Jump to content

Search the Community

Showing results for tags 'execvm'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
    • ARGO
  • 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 Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • 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
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • 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
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL


Jabber (xmpp)








Steam url id







PlayStation PSN














Found 11 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. Hello everyone. Let's say I'm running a mission that currently has over 1000 running scripts (diag_activeScripts#0 > 1000): for"_i" from 0 to 1000 do { [] spawn { while {true} do { for "_i" from 0 to 50000 do {true} } } } Each iteration of every script requires about 20 ms to complete, which is well above the scheduler's execution time limit (3 ms). This practically means that if my game is running @60 FPS (16.6 ms per frame) and I have a script at the 1001st position in the queue, it will be executed at least over ~17 seconds later! And this is just the first iteration of my script. There will be a ~17s delay between each iteration. This is only a stress test of course, but still I'd rather my scripts were executed ASAP. I don't mean like 'call', because my scripts are way too demanding for calling. They have to be executed in the scheduled environment. I can think of a dirty method (using a perFrame eventHandler, and executing the code bit by bit), but I was hoping for a more straightforward solution. Does anyone know a way?
  3. The script I'm working on calls for random sqf selection. I found this, here, and I want to make sure I understand the function. Please advise if my comments to the script are correct. _script = [1,3] call BIS_fnc_randomInt; //defines a range for cases, actually says 1-3 or 1, 2, 3. Selects one randomly. switch (_script) do { // -- I think it says if "_script" is defined, do case 1 : { [] execVM "1.sqf"; }; //put script names here case 2 : { [] execVM "2.sqf"; }; case 3 : { [] execVM "3.sqf"; }; }; SwitchDo So I could, EMERGENCY = [1,3] call BIS_fnc_randomInt; switch (EMERGENCY) do { case 1 : { [] execVM "searchZONE.sqf"; }; case 2: { [] execVM "searchZONE2.sqf"; }; case 3 : { [] execVM "noEMERG.sqf"; }; }; Can I increase the probability of a script by using it for multiple cases? Or would I use something like selectRandomWeighted?
  4. Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. 🙂 END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible?
  5. Hi guys, I'm trying to get a sector control module to execute a script when control of the sector changes. I want the script to grab that sectors name and append Flag to the end of it, then change the texture of a pre placed flag with that name to the appropriate side's flag. Here's what I have right now _MyFlag = format [_this,"flag"]; if (_this select 1 isEqualTo west) then { _MyFlag setFlagTexture "\A3\Data_F\Flags\Flag_nato_CO.paa" _Marker1 = createMarker ["Marker1", position _this]; "Marker1" setMarkerType "flag_NATO"; }; if (_this select 1 isEqualTo east) then { _MyFlag setFlagTexture "\A3\Data_F\Flags\Flag_CSAT_CO.paa" _Marker1 = createMarker ["Marker1", position _this]; "Marker1" setMarkerType "flag_CSAT"; }; I'm not sure how to do the concatenation between the flag and the sector name as I don't know if the sector control module passes that info, it says it passes <module>,<ownerSide> and <previousOwnerSide> I'm trying to avoid making a script for each flag/sector, also still struggling a little with the syntax.
  6. felipechapmanfromm

