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Found 514 results

  1. I'm currently working on my custom faction. For immersion I want that AI soldiers in-game name would be Lithuanian (like Jonas, Petras, etc.) istead of default names (like John, Peter, etc.). I heard that this is possible, because some people already did this, but I couldn't find a way to do it. First I thought that it is possible changing it through soldiers identityTypes[] but it looks that this script command is used for assigning only faces and voice, but not in-game names. I guess in-game names has something to do with classes, like I_soldier_F, B_Soldier_base_F, etc. So my questions are: 1. How can i achieve this? 2. Also is it possible to randomize these names so that placed AI would have random name from the list?
  2. Currently i'm working on my custom faction mod. I have different soldiers wearing same uniform variant. I have created three insignias and they work in the game (all of them are visible and usable in virtual arsenal). First insignia is used with my woodland uniform, second insignia used with desert uniform - they appear in-game when soldiers are placed through the editor. But when I try to assign my third insignia, which is again used with woodland uniform, game loads first insignia instead of third. Insignias script looks like this: class CfgUnitInsignia { class LITHSOF_insignia1 { displayName = "LITHSOF Woodland Insignia"; author = "Karolus"; texture = "\LAF\data\LITHSOF_woodland_insignia2.paa"; textureVehicle = ""; }; class LITHSOF_insignia2 { displayName = "LITHSOF Desert Insignia"; author = "Karolus"; texture = "\LAF\data\LITHSOF_desert_insignia.paa"; textureVehicle = ""; }; class LITHSOF_insignia3 { displayName = "Zaliukas"; author = "Karolus"; texture = "\LAF\data\YPT_Zaliukas_Insignia_co.paa"; textureVehicle = ""; }; }; Uniform script looks like this: class LITHSOF_Woodland_Uniform: Uniform_Base { scope = 2; displayName = "LITHSOF Woodland Uniform"; picture = "\A3\characters_f_epa\data\ui\icon_U_B_CTRG_uniform_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"Camo", "Insignia"}; hiddenSelectionsTextures[] = {"LAF\data\LITHSOF_Woodland_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "LITHSOF1_Operator"; containerClass = "Supply50"; mass = 40; //Weight hiddenSelections[] = {"camo", "Insignia"}; }; }; My first soldier has these: uniformClass = "LITHSOF_Woodland_Uniform"; hiddenSelections[] = {"camo","insignia"}; HiddenSelectionsTextures[] = {"LAF\data\LITHSOF_Woodland_co.paa","\LAF\data\LITHSOF_woodland_insignia2.paa"}; My second soldier has these: uniformClass = "LITHSOF_Woodland_Uniform"; hiddenSelections[] = {"camo","Insignia"}; HiddenSelectionsTextures[] = {"LAF\data\LITHSOF_Woodland_co.paa","\LAF\data\YPT_Zaliukas_Insignia_co.paa"}; Anyone have ideas how to fix this?
  3. Hello, I'm developing an airborne mission for my group, basically the guys (Two fire-team consisting of four members each, named A1, A2, A3, A4, B1, B2, B3, B4) spawn in an C-130 and parachute into the A.O. The problem is, I need them to have their backpacks when they land, so they have enough ammo and equipment to complete the mission, so I came up with this Idea, a trigger executing a script for each unit, the script will wait until they land and then add backpacks and equipment into it. The C-130 will enter the trigger area with the team onboard. These are the trigger's specs: ACTIVATION: BLUFOR ACTIVATION TYPE: PRESENT CONDITION: this && isServer ON ACT: para1 = [] execvm "scripts\backpack\A1.sqf"; para2 = [] execvm "scripts\backpack\A2.sqf"; para3 = [] execvm "scripts\backpack\A3.sqf"; para4 = [] execvm "scripts\backpack\A4.sqf"; para5 = [] execvm "scripts\backpack\B1.sqf"; para6 = [] execvm "scripts\backpack\B2.sqf"; para7 = [] execvm "scripts\backpack\B3.sqf"; para8 = [] execvm "scripts\backpack\B4.sqf"; Now this is the A1.sqf script: I tested it and it worked great, except when I tested it in a multiplayer server (I hosted it locally), I got in as unit A1. When I landed, the script worked and the parachute got replaced by the backpack and the defined contents, however it didn't work for the other player, their parachutes didn't get replaced by the intended backpacks, At first I thought I could've screwed the script for their units, so I restarted the mission and got in as another unit (A2), as some of you guys may imagine, I got my backpack just fine, but the other players didn't, not even the unit I just tested (A1). I tested all the other units and it worked great when I was playing as them, but no one else got their backpacks. As you guys probably know, I think I fucked up the locality of the script execution, not sure how, could any of you guys enlighten me as how to make this thing work? We usually use conventional hosting (through the game Multiplayer menu) and Dedicated hosting, so it would need to be something that works for both. Thanks in advance!
