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Found 7 results

  1. In the last two weeks, I spent A LOT of my days off to understand programming (I'm not a true one) and Arma scripts syntaxes and etc... Of course, lots of questions came over and some of them that are not clear at all is how to call (in each case) an external piece of code (.sqf) through the init files (init.sqf / initServer.sqf / initPlayerLocal.sqf). Yeap, I've read about them also... and init.sqf is the priority when the mission starts, meanwhile initServer and initPlayerLocal has no guarantees of execution order. Got it, but and how and why call some external scripts like these down below? // init.sqf null=[] execVM "myScript.sqf"; execVM "mySecondScript.sqf"; "andAnotherScript.sqf" remoteExec ["BIS_fnc_execVM"]; What I'm trying to get: https://community.bistudio.com/wiki/Event_Scripts https://community.bistudio.com/wiki/execVM
  2. Hey! I wrote a code for a random manhunt scenario, and for 2 players it works fine because i wrote all of the code in the init.sqf. But with more players everytime someone loads in the scenario gets randomised again and again. I tried to make a game object which will have an action to load in the scenario but it failed. I have to type the code in the debug console for it to work. anyone has a solution? Thanks! link for the code if you have time to figure out what is happening
  3. First of all I should say that I am new to Arma3 and the scripting and inner workings, so please be patient... Friends, Co-workers and myself have decided to get together and play Arma3 which lead to creating a "dedicated" server. The Server seems to be working fine with only one issue noticed, that in the Arma3 Shortcut the target path seems to drop the "-filepatching" on a regular basis which messes up the Zue_A3serverbriefing that is being used. The main issue is I created some Zues missions that could be used to create on the fly Missions with the Ayres-Achilles mod. Which for the most part works as expected, with currently two frustrating issues that I have two weekends and countless hours during the week trying to resolve. Problem #1 The ability to "save" in game issue came up and given the level of experience with some of our guys I decided to test and use Henrik Hansen's Zues ObjectEditor V.1.0. which works fine in Eden Editor testing on the MP platform. Problem #2 The briefing does not display, again worked in the testing. As I said both worked well testing through the Editor, but once placed onto the server, neither work properly. The Briefing does not display at all! and the Zues_ObjectEditor wont copy to clipboard, but seems to read the objectGrabber ".sqf" files. The following is the .sqf files that I am using to achieve this... init.sqf initServer.sqf initBriefing.sqf Description.ext I created the initServer.sqf to deal with multiple instance issues in both the briefing and objectEditor when in the init.sqf file. I don't understand why it would work in testing and not on the dedicated server. Also I should note that when the objecteditor was in the init.sqf it worked, but when started would put multiple objects on the server which would create mass explosions. Any assistance or advice would be greatly appreciated and thank you in advance for any responses. Thank You Greg *** UPDATE *** Ok made some progress tonight. I created a initPlayerLocal.sqf and placed the objecteditor commands in it. initPlayerLocal.sqf Again it works fine in editor, and at least now works partially when placed on the server. It now allows it to complete once. When you attempt to do it again the server indicates that the process completed but when you paste into the file it pastes the last copy and not the updated one. I have the trigger set to repeatable, but doesn't appear to make a difference. Suggestions welcomed. Thanks Greg
  4. Hello. I have following problem: I made mission. It should be without respawn. In Description.ext I tried respawn = 0 and even to not define respawn. The problem is that I don't want that Init.sqf executes if someone joins in progress. He should be a seagull if he joins in progress (respawn = "BIRD" not worked, init.sqf executes anyway) and Init.sqf should not be executed on his machine. Is there some way to prevent this?
  5. So I have gotten into mission making and i've been trying to use some scripts and costom sounds. So i've put all the init and sound files in the right folder (C:\Users\username\Documents\Arma 3 - Other Profiles\name\mpmissions\the mission itself). but when i fire up the mission the game says "Init not found", so I tried using the sounds instead. I put an .ogg file (sound1) in a folder named sound. and put the desription in the mission folder. When i entered the editor and used a trigger i wrote in the "on activation" "playsound "sound1";". But did that work? no, the game told me "Sound sound1 not found". Same thing as the Init files... I need HELP, nothing works. i'm running about 8 mods in this mission but those shouldn't couse these problems. this is the description: class CfgSounds { sounds[] = {}; class sound1 { //how the sound is refferd to in the game name = "sound1"; //filename volume and pitch levels sound[] = {"sound\sound1.ogg", 1,1}; //subtitle delay in seconds, subtitle text titles[] = {}; }; };
  6. In my missions I dont like many files, so I am looking for alternative. Is this code in init.sqf alternative to initPlayerLocal.sqf and initServer.sqf correct? init.sqf // initServer.sqf if ((isServer) or (isDedicated)) then { }; // initPlayerLocal.sqf if(hasInterface) then { waitUntil {sleep 0.1; !isNull player}; };
  7. I have the following code in init.sqf : _won = nearestObjects [player, ["C_Offroad_01_F"], 50]; _won = str _won select [1,5]; _won = call compile _won; // script for trigger _trg = createTrigger ["EmptyDetector", getPos _won, false]; _trg setTriggerArea [3, 3, 0, false]; _trg setTriggerActivation ["WEST","PRESENT",true]; _trg setVariable ["won", _won]; _trg setTriggerStatements [ "this && !(player in (thisTrigger getVariable 'won'))", "(thisTrigger getVariable 'won') addaction [ '<t>Title</t>', 'jack\jack.sqf',"",11]", "removeallactions (thisTrigger getVariable 'won') && hint ''" ]; This will look for the nearest vehicle (id : C_Offroad_01_F) name and store it in _won. The result is that only one trigger has been created for only one vehicle (the nearest). What I would like is to have a "constant" search for the nearest vehicle for each player and then create a for this vehicle trigger. If you didn't understand the text above, then read this : Final objective would be to have an addaction on any vehicle that's in a 3 meters range of a player.
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