Jump to content

Search the Community

Showing results for tags 'function library'.



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 Server tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Chernarus
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • 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

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 4 results

  1. MISSION MAKER FRAMEWORK for ARMA III, ver. 0003(b) (2019) This MODULE is compatible with BASE GAME (current version) Welcome to MMF_fnc. This easy-to-use module and function library makes creating scripted missions for ArmA 3 both simple and fun. Instead of being frustrated that your project is hamstrung by technicalities and set-backs, just paste some calls into your mission script and have fun! Mission Features: Design Features: Check out the readMe NEW changelog NEW Function Instructions (WIP) NEW A Checkpoint Darkly: Steam Workshop example mission NEW MMF_fnc 0002b (complete module) MMF_fnc update (the latest framework files 0003b) *Added MMF_fnc_camp Videos You may also download the SWO_function library [WIP] for creating a custom companion. See readMe FAQ for more details. Have fun! Arma Public License No Derivatives (APL-ND) Use:
  2. The FLY ArmA III Air Traffic Module makes it easy to create a network of airports. What's new: *Initial release version 0001 The number one request from Fly Tanoa Air was to make it useful for other maps and vehicles. Done. Check out the readme FLY ArmA III verion 0001 Mission Maker walkthrough video Demo video from tutorial NOTES: * Included: 3 airport markers. 3 approach vectors. 1 cargo box and 1 traffic marker. A small init block and a great big function library. Also a brief intro.sqf you may configure and use if you like. * A DEMO mission on Altis (not the one from the tutorial). * It's possible to add more airports but it isn't a 2 click solution. If you know how, go ahead. If you don't and need help, message me. The next version will make it simple to add more airports. Updates will be to the function library and the module assets will always remain the same. * There are extra functions in there and extra functionality within some of the functions which is unused/disabled. If you want something to be different-- different passengers or less often radio updates, for example-- there's probably already a built-in function for that, just look. * You can absolutely drop this into an existing scenario, just remember to add the init variables and exec the library. * There's no restriction on vehicle type so this is already a taxi service / cargo delivery module, too. Just hop in a car and start delivering people from airport to airport (you can reconfigure the names of destinations of course). * When you open the library the first thing you may think is, "Hey, if I replaced this civilian thing with a military thing, it'd be like a real mission.", and you would be right. I noticed that, too. There is another framework with those edits already made. * Since this is a community asset, community suggestions for features and script improvements are welcome. Have fun!
  3. Hello. I have a function, let's just call it add_addaction. Then I have another function, which is just Retriever. The Retriever finds a city, spawns civilians and cars. For each civilian spawned, the following command is used : [_unit] remoteExecCall ["JeyR_fnc_retrieve_addaction",0,true]; The add_addaction currently doesn't do anything special, just adds an action to the unit saying "helo". This works fine. However, for JIP players, the action is not showing up. I tried to fix the problem via this piece: class CfgFunctions { class JeyR { class Jey_public { class retrieve { file = "functions\retrieve.sqf"; preInit = 1; }; class retrieve_addaction { file = "functions\retrieve_helper.sqf"; preInit = 1; }; }; }; }; And to avoid the scripts to give any errors (because the add_addaction requires an object/unit, it gives you an error that it couldn't find the unit to add the action), I put this command to the top of the scripts : _asd = missionNamespace getVariable ["running_task",0]; if (_asd == 1) then { /* The other parts of the script */ } Now even the not JIP players can't see the add action, but the RPT log doesn't give any errors. I am totally out of ideas. How does the functions library work?
  4. Hey guys, usualy I write a function put it in an example.sqf and then I do this: fnc_example = compileFinal preprocessFile "example.sqf"; now I have a file with a bunch of functions in the file example_fncs.sqf like this: fnc_example_a = { }; fnc_example_b = { }; fnc_example_c = { }; how can I preprocess the file and precompile that functions for the later use with call and spawn?
×