  4. "So gory, that Bohemia Interactive once banned it from the Workshop!" "The most badass mod you've ever used." Adds various elements of gore to ArmA3 such as blood splatters, blood sprays, blood pooling, bleeding, gibbing, and other misc details. For Multiplayer: Servers and clients must run the addon. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Github: https://github.com/zooloo75/BloodLust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! 🙂 Changelog:
  5. I'm working on an arma 3 life server. I'm trying to change the respawn time so when there is no ems the revive timer is 1min and if there is, its 10min. All i need to get this to work is the command to test for active players on independent. code for revive time: life_respawn_timer = 1;//number goes by min
  6. I tried to create a zombie (Zombie & Demons mod). Looks like they work fine. But they doesn't move. The zombie can turn right or left, but he can't move. I read, that if you create unit with this command - he will have an animal logic. Is there a way to make him act like normal unit...? Command 'createUnit' is not an option, because of the limit. You can't create so much zombies like in dayz with that... Anyone knows maybe the solution...? :)
  7. I'm trying to replace an object that I've played in the Eden Editor through a script, but I've changed the XYZ rotation of the object. I have managed to give the new object the XYZ position values of the old object, but I'm struggling to figure out how to change it's rotation. Is there an easy way of doing this? I've already tried setVectorUp, but it doesn't seem to accept the above XYZ rotation values from the Eden editor. Edit: Woops, looks like I posted this in the wrong subforum.
  8. Intercept is a C/C++ binding interface to the Arma 3 engine (internally referred to as the Real Virtuality or RV engine). It's goal is to provide easy to use library for addon makers to develop addons in a native language, or to develop language extensions for the Arma 3 engine. In a nutshell, Intercept provides a full C/C++ binding system for calling the base C++ functions which are declared in RVEngine for SQF functions. All SQF functions within the RVEngine are actually native code, which is called by SQF via the function names. Intercept bypasses SQF entirely, allowing native C++ plugins to seamlessly interact with the game engine. In essence, Intercept allows for expansions of the game engine, calling internal functionality of the engine which has been exposed via SQF functions. This was the idea behind the intended Java implementation by Bohemia Interactive in Take On Helicopters and was planned for, but never implemented in Arma 3. Intercept not only completes the intended functionality of what Java was meant to provide but has gone much further, including returning data to SQF and multithreaded addons. Intercept works on a host/client based system, in which the host, Intercept itself, hosts client DLLs that implement the Intercept library. The Intercept host handles access to the RV engine by clients through a layer that provides thread concurrency, memory handling, and event dispatching. Client DLLs are then able to be written in a way that can safely ignore most internal nuances of handling data in the RV engine and work with standard C++ STD/STL data types, and only a few specialized objects specific to the game engine. The Intercept library also provides raw C bindings to the C++ versions of SQF functions, so it is entirely possible to use Intercept as the basis for writing in additional scripting languages to the RV engine, such as Python or Lua. You can find more information on our GitHub project page. Technical Details Intercept works by making direct calls to the SQF functions in the RV engine. These functions are themselves C++ functions which are then exposed to SQF for allowing interaction with the underlying game engine; Intercept completely bypasses SQF and allows C++ plugins to interact with the engine directly. User created threads can even be created and by properly using the provided thread concurrency functionality it is possible to execute game functionality safely and concurrently. Intercept clients are able to invoke through the host these commands by provided wrapper functions that replicate and emulate the SQF command namespace (minus some unneeded functionality, like arrays or control structures). These wrapper functions take standard inputs, such as simple primitives like float or bool, and standard std::string arguments and convert them into the proper SQF command variables, providing