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how to start How to start (first steps) [SOLVED]
Piloto_Spyke posted a question in Arma Reforger - Questions & Answers
torials I made while helping people in Arma Discord First Steps Video: Generic 1. Actions and Hints -https://discord.com/channels/105462288051380224/976155351999201390/980360446110494761 2. How to Kill object -https://discord.com/channels/105462288051380224/976155351999201390/995759928838996099 3. Delete Vehicle - https://discord.com/channels/105462288051380224/976155351999201390/995762975006785607 4. Get entities from world in area - https://discord.com/channels/105462288051380224/976155351999201390/1068605228653498398 5. Make a custom config -https://discord.com/channels/105462288051380224/976155351999201390/1069333335672885299 6. Hide item - https://discord.com/channels/105462288051380224/976155351999201390/1076409862101155850 7. Check if third person IsActive - https://discord.com/channels/105462288051380224/976155351999201390/1076470136632004618 Edition 1. Change default loadout loaded when spawning on world editor (useful for test purposes). Change it on the Loadout Manager prefab that should be present on the world map. Workbench 1. Connecting Script Editor Debuger to PeerTool Client - https://discord.com/channels/105462288051380224/105465701543723008/998630810913607760 GUI 1. First steps - Button and Hint - https://discord.com/channels/105462288051380224/976159778965438494/980534472372019250 2. Lists - https://discord.com/channels/105462288051380224/976159778965438494/986701077846061066 GUI - Game master 1. Populating dropdown list getting the variables from a component placed in the edited entity (in his case the vehicle) - https://discord.com/channels/105462288051380224/976159778965438494/1030925491080802314 2. Add new waypoint to GM - https://discord.com/channels/105462288051380224/976159778965438494/1038538873283805325 -
Hello again, everyone. I'm doing my first steps into functions and parameters. Everything in this matter is new for me so here is my idea: For studies purposes, I want to put a helmet in each unit I get close. To set the target units for the function, all I would like to do is set a "call" in each unit-target. That said, my try (not working): myFunctions\TAG_fnc_addingHelmet.sqf: if (!isServer) exitWith {}; TAG_fnc_addingHelmet = { params ["_unit"]; if ( ((player01 distance _unit) < 3) AND (headgear _unit != "H_HelmetB") ) then { removeHeadGear _unit; _unit addHeadgear "H_HelmetB"; hint "Oh, thanks for the helmet!"; }; }; [] spawn { while { alive player01 } do { // Do I need to call the TAG_fnc_addingHelmet function in here somehow? sleep 5; }; }; And all I would like to do is put it (below) in unit init for this call my function: Init of any random unit: [this] call TAG_fnc_addingHelmet; Where are my mistakes, folks? More info: description.ext: class cfgFunctions { #include "myFunctions\TAG_fnc_functions.hpp" }; myFunctions\TAG_fnc_functions.hpp: class TAG { class init { class TAG_addingHelmet { file = "myFunctions\TAG_fnc_addingHelmet.sqf"; preInit = 1; }; }; };
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