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Found 4 results

  1. MISSION MAKER FRAMEWORK for ARMA III, ver. 0008 (2021) This MODULE is compatible with BASE GAME (current version) MMF is an easy-to-use function library for mission designers. Live readMe Discord Channel (new) Change Log (new) FAQ (new) MMF Version 8 (install to mission root) (dev) MMF_vX (drive) (new) Demos (new) Images Features Have fun! Credits: Soolie Build Menu GUI SmartGames Function Configs Custom Notification Benchmark, Mr Pants Playtesting Arma Public License No Derivatives (APL-ND) Use:
  2. The FLY ArmA III Air Traffic Module makes it easy to create a network of airports. What's new: *Initial release version 0001 The number one request from Fly Tanoa Air was to make it useful for other maps and vehicles. Done. Check out the readme FLY ArmA III verion 0001 Mission Maker walkthrough video Demo video from tutorial NOTES: * Included: 3 airport markers. 3 approach vectors. 1 cargo box and 1 traffic marker. A small init block and a great big function library. Also a brief intro.sqf you may configure and use if you like. * A DEMO mission on Altis (not the one from the tutorial). * It's possible to add more airports but it isn't a 2 click solution. If you know how, go ahead. If you don't and need help, message me. The next version will make it simple to add more airports. Updates will be to the function library and the module assets will always remain the same. * There are extra functions in there and extra functionality within some of the functions which is unused/disabled. If you want something to be different-- different passengers or less often radio updates, for example-- there's probably already a built-in function for that, just look. * You can absolutely drop this into an existing scenario, just remember to add the init variables and exec the library. * There's no restriction on vehicle type so this is already a taxi service / cargo delivery module, too. Just hop in a car and start delivering people from airport to airport (you can reconfigure the names of destinations of course). * When you open the library the first thing you may think is, "Hey, if I replaced this civilian thing with a military thing, it'd be like a real mission.", and you would be right. I noticed that, too. There is another framework with those edits already made. * Since this is a community asset, community suggestions for features and script improvements are welcome. Have fun!
  3. Hello. I have a function, let's just call it add_addaction. Then I have another function, which is just Retriever. The Retriever finds a city, spawns civilians and cars. For each civilian spawned, the following command is used : [_unit] remoteExecCall ["JeyR_fnc_retrieve_addaction",0,true]; The add_addaction currently doesn't do anything special, just adds an action to the unit saying "helo". This works fine. However, for JIP players, the action is not showing up. I tried to fix the problem via this piece: class CfgFunctions { class JeyR { class Jey_public { class retrieve { file = "functions\retrieve.sqf"; preInit = 1; }; class retrieve_addaction { file = "functions\retrieve_helper.sqf"; preInit = 1; }; }; }; }; And to avoid the scripts to give any errors (because the add_addaction requires an object/unit, it gives you an error that it couldn't find the unit to add the action), I put this command to the top of the scripts : _asd = missionNamespace getVariable ["running_task",0]; if (_asd == 1) then { /* The other parts of the script */ } Now even the not JIP players can't see the add action, but the RPT log doesn't give any errors. I am totally out of ideas. How does the functions library work?
  4. Hey guys, usualy I write a function put it in an example.sqf and then I do this: fnc_example = compileFinal preprocessFile "example.sqf"; now I have a file with a bunch of functions in the file example_fncs.sqf like this: fnc_example_a = { }; fnc_example_b = { }; fnc_example_c = { }; how can I preprocess the file and precompile that functions for the later use with call and spawn?
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