a seamless layer to the clients. An example of a very simple client that invokes nular, unary, and binary SQF functions (aka functions that take no arguments, a right side argument only, and both a left and right side argument respectively) is demonstrated below and a more examples can be found here. #include <Windows.h> #include <stdio.h> #include <cstdint> #include <sstream> // the Intercept library, only one include required. #include "intercept.hpp" // required exported function to return API version int __cdecl intercept::api_version() { return 1; } // This function is exported and is called by the host each frame. void __cdecl intercept::on_frame() { // get the player object and store it intercept::types::object player = intercept::sqf::player(); // get the post of the player intercept::types::vector3 pos = intercept::sqf::get_pos(player); // build a string... std::stringstream side_chat_msg; side_chat_msg << "Hello Arma World, here is the player pos: " << pos.x << "," << pos.y << "," << pos.z; // send it to the binary SQF sideChat command intercept::sqf::side_chat(player, side_chat_msg.str()); } // Normal Windows DLL junk... BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } Completion Status As of now (3/13/16) Intercept is over 82% language feature complete. You can view the progress of wrapper completion here. Almost all normally used SQF functions are available to the end user, and with the added ability of writing inline SQF code, you can call any function that has not had a wrapper written for it yet (though with a small performance penalty). We will post a release thread when we start releasing builds of the host. Contributions Feel free to contribute as much as you want to this project in terms of time and code. The goal of this project is to be a tool for the community to provide better performing and more complex addons for the Arma 3 platform. If you would like to contribute or want more information please join our Slack channels and get involved! License Intercept is licensed under the MIT license. You can find the full license in the LICENSE file. Prior to commit f9fe4d5 the project was licensed under the GNU/GPL v2 license and continues to be for any commit prior to that.
  9. sync <code> SQF makes it very easy to achieve asynchrony, while at the same time offering no means of synchronization. Some people seem to think that race conditions aren't a thing in SQF. This is of course wrong, as the scheduler is free to pause execution almost anywhere. A simple example: if (player hasWeapon _someWeapon) then { player removeWeapon _someWeapon; player addWeapon _someOtherWeapon; }; Here it is entirely possible (though admittedly unlikely) for the scheduler to pause between the condition and the effect, and consequently for the player to drop the weapon, keeping it, while also receiving the new one. I have personally witnessed a similar situation occurring in a real game under very heavy lag. Using certain hacky solutions it is possible to get around these issues. Relating to the previous example, it is for example possible to create an atomic function which at the same time attempts to remove the weapon, and returns a boolean indicating whether it was. It is also of course possible to create simple mutexes and consequently spinlocks. Neither solution is very pretty however. As such i suggest the following, very simple, script command: sync { /* some critical section */ } This command should execute the right hand argument synchronously, without the possibility of interruption by the scheduler. Use of any scheduler-only commands such as sleep and waitUntil should generate errors, just as they do in the unscheduled environment. If used in the unscheduled environment the command would have no special effect of course, behaving instead similarly to call. [<string>,...] preprocessFileLineNumbers <string> Many mod developers make clever use of macros for conditional compilation, for instance in order to enable or disable debugging features such as logging, argument validation, call stack tracing, et cetera. This is often done using macro constants defined either in each code file, or in a central header file. Unfortunately it doesn't seem to be possible to include files from the mission in an addon, as it is vice versa. This means in order to enable or disable the aforementioned features, one has to rebuild the mod, or a part of it while defining different macro constants. To ease this, and undoubtedly many other tasks, i suggest the extension of the preprocessFileLineNumbers command with a