Jump to content

Search the Community

Showing results for tags 'variable'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Saint Kapaulio
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • kjgiudhsiugiudfhiughsidiug's ihgdifhgiusdhfigisudhfiugdsf
  • Tales of the Republic's Republic News

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 33 results

  1. Hello, I was wondering if there was the possibility of getting a variable to be persistent through a mission restart. I want the player's inventory to be saved and then reloaded when connecting back. Any ideas?
  2. Hello everyone! I'm pretty new to scripting in Arma, so i hope someone can help me out. I've created a script that makes a global variable grow when a unit spawns. it worked great in singleplayer but when i tested it in multiplayer, it suddenly threw this error. Undefined variable in expression: participants So now i'm asking myself, what did i do wrong? init.sqf participants = 0; code when unit spawns participants = participants + 1;
  3. Hi fellow scripters In a MP mission, I have a radio trigger placed down that runs a script to shift a respawn_west marker to the location of the unit that activated the radio trigger. Normally, with an area trigger you would pass the 'unit' variable to the script by putting: nul = [thisList select 0] execVM "scriptname.sqf" in the 'ON ACTIVATION' box of the trigger, and then in the sqf file having something like: _unit = (_this select 0); What is occurring though with the radio trigger, is that it is obviously not receiving the unit's variable in the script. I get 'ERROR - UNDEFINED VARIABLE' when activating the trigger in mission. Are radio triggers a little different from area triggers in this respect? I'm assuming they either expect just one activator as opposed to many, thus may not use 'thisList', or are perhaps not recording any activator at all. I have tried nul = [this select 0] execVM "scriptname.sqf" and nul = [this] execVM "scriptname.sqf", but to no avail. Still the same error. Does any one have some bright ideas about where I may be going wrong? Any help is much appreciated.
  4. Hello lads! I'm currently making / modifying a coop mission in ArmA 3, most stuff works so far, managed to find most stuff i needed in the Forums already. Now i have a little problem, it has been explained a few times already, but i just can't seem to understand it somehow :P How can i manage to make stuff sync between all connected users ? e.g. i have some "addaction" stuff used in my mission, but some of these actions are only executed on the local client side, and not globally for all of the players. As far as i know, i will have to somehow send information (for ex. briefcase collected, which would be a addaction) to the server in which i set a server variable (for ex. briefcase_collected) to a specific value, in this case 1 / true. Then the server would share this information with all collected clients, and by changing the value of the variable, the clients would know that this task has been completed, and it would show the next. I just have no idea how i do this in arma, i am trying for quite some hours now but just can seem to get it right. I thank all of those that give me some hints in advance! B) - PsychOrange
  5. 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 : )
  6. Hi all ! I have a small problem, I would like to add a trigger and set two conditions for it's activation. _won is the name of the car. The first is "this", player is present in the area (cicle 3,3 around _won). The second is "!(player in _won)", player is not in the vehicle. I can't find a way to make it work... // _won is the name of the car _trg = createTrigger ["EmptyDetector", getPos _won, false]; _trg setTriggerArea[3,3,0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; _trg setTriggerStatements[ "this && !(player in _won)", "hint 'yes yes yes'", "hint 'no civilian near wonno'" ];
  7. I'm sure there's a way to minimize the number of lines in this code. I have three variables, each of them needs to get through a simple math function : f(x)=10x. _var1 = 0.2; _var2 = 0.7; _var3 = 0.5; _array = [_var1,_var2,_var3]; _var1 = _var1 * 10; _var2 = _var2 * 10; _var3 = _var3 * 10; If I have let say ten vars, is it better to use the brute way (see snip above), use a foreach command or use a function (optimization wise). Probably the function, isn't it ?
  8. Hi, This stores the motor's health of the vehicle in the local variable _motorhealth _motorhealth = vehiclename getHit "motor"; then i want the result (_motorhealth) to show as the title of a addAction. The following code snippet is taken from the internet (raw) : _myname = name player; _addaction = amo addAction [_myname,"scripts\rearm.sqf"]; And the following is my non-working code _motorhealth = vehiclename getHit "motor"; vehiclename addAction [_motorhealth,"niania.sqf"]; Any ideas how it might work ? C.Coco
×