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2652 ExcellentAbout R3vo
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Second Lieutenant
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Germany
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CatBook-Yi23332 started following R3vo
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visual studio [VS CODE] Tutorial: how to config VS Code for Arma 3 (2023)
R3vo replied to thy_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for sharing. Here are three more extensions that I find really useful. Tyriar.sort-lines (Sort lines with various settings) moshfeu.diff-merge (Compare two files and merge differences) bux578.vscode-openlastrpt (Opens latest RPT with ALT + R) -
R3vo started following Need help with scripting (problem with setting variables), Extend/reset sleep timer?, .paa not found with mortar ammo and and 4 others
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Extend/reset sleep timer?
R3vo replied to GaryTheNoTrashCougar's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Create a new variable and add 5 sec sleep to it for every additional kill after the first one. After 3 kills: Sleep 5; sleep TimeForAdditionalKills; //Reset counter I am at my phone so it's kinda tedious to write it down more detailed. -
.paa not found with mortar ammo
R3vo replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
private _ammo = "8Rnd_82mm_Mo_shells"; { _x addItemCargo [_ammo, selectRandom [1, 2]]; } forEach [box1, box2]; -
First time poster require Popup target scripting help
R3vo replied to TGxBrK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also read: https://community.bistudio.com/wiki/Arma_3:_Shooting_Targets -
Question about elementary light physics (obstacles for light)
R3vo replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Very interesting. Some of the lights really looked better in the Alpha. However, light shining through objects has always been the case as far as I remember. -
Need help with scripting (problem with setting variables)
R3vo replied to y-shin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
"ModuleCurator_F" createUnit [ //Save the module in a global variable known to the client getPosATL player, createGroup sideLogic, "myCuratorModule = this; this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];" //We assign the module to a variable via its init ]; // Creating Zeus module on the map at player's position. myfnc_addZeus = { params ["_player"]; [_player, myCuratorModule] remoteExec ["assignCurator",2]; systemChat "You have gained access to Zeus. Press Y to access Zeus."; }; myfnc_removeZeus = { params ["_player"]; [_player] remoteExec ["unassignCurator",2]; systemChat "You have lost access to Zeus. To gain access to Zeus, select Become Curator from scroll menu." }; player addAction ["Become Curator", {_this select 1 call myfnc_addZeus}]; player addAction ["Leave Curator", {_this select 1 call myfnc_removeZeus}]; //This select 1 is the player who activates the action Issue fixed. You were using the createUnit syntax that does not the created unit/object. I am assigning the module to a variable now via its init. -
units _group findIf {alive _x} == -1 Should work as well.
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Converting string to variable
R3vo replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You are already doing that. -
Converting string to variable
R3vo replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's group. You make it a string first but then you assign a group to it. The string is kinda redundant. What I noticed is, you are potentially creating a new group every second so you need to keep track of the number of groups and either delete them if needed or make sure you are not exeeding a certain threshold. -
Converting string to variable
R3vo replied to sizraide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If it works then it's good. I see no issue here for a mission that will not run 24/7. -
Need help with scripting (problem with setting variables)
R3vo replied to y-shin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
myCuratorModule = "ModuleCurator_F" createUnit [ //Save the module in a global variable known to the client getPosATL player, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];" ]; // Creating Zeus module on the map at player's position. myfnc_addZeus = { params ["_player"]; [_player, myCuratorModule] remoteExec ["assignCurator",2]; systemChat "You have gained access to Zeus. Press Y to access Zeus."; }; myfnc_removeZeus = { params ["_player"]; [_player] remoteExec ["unassignCurator",2]; systemChat "You have lost access to Zeus. To gain access to Zeus, select Become Curator from scroll menu." }; _myCuratorPlayer addAction ["Become Curator", {_this select 1 call myfnc_addZeus}]; _myCuratorPlayer addAction ["Leave Curator", {_this select 1 call myfnc_removeZeus}]; //This select 1 is the player who activates the action -
Try with format then. It could also be that initPlayerLocal.sqf is executed before initServer.sqf thus your variable does not exist when the briefing code is executed. See https://community.bistudio.com/wiki/Initialization_Order ("order is not guaranteed")
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Briefing.html is not valid for Arma 3 and thus not needed. See https://community.bistudio.com/wiki/Briefing.html Execute your briefing script via initPlayerLocal.sqf. This will ensure it's added locally for each player that joins the mission. See also: https://community.bistudio.com/wiki/Briefing.html
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Is there a function to convert compass direction to cardinal direction?
R3vo replied to mr_centipede's topic in ARMA 3 - MISSION EDITING & SCRIPTING
PC_fn_compass_direction = { params ["_direction"]; private _sector = round (_direction / 22.5); [ "north", "north-north-east", "north-east", localize "STR_PC_groupchat_153", localize "STR_PC_groupchat_154", localize "STR_PC_groupchat_155", localize "STR_PC_groupchat_156", localize "STR_PC_groupchat_157", localize "STR_PC_groupchat_158", localize "STR_PC_groupchat_159", localize "STR_PC_groupchat_160", localize "STR_PC_groupchat_161", localize "STR_PC_groupchat_162", localize "STR_PC_groupchat_163", localize "STR_PC_groupchat_164", localize "STR_PC_groupchat_165", localize "STR_PC_groupchat_166" ] select _sector; }; -
Also read https://community.bistudio.com/wiki/Eden_Editor:_Layer.