variant accepting, as the left hand argument, an array of strings representing macro constants to be defined during preprocessing. For example: ["MY_MACRO", "DO_THE_DEBUG"] preprocessFileLineNumbers "myScript.sqf" Would be equivalent to defining these macros at the top of the myScript.sqf file, like so: #define MY_MACRO #define DO_THE_DEBUG // ... compileFinal <code> We can all agree that the compileFinal command, as well as the underlying concept, are great additions to SQF. However they seem to necessitate placing each function, no matter how small, into its own code file. I would often prefer to place related functions, such as class member functions, next to each other in the same code file. For instance: //map.sqf my_fnc_map_add = { // add key value pair to the map }; my_fnc_map_get = { // retrieve value from the map using the specified key }; my_fnc_map_remove = { // remove the specified key from the map }; my_fnc_map_hasKey = { // determine whether the map contains the specified key }; Now all of these functions end up being non-final, and editable. For a dirty workaround something like this might be used: my_fnc = compileFinal str {...} However extending the compileFinal command with a variant accepting code as the right hand argument seems like it would be very simple to implement. serializeObject <object> / deserializeObject [...] Persistence across sessions is nothing new. Implementing it however ranges from arduous to downright impossible (at least without hacking memory via extensions), depending on the desired fidelity. Correctly saving and loading the attachments on a weapon inside a backpack inside a vehicle for instance isn't exactly simple. What i'm suggesting is two new simple commands to streamline this process. The proposed serializeObject command, given a right hand argument of type object, might return an array containing enough information to recreate the object with high precision. Properties such as type, position, orientation, velocity, damage to each part, and the entire inventory tree should be included. The counterpart, deserializeObject, could then be used to bring this array representation back to life. This would simplify immensely the task of persistence seen in many missions and mods, as well as offer a performance boost by moving a significant portion of SQF code over to a native implementation. Please share your thoughts, or any other suggestions you might have. If any (or all) of these have been suggested before, i apologize.
  10. alright , I'm so close to having my mission working 100% including ai commanders .. but my lack of real scripting/coding has put a big hold on me finishing this mission as sqs , to later then start porting it from sqs to sqf .. issues are variables and defines in two different scripts ... not a lot of errors but ive tried everything I know from _myvar = objnull, _myvar = [], _myvar = true, faults ,this select... it goes on and on... and is why I'm asking anyone that know how this stuff is done .. I NEED HELP. and before I hear again "just rewite it in sqf", this is not the point, I need it working as it was made fully before I cant start to do any sqf to the existing sqs scripts... ive been partly down this road and things get worse.. thank you if anyone is up to it.. might only take a good scripter/coder 10 min? for me its all guessing ... pm me here of steam Dr Death JM
  11. I will start with putting function code because it's quite small, and for reference (starting description comment omitted). /// --- validate general input #include "..\paramsCheck.inc" paramsCheck(_this,isEqualType,[]) private _cnt = count _this; for "_i" from 1 to _cnt do { _this pushBack (_this deleteAt floor random _cnt); }; _this According to BIS_fnc_arrayShuffle: Now, what's wrong. As you can see, no new array is created, and instead passed array is shuffled in-place. Function itself fails to shuffle (at least for what I think shuffle is). What I think shuffle is: all elements of input array get fairly equal chances to appear in any position in output array. What we have in function? TL;DR. First elements are less likely to be shuffled than last ones. Let's say we have array of N elements numbered 0, 1, ... N-1. Fair probability for any element to take any position is 1/N. Line 24 removes element with random index M (all consequent elements moved one element towards the array front) and pushes it to array's back. Operation affects positions of elements in range [M, ... N-1] unless M == N-1 (in which case nothing is changed, but delete and insertion performed!). Position of M elements (numbered 0..M-1) is unchanged. For arbitrary M in [0, 1, ..., N-1] you have the probability (N-M-1)/N that first M elements will remain on their positions after this iteration. Entire loop lasts N iterations. So the probability of element not being picked up and not moved in entire loop is ((N-M-1)/N)N. Full probability of element to stay on its initial place also includes the cases when element goes to back and after some iterations shifts to its initial place. For 0th element probability of shifting back to 0th position is 1/N * (N-1)/N * (N-2)/N * ... * 1/N = (N-1)!