. -
Setting variable in addaction
Rook Mk1 replied to Rook Mk1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I cut and pasted everything into a new script which fixed it for some inexplicable reason.