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raptor2x

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About raptor2x

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  1. Hello, So basically I'm trying to do something when a player fires with a mortar. This is a simple code I made to check if it's working when the player fires with a MK18, and it's working good: player addEventHandler ["Fired",{ if (_this select 1 == "srifle_EBR_F") then { do something here };}];So now I'm trying to adapt the code for the mortar, this is what I tried :player addEventHandler ["Fired",{ if (_this select 1 == "mortar_82mm") then { do something here };}];It's not working and I probably know why "This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.", the mortar is a vehicle. So from what I understand I need to attach the Event Handler to the vehicle and not to the player itself. Can you explain me how can I do that ? Thank you !
  2. Yep, the problem is that I'm a beginner so I don't know how to do that exactly. That's not a big big problem so I think that I will just try to warn the player if he writes ":".
  3. Like that ? private ["_answerAuthorID", "_answerAuthorName", "_answerText"]; _answerAuthorID = _this select 0; _answerAuthorName = _this select 1; _answerText = _this select 2; _textArray = []; _textArray pushBack _answerText; [format ["addOpinion:%1:%2:%3", _answerAuthorID, _answerAuthorName, _textArray]] call extDB_Database_async; It gives But the problem is the same with ":" [17:56:57:934 +02:00] [Thread 5564] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Input String addOpinion:76561198028528740:Raptor:[":"] [17:56:57:934 +02:00] [Thread 5564] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Expected: 3 Got: 4 [17:57:37:105 +02:00] [Thread 5564] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Input String addOpinion:76561198028528740:Raptor:["qsdqsdqds qs :"] [17:57:37:105 +02:00] [Thread 5564] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Expected: 3 Got: 4 What am I supposed to do with onChar ? Thanks guys !
  4. Thanks for your help guys. So there is no way to have this character in a normal text in the database ? We must prevent the player from writing it ? Btw, is ":" the only character that can't be used ?
  5. Hello, So basically I have a dialog where the player can enter a text. Then I save this text in my database. It's working good but if the player puts the character ":" inside his text, the query will understand as if it was a new input (I don't know if I'm expressing myself correctly, sorry). Here is the log so you will understand what I'm saying : [14:44:50:842 +02:00] [Thread 4856] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Input String addOpinion:76561198028528740:Raptor:this is a wonderful test :) [14:44:50:842 +02:00] [Thread 4856] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Expected: 3 Got: 4 [14:32:36:478 +02:00] [Thread 4856] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Input String addOpinion:76561198028528740:Raptor:: [14:32:36:478 +02:00] [Thread 4856] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Expected: 3 Got: 4 [14:50:00:276 +02:00] [Thread 3028] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Input String addOpinion:76561198028528740:Raptor:test 2 : : : : : : : [14:50:00:276 +02:00] [Thread 3028] extDB2: SQL_CUSTOM_V2: Incorrect Number of Inputs: Expected: 3 Got: 10 So what should I do to force the character not be considerated as a new input ? private ["_answerAuthorID", "_answerAuthorName", "_answerText"]; _answerAuthorID = _this select 0; _answerAuthorName = _this select 1; _answerText = _this select 2; [format ["addOpinion:%1:%2:%3", _answerAuthorID, _answerAuthorName, _answerText]] call extDB_Database_async; Thank you !
  6. Yep, it's also working ! Thank you ! :-)
  7. You really know everything about GUI on Arma 3 ! :D Thank you very much for your help.
  8. Hello, I'm using style = "16" because I want to show text on multiple lines, it's working good but there is a little problem : This grey area border that dissapears when you click on an other UI element but then reappers if you click back on the text. Any idea if we can remove this ? Thanks !
  9. Thank you so much for your help hoverguy ! Now it works perfectly. :)
  10. Hello, Ok so my problem is easy to understand and I think that it is also easy to resolve. To explain that quickly, here is my code : _userUID = getPlayerUID player; _alreadyAnswered = [format ["getAnswerAuthor:%1", _userUID], 2] call extDB_Database_async; systemChat format ["%1", _alreadyAnswered]; if(_alreadyAnswered == what can I write here ?) then { blablabla } else { blablabla }; And here is the SQL code referring to "getAnswerAuthor" : [getAnswerAuthor] SQL1_1 = SELECT COUNT(*) FROM sondages WHERE UID = ?; Prepared Statement Cache = false Number of Inputs = 1 SQL1_INPUTS = 1 So the SQL query just checks if there is the UID of the player in the "sondages" table, then it returns 1 or 0 in alreadyAnswered. It's actually working well, when I check what's the result with systemChat format ["%1", _alreadyAnswered]; , it says in the chat [0] or [1]. But the problem is that I want to do something with this [1] or that [0], as you can see at the line 5. I don't know how I can do that because it's not a simple true/false or a 1/0, there are the "[]" next to the number. So basically how can I do that if(_alreadyAnswered == [1]) ? Thanks !
  11. This is exactly what I was looking for, ctrlShow is doing the job. Thank you very much killzone_kid !
  12. Hello, I will try to explain that quickly : I made a dialog with some buttons, text and images. I would like to know if it is possible to remove one element from the dialog when I click on one of the button. So let's imagine a window with 2 images in it and 2 buttons in it : one button to remove the image 1, one other to remove the image 2. Everything is in the same window . How can I do that ? I know about the function closeDialog idc, but it's not what I want because it closes everything. I tried the function with the idc of the element I want to remove, but it closes everything so I guess that I'm using this function wrong. I hope that you understand what I'm trying to do. Thank you ! :-)
  13. raptor2x

    Lockheed C-130

    Nice work sabre ! Glad to see that you already started to work on what we were talking about yesterday. :) Can we still close the ramp ?
  14. raptor2x

    Sukhoi Su-34

    Now with this update the mod is working perfectly with the laser-guided bombs, this is a masterpiece, one more time thank you very much for your work sabre ! If some of you are using the mod ACE, you will have to disable it (at least I had to) in order to use the guided bombs because ACE replace them with unguided ones, this is strange but @sabre will probably do something to prevent that. :)
  15. raptor2x

    United States Air Force( 2015)

    Thank you very much for your amazing work ! This mod pack is just wonderful.
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