/(NN). For the last exactly 1/N (simply probability of picking specific element; fair for this position, still not fair for others) -- if last element moved to array's back in last iteration. Assuming that , probability of 0th element staying in 0th position first falls and has minimum in N=5, then grows and asymptotically strives for 1/e, i.e. ~0.367879441, no matter what size array is. When in fact it should be exactly 1/N for any N. That is, having array of 10 elements, for first element (M=0) you will have probability (10-0-1)/10 = 0.9 (90%) that it stays on its place after first iteration. Probability 0.8 (80%) of that two first elements are not shuffled after first iteration (quite obvious). Probability of first element staying in first position after entire loop is 0.348714728 (~34.8%) when it should be 10%. Sorry, did not do the maths for other elements, but I think it's enough already to state that shuffle fails. The easiest way to fix the loop is to rewrite it like this: for "_i" from 1 to _cnt do { _this pushBack (_this deleteAt floor random (_cnt+1-_i)); }; Thus not picking any element second time and providing fair 1/N probability for all elements. However, I don't like this approach because of too many (unnecessary) deletes, causing multiple elements to shift towards array front, meaning worst case complexity of O(n2) (if random always returns 0). I don't know how arrays work inside. If shifting elements of arbitrary types is quite costly operation (very likely for vector-like containers filled with data structures itself, not pointers), it's better shift numbers (indexes of elements). Here's my implementation of function, fixing both issues: /// --- validate general input #include "..\paramsCheck.inc" paramsCheck(_this,isEqualType,[]) private ["_cnt", "_result"]; _cnt = count _this; _result = []; if (_cnt > 0) then { private ["_i", "_idxs"]; _idxs = []; _idxs resize _cnt; for [{_i = 0}, {_i < _cnt}, {_i = _i + 1}] do { _idxs set [_i, _i]; }; _result resize _cnt; for [{_i = 0}, {_i < (_cnt-1)}, {_i = _i + 1}] do { _result set [_i, _this select (_idxs deleteAt floor random (_cnt-_i))]; }; _result set [_cnt-1, _this select (_idxs select 0)]; }; _result It does multiple deletes from array too, but at least elements are always numbers. Whoever wants a fair shuffle, feel free to use. Having BIS_fnc_sortBy function discovered broken recently, I think there should be some review in arrays functions code. And I'll be digging too, hehe :icon_twisted: I see what you did there, KK There's hotfix coming soon, I wonder if BIS could fix this function too. Best regards.
  12. Hi everyone! Little weird behaviour for support modules: A simple work, but very hard to do: how to synchronize / desync the support(s) modules along with conditions? Say for instance: get the support modules if you reach a trigger area, loose these supports if out of the area? for each player ! Yes, I know, you're saying use synchronizeObjectsAdd and synchronizeObjectsRemove. Let an "open" (no) sync on editor, normally between player/playable unit and the module requester, then sync/desync on demand the player and the module requester. At ease! And you'll right for SP,... for the 1st instance! But continue tests. sync/desync/sync/desync... Right? Now, consider this in MP, JIP. These commands are supposed to be AG EG, and they are! But what for if the modules FSMs and scripts (a bunch of them!) are not "updated" with the sync state? I never had the intended behaviors for players in MP. The player on host PC (if not dedicated) loose the supports after the 2nd sync, The other ones have disabled supports (grayed in menu, even if no sync?!,) and/or duplication of supports. 3 artillery modules, 2 drops in icons menu... regardless of the rounds limitations which is another problem). I think there is something to do with (supports) modules "on demand" synchronization, because it could be fine to add/remove these supports along with scripts, and for units (players) we want.