    ExecVM from triggers

    How would I do an execVM from inside a trigger. This does not work _trg = createTrigger ["EmptyDetector", getPos _casSpawn]; _trg setTriggerArea [20, 20, 10, false]; _trg setTriggerActivation ["CIV", "PRESENT", true]; _trg setTriggerStatements ["this", "execVM "mount.sqf";", "hint 'Test'"]; and also how do I mount the AI into the nearest vehicle as cargo when it is triggered.
  7. im passing the triggers name from a trigger to a script and then passing the same variable from that script using publicVariableServer. this was working earlier today before i started to rewrite how the triggers spawn but the file that is getting the variable passed to it was not changed which makes no sense to me as to why it is throwing the error. here is the function that creates the trigger and passes the name into register.sqf. you can see r1Trigger is getting passed into register.sqf, now if i pass the name as a string it works just fine such as "cash1 = player addAction ['register 1', {['r1Trigger'] execVM 'server\loot\register.sqf';}];" but even if i use call compile to turn it back into the name of the object in the script, it still throws <no shape> when i hint the name. _area = [0.462, 0.637, 10.650, true, 1]; makeTrig1Fnc = { _pos = [3119, 6303.5, 0.312]; r1Trigger = createTrigger ["EmptyDetector", [_pos select 0, _pos select 1, _pos select 2]]; r1Trigger setTriggerArea [_area select 0, _area select 1, _area select 2, _area select 3, _area select 4]; r1Trigger setTriggerActivation ["GUER", "PRESENT", true]; r1Trigger setTriggerStatements ["this && player in thisList", "cash1 = player addAction ['register 1', {[r1Trigger] execVM 'server\loot\register.sqf';}];", "player removeAction cash1;"]; }; here is the register.sqf _register = _this select 0; _h = [_register]spawn { _register = (_this select 0); hint str _register;//THIS IS WHERE IM TRYING TO PRINT THE HINT FOR TESTING REASONS _register1 = r1Trigger; _register2 = r2Trigger; _register3 = r3Trigger; _register4 = r4Trigger; _moneyAmount = selectRandom [50, 100, 150, 175, 200, 250, 275, 400, 325, 2000]; switch (_register) do { case _register1: { registerUsed = [_register]; publicVariableServer "registerUsed"; player removeAction cash1; award = award + _moneyAmount; //hint format ["You found %1 dollars. Amount Stolen: $%2", _moneyAmount, award]; [r1SoundPos, ["cashRegister", 125, 1]] remoteExec ["say3d", 0, true]; _register setPos [0, 0, 0]; }; }; }; the other strange thing is that it works inside the switch statement and it runs for _register1 and _register2(the rest not included to keep the post size down) but long story short, it just works. but when i try to pass it to the server with publicVariableServer, that is where i run into the problems. when it was hinting the name properly, thats when it was working fine and i was able to work on the registerUsed eventHandler, why is it printing out <no slot>, ive restarted my game and everything and it just makes no sense to me as to why its doing this.
  8. Hello all, This is Joel. I am a code newb and an EDEN noob. I love this game and I've been banging out my first scenario with glee, with a couple of puzzling hangups. I try assiduously to figure stuff out on my own and read in the forums. I feel like there a thousand variations of my problem with a thousand different replies. So, here I am asking for help. I apologize if this is painfully newbish. Here goes. 1. I am trying to create a properly formatted briefing. I first tried placing the creatediary module in the scenario editor screen, and editing the situation, mission, execution, signals, etc. The result, when played in the game is a sloppy, unformatted mess. I then read about using html tags when writing in the module text. NO change when played. I then found the F3's briefing code generator utility online and entered , generated, then pasted into a text file I created, renamed briefing.sqf. I created the init.sqf file and wrote this: [] execVM "briefing.sqf"; Nothing, and I mean nothing seems to be changing with the briefing. I'm really frustrated. I have created the init.sqf and briefing.sqf files in the same folder as the mission file I'm trying to play. Between this site, youtube, google, eveyone has an opinion and nothing they say seems to do the trick. Please help!
  9. Hello. I am pretty sure this is a question that has been answered many many times but I really can't make differences between each of the forums topics that I have found so far. Everyone tells the same, yet for a totally different question. So I thought I might as well just create a topic and ask my questions here. Pretty sure someone will answer it sooner or later. 1. When I have multiple functions, in multiple SQFs, is it better to call them 1 by 1 with ExecVM or call them with compile or should I create functions.hpp ? -I want to use all of the scripts, and most of them are going to be used later in the mission. -Most of the scripts have a return value -Is there going to be any performance difference? 2. If I have a really huge script, (literally a random mission spawner with multiple arrays and public variables) is it better to compile it or execVM it? -The script is called each time a mission is finished. -It contains loops and many scopes -It doesn't return anything 3. If I have scripts that I want to run only on the client side, and not on the server side, do I still need to execVM it on the server? -Respawn scripts / spawn protection / addactions -Contains loops Furthermore, I want to know what is the time difference between execVM and Call? If I run bug functions multiple times, do they have a performance impact on the server? For example in the case of creating private arrays again, etc.
  10. What i'm trying to do is determine the speed of a vehicle and then implement whatever code dependent on the value returned. I tried lots of different stuff but eventually just dropped all my code in order to just output hints, as i couldn't even get them working. I finally figured out which part was breaking my brain... and i think it's how i'm retrieving information.... So in the editor i place down a civilian car, give it no variable name, and call a script using EXecVm. _this = execVM "riggedcar.sqf" In RiggedCar.sqf i wanted to first find the car object so i used _car = nearestObject "Vehicle"; if (speed _car >= 50) then {hint "You're going too fast!"}; So in order to get the speed of the car, do i need to pass the speed from the execVM to the script, is "speed _car" recognised within the script or should i have defined the variable within the script itself... something like _carspeed = speed; I tried Velocity too, at least i got that to output 0,0,0 but it wouldn't change when the car moved. Also, as this is just an If statement and i want it to run over time should i be using a while loop, or an eventHandler in order to test the cars speed every second or so? Any help would be appreciated, even if it' to point me in the right direction, examples of passing information/variables or calling properties of a object etc. Gav
  11. Hello :) I have this type of code in one of my missions. for "_i" from 1 to 100 do { _nil = [_cs,_hpfirst,_hpsecond,_dest] execVM "scripts\carspawn.sqf"; _number = floor (random 941) + 60; sleep _number; }; In the script different cars with a different amount of passengers are generated. They get waypoints etc. But i think does once the script startet twice it affect the other script. Is it possible to start the script multiple times without having any influence on each other? I´m new into scripting. Thanks guys.