Midnighters
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Everything posted by Midnighters
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you mean like, a config entry has a parent named "corpse" ?
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patrol team spawning script causing serious script lag
Midnighters replied to Atlas1205's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well. One could say, it's still being calculated locally. But... -
How to force a different save path for the Arsenal?
Midnighters replied to Ophelian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Larrow posted this for that exact use: [ missionNamespace, "arsenalOpened", { disableSerialization; _display = _this select 0; { ( _display displayCtrl _x ) ctrlSetText "Disabled"; ( _display displayCtrl _x ) ctrlSetTextColor [ 1, 0, 0, 0.5 ]; ( _display displayCtrl _x ) ctrlRemoveAllEventHandlers "buttonclick"; }forEach [ 44146, 44147 ]; } ] call BIS_fnc_addScriptedEventHandler; -
patrol team spawning script causing serious script lag
Midnighters replied to Atlas1205's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well I wouldn't doubt one bit that it would. Every single weapon config entry? At start? At Random? I wouldn't expect any less. the preProcessing will help, I believe the server saves a cache of these kind of operations. -
patrol team spawning script causing serious script lag
Midnighters replied to Atlas1205's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah good point. Sometimes if it throws and error for me it won't even be on that line, and the error was a line or two above it. so commenting out some different problematic lines could help break it down to the solution. I guess in your case @shape1205 there could be something wrong, and preventing something loading even if arma doesn't throw an error in your face. -
patrol team spawning script causing serious script lag
Midnighters replied to Atlas1205's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would try preProcessing this file anyways if it's being ran more than once.. -
How to force a different save path for the Arsenal?
Midnighters replied to Ophelian's topic in ARMA 3 - MISSION EDITING & SCRIPTING
why not just remove every weapon globally? then add it all back to the arsenal after a sort of "blacklist" has been established? BIS_fnc_removeVirtualWeaponCargo I would imagine this works correctly. I'm not too sure? -
Randomized Array of Clothing
Midnighters replied to pliskin124's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right, I understand there is a distinct difference between the two. However, by others above both (selectRandom) and (bis_fnc_selectRandomWeighted) were used. (in this context) -
aye, I missed that tid bit. Thanks, this makes more sense now.
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Whats the init.sqf and the initServer.sqf
Midnighters replied to BlacKnightBK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if anything this could've just been defined in CfgFunctions in the description.ext (if this in fact a file containing a function) -
Wait a sec. Wouldn't reveal show the enemy position regardless of the friendly position? IE: Across the map? :/
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I recommend you use remoteExec instead of bis_fnc_MP next time.
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Randomized Array of Clothing
Midnighters replied to pliskin124's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what's the performance differences on the two? bis_fnc_selectRandomWeighted and just selectRandom ? Especially with a larger array. -
are you looking for something like configClasses ?
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Animations are playing for anyone connecting to my server but not for me.
Midnighters replied to wickedhaloruler's topic in ARMA 3 - MISSION EDITING & SCRIPTING
so I'm assuming you're using bis_fnc_ambientAnim use remoteExec in combination with it. remoteExec BIS_fnc_ambientAnim Pierre had provided a sample of such at the bottom of the documentation for the ambientAnim function. -
collision Check Object Collision (No solution yet)
Midnighters replied to draoth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The epe contact event hanlder is for physical collision no matter if stored in a weapon holder (i believe). AttachTo will be the only thing that prevents it from firing unless you collide with the ground the returned object will. Dont know how well checking the distance between each will work. Very taxing on performance i would believe. The epe event handlers should work fairly well. -
getAllHitPointsDamage returns an array, you dont create the array manually. hint format["%1",(getAllHitPointsDamage _vehicle)]; That would give you an onscreen representation of what its creating. Make sure to store it in a variable so you can reffer back to it later in the script. Ex _myHitpoints = getHitPointsDamage _vehicle; { _vehicle setHitpointDamage[_x, 1]; } forEach _myHitpoints;
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collision Check Object Collision (No solution yet)
Midnighters replied to draoth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
epeContactStart event handler? You could always check the distance between any given two. -
Hide respawn position marker
Midnighters replied to Rebitaay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh..i see. Awesome. -
Hide respawn position marker
Midnighters replied to Rebitaay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does addRespawnPosition actually create a marker though? I dont see any way to track the markers created from it if hat is the case. -
I always use the trusty respawn markers. Could just be a habit of mine. But, @GioLabo make sure to add: respawn=3; in your description.ext for base respawning.
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Issue with vehicles when script ran multiple times
Midnighters replied to Midnighters's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah it definitely has no idea where the ied is at.. -
Issue with vehicles when script ran multiple times
Midnighters posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello all. I ran into a problem recently. I found that if I set _trg to trg then my triggers work outside a given set of brackets. Which is expected. same with _ied and ied iedtype = (_this select 0); //marker or map based. Either a string with the marker name, or as string with "mapPos" probability = (_this select 1); //probability arrayMin = ((_this select 2) select 0); //array of numbers ex: [1,2,3] arrayMedian = ((_this select 2) select 1); arrayMax = ((_this select 2) select 2); allowRoads = (_this select 3); //boolean debug = (_this select 4); //boolean safeZones = (_this select 5); //array findMapPos = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); findMapSize = getNumber(configFile >> "CfgWorlds" >> worldName >> "mapSize"); findRoads = findMapPos nearRoads findMapSize; iedSelection = ["_iedUrbanBig_F","_iedLandBig_F"]; explosionSelection = ["M_Titan_AT","Bo_Mk82","Bo_GBU12_LGB","R_230mm_He","R_80MM_HE"]; fnc_explosion = { (selectRandom explosionSelection) createVehicle (getPos (_this select 0)) }; if(iedType == "mapPos") then { for "_i" from 0 to random[arrayMin,arrayMedian,arrayMax] do { if(allowRoads) then { if(probability > random 100) then { _ied = (selectRandom iedSelection) createVehicle (getPos (selectRandom findRoads)); _trg = createtrigger["EmptyDetector",(getPos _ied)]; _trg setTriggerArea[1,1,1,false]; _trg setTriggerActivation["Any","PRESENT",false]; _trg setTriggerStatements["this","(selectRandom explosionSelection) createVehicle (getPos _ied); deleteVehicle _ied;",""]; if((count safeZones) > 0) then { { if((getPos _ied) inArea (getPos _x)) then { deleteVehicle _ied; }; if((getPos _trg) inArea (getPos _x)) then { deleteVehicle _trg; }; } forEach safeZones; }; if(debug) then { _mkr = createMarker[(str(getPos _ied)),(getPos _ied)]; _mkr setMarkerType "hd_dot"; _mkr setMarkerColor "ColorRed"; }; }; }; }; }; This is the entirety of the script, I am nowhere near done with it. But the issue is that when the trigger is activated, another ied is set off. I'm thinking because ied is all the same to the script. Rather than each fo them being their own mine? -
For as many people as they are hiring on. Why don't they have just one person dedicated to document things? Dunno.
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Spawning a squad and linking it to player while in game
Midnighters replied to Deadth's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes, glad to see you are getting this to work.