  13. I know the way around destroying buildings / veg with https://community.bistudio.com/wiki/nearestObject ; However, populating an annihilated town on Altis is an issue because I haven't found a way to destroy building / veg in Eden. A workflow of destruction scripts + Zeus for object placement, export to script and then spawning after the said destruction script is known and working. But I'm looking for something Eden related because it's so much better (the dynamic item search, yeah!) than Zeus.
  14. Would it be possible to manipulate certain entities directly in the new 3D editor instead of with the init field, i.e. turning on the lights of a vehicle, sling loading a vehicle to a helicopter or adjusting the stance and behaviour of a unit etc?
  15. I am having a bit of an issue with something I tried to do extensive research on. I am trying to make some preset vehicles that the Zeus can edit, start out with being able to respawn on position. When I use a Vehicle Respawn module placed in the editor, and sync that module to an Add Editable Objects module for Zeus, the vehicles aren't editable even if the vehicles themselves were added to the Add Editable Objects module. Only if I remove the Vehicle Respawn module, and keep the vehicles synced to the Add Editable Objects can the Zeus edit the vehicles. I need some alternatives to fix it, if you can help me find a way to make any of my ideas work, I would most appreciate it! Try to make it so any vehicles spawned by the Vehicle Respawn module will be added for the Zeus to edit. Make it so if the Zeus deletes the Vehicle Respawn module, have all the vehicles associated with it delete. A script/initialize string that will enable/set the respawn option for vehicles to the On current position for the Zeus. So that way the game starts with the vehicles being able to respawn on position. Have the vehicles use a respawn script that doesn't require the respawn module. I would appreciate anyone who could help me out!
  16. since 134151 there is a new command in dev. version - createObject (will not yet be part of next patch) what is it good for: - will create object, that is based only on shape (no config needed) - object is not simulated, so it will save some performance (no physx, no sounds, not a interesting target for AI,....) - unlike whole vehicle, it needs very little information to synchronize in MP - if you need decorative object that would normally need simulation (vehicles, tables, buckets) what is it not good for: - cannot handle whole animated soldier with uniform and weapon - will not help with objects, that already have very limited simulation (walls) - it cannot destroyed how to use it: decorativeTank = createObject ["a3\armor_f_beta\apc_tracked_01\apc_tracked_01_rcws_f.p3d", position] decorativeTank hideAnimationSelection["zasleh", true]; decorativeTank hideAnimationSelection["zasleh2", true] decorativeTank hideAnimationSelection["clan", true]; decorativeTank animate ["Wheel_podkoloL3", 1 , true]; decorativeTank animate ["Wheel_podkoloL6", 1 , true]; Where do I get full shape name? - through getModelInfo command What is hideAnimationSelection* (new command) good for? - object is not simulated, therefore some parts needs to be hidden manualy Where do I get list of sections, that can be hidden? - there is a new command - objectAnimationSelectionNames* Can it be hidden automatically? - no, as there is no config involved Why is "animate ["Wheel_podkoloL3", 1 , true]" needed? - object is not simulated, so you have to adjust dampers manually. Where do I get list things I can animate? - there is a new command - objectAnimationsNames* How to delete it? - deleteVehicle will work *WARNING - script command names might yet change
  17. Hi all, I am a Linux user who is new to the ARMA franchise. I have been having a crack at putting together a simple, vanilla mission whilst waiting for the game to be updated from version 1.42 to 1.54 and am wondering if someone could help me sort out a few issues I have encountered during testing. 1. I found that 2 missiles from a chopper will take down a Military Cargo Tower. I can't have that and am wondering if there is a script to make a building indestructible? 2. Is it possible to restrict the use of artillery, so the Scorcher, Sandstorm and mortars are not available? 3. AA units that I have placed on the side of a mountain do not change weapon and fire when an enemy chopper flies past. Is there a script that forces them to use the AA missile launcher as their primary weapon AND actually fire it when an enemy air unit flies into range? 4. I have a speedboat on patrol and would like it to refuel/re-arm when the patrol is complete. I am having difficulty in getting the boat to manouver alongside the pier where I have a Taru fuel pod and 2 boxes of vehicle ammo stationed using the "move" waypoint. ( I could probably get it so that it works with more tweaking and previewing but am hoping that there is an easier way or some kind of "refuel" option). 5. Finally, could someone please tell me if the mission I am creating using version 1.42 is going to transfer successfully to version 1.54 when my version of the game is updated? Thanks for any assistance that can be provided.
  18. Hello BIS Forums, I am working on a mission which involves a cool chase scene, and to put in a "randomness" factor, I have recorded 3 different paths the AI can take. The paths work, but for some reason, the script I am using to choose the random path isn't really working. Here it is: _poi = _this select 0; _randomMovement = ["pursuitPath1","pursuitPath2","pursuitPath3"]; _dataPath = _randomMovement call BIS_fnc_selectRandom; hint format ["The path will be: %1",_dataPath]; sleep 0.5; // The script works up until here.. if (_dataPath == pursuitPath1) then { hint "good"; _pursuit1 = [_poi] execVM "path\play.sqf"; // play, play3 and play4 are the files that make the AI follow the path, they all work when I execute them through the debug console or by trigger. waitUntil {scriptDone _pursuit1}; terminate _pursuit1; }; if (_dataPath == pursuitPath2) then { hint "bueno"; _pursuit2 = [_poi] execVM "path\play3.sqf"; waitUntil {scriptDone _pursuit2}; terminate _pursuit2; }; if (_dataPath == pursuitPath3) then { hint "gut"; _pursuit3 = [_poi] execVM "path\play4.sqf"; waitUntil {scriptDone _pursuit3}; terminate _pursuit3; }; I am still learning the basics and everything there is to scripting, so bear with me if I made a simple error. I believe it has to do with the condition with the if statement, however, I am not sure what to do and google has failed me in this endeavor. If there is any help you all can offer it will be greatly appreciated! Thanks all : )
  19. Hello all, So I have been working on this mission for some time now, and at one point, I want this hint to come up and tell the player information regarding the objective. The player essentially has to chase a POI for a period of time. If the player gets a certain distance away from the POI, the mission fails (this part is already working). I would like to notify the player that they must keep within 50 meters, thus needing to use the hint. I looked up how to use the function BIS_fnc_advHint and found some good posts regarding the topic, such as this one. So I copied and pasted the example that darkdruid had confirmed to work and pasted this into my description.ext on an empty mission: class CfgHints { class test1 { displayName = "thisisatest"; class test2 { arguments[] = {}; description = "test Information text"; displayName = "test Information"; tip = "test test test"; }; }; }; and then this into a radio trigger: [["test1", "test2"]] call BIS_fnc_advHint; However, I am getting the error "Hint 'CfgHints >> test1 >> test2' does not exist Does anyone have any idea why this could be the case? It should work as I directly copied and pasted it into the description.ext (to remove risk of incorrectly typing something). Another question. Is there a way to display this hint only if the player fails when chasing the target for the first time? I.e. when the chase starts, the player gets more than 50 meters away from the POI, resulting in a mission failure. They restart to their last save (it autosaves right before the chase), and then the hint will display. Thanks for any assistance you guys can offer. EDIT: Alright, I have no idea why, but it is working now. Disregard this post as I figure out how to delete this.
  20. Hello, does anyone know of a script to show friendly unit that aren't in a group. I need some kind of indicator to help prevent FF. To clarify I'm not looking for map markers for friendly unit but either a system that when you look at them there name is shown as green in the center of the screen or just all friendly units have a icon on them or something like that. both cases I've seen before but couldn't find any scripts about them. Any help would be really appreciated. :D
  21. i'm trying to change view position like squadleader view when press "." in numberpad.so i tryed camon = true; cam = "camera" camCreate (man modelToWorld [0,-1,17]); cam cameraEffect ["external", "LEFT TOP"]; cam camSetFocus [18, 3]; while {camon} do { cam camSetTarget man; cam camSetRelPos [-20,-2,18]; cam camCommit 0.6; }; but player unit doesn't follow controls. so i remoted "man" unit. _unit = man; _vehicle = vehicle _unit; player remotecontrol _unit; _vehicle switchcamera cameraview; result are same. i think camera commands disabled player unit controls. any another way to changing user view or using else camera commands??
  22. So.. I'm trying to add an action to an ai character however, it doesn't seem to be working. This is my script: _buyHatchBack = carseller addAction ["Buy Hatchback",{call fn_carBuySystem}, [carID = C_Hatchback_01_F, carPrice = 200]6,false,false]]; My function call "fn_carBuysystem" is: fn_carBuySystem { carSpawn = carspawn; if (Money >= carPrice) then { Money = Money - carPrice; carID createVehicle setPos (getPos carSpawn); hint ["You have bought a %1 and you have %2 dollars left.", carName, Money]; } else { hint "You do not have enough money for this car"; }; What am i doing wrong? :)
  23. I'm quite new to functions with variables and scripting in general and I would really appreciate some help! The code will not even execute and I've been banging my head for hours now. Can someone please take a look? The function I'm trying to run is called spawnHeli (see code below) and its written in a file called functions.sqf. functions.sqf is called in init.sqf by execVM "functions.sqf"; and the spawnHeli function is called in a trigger in the editor by _nul = [getMarkerPos "heliSpawnPoint", "ocra"] spawn spawnHeli; The spawnHeli function I want to run as it is written in functions.sqf: It seams like already in the init phase the end of the functions.sqf file is not reached so can it be some error in the spawnHeli function preventing it from compiling? spawnHeli = { private["_xPos","_yPos","_zPos","_type"]; _xPos = this select 0; _yPos = this select 1; _zPos = this select 2; _type = _this select 3; _spawnMarkerPos = [_xPos,_yPos,_zPos]; if (isServer) then { _heli = []; _crew = []; _crew = creategroup EAST; if(_type == "ocra") then { _heli = [_spawnMarkerPos, 180, "O_Heli_Light_02_F", _crew] call bis_fnc_spawnvehicle; } else { if(_type == "kajman") then { _heli = [_spawnMarkerPos, 180, "O_Heli_Attack_02_F", _crew] call bis_fnc_spawnvehicle; } else { exitWith {}; }; }; _wp = _crew addWaypoint [getPos player, 0]; _wp setWaypointType "SAD"; _wp setWaypointCombatMode "RED"; _wp2 = _crew addWaypoint [getPos player, 1]; _wp2 setWaypointType "LOITER"; _wp2 setWaypointCombatMode "RED"; uiSleep 300; _wp3 = _crew addWaypoint [getMarkerPos "wpCas", 2]; _wp3 setWaypointType "Move"; _wp3 setWaypointCombatMode "green"; _Ocra = _heli select 0; waitUntil{ (getPos _Ocra) distance (getmarkerpos "wpCas") < 2000}; {deleteVehicle _x} forEach (crew _Ocra); deleteVehicle _Ocra; } else {}; };
  24. Hey guys, quick question (Which maybe useful for others to read). What are some ways I can debug my MP code without having to go actually online and/or pay for a dedicated server? (I also noticed Here that the content has disappeared, how come?!?) Also, I was not able to join my own dedicated server as I keep on getting kicked. So since my PC is beastly, I launched Arma 3 two times with different roles: 1st Arma 3: Hosted a server WITHOUT arma3server.exe. 2nd Arma 3: Joined the server as the client. Is this another way of testing client-side for multiplayer scripting? Thanks, :ok: Rawner135
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