Jump to content

Search the Community

Showing results for tags 'hint'.

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
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

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 14 results

  1. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  2. I made addAction so player can check his rating but using it screws performance for a while, game starts to micro stutter, etc. Additional to this it shows error in line 1 ... //the addAction player addAction ["Check Your Rating",{ execVM "rating.sqf"}]; //in rating.sqf hintSilent format ["RATING %1",rating player]; Can this be done in more optimized way?
  3. Hello again, I'm working on a 1 versus 1 deathmatch mission (There's a closer description in another Forum-Topic). The respawn is working as well as the rest of it. The last thing I want to add is a scoreboard with the remaining tickets but not like the one when you press 'P' (at least in my case). At first I wanted an always shown indicator like in Tom Clancy's - Rainbow Six Siege at the top middle of the screen. After a while I found this script (Steam-Source). It's not a permanent indicator (which I would prefer) but it shows at least after every respawn a count. This is for the client and this is for the server It could be my mistake but I didn't manage to get this to work and I find the following problem: A dead player is always seen as an civilian. Because of that the script just always runs the "else" path. So the scoreboard shows not the real remaining tickets. As a "fix" of this I found this on steam (Steam-Source) but I didn't manage to do this. Can someone help me fixing the bug for the scoreboard I found? Or is someone able to script a scoreboard like the one in Rainbow Six? Thank you very much for your help!
  4. If I run an empty mission and type hint "Hello."; I get a "Hello" in the upper right corner. If I put down a Warlords Init and Base modules and do the same, the hint appears for a mere fraction of a second and dissapears. Can't be read. It seems as if they've put a hint ""; in every tick of the Warlords Init module, which, of course, would make zero sense. Does anyone know why hints appear and immidiately dissapear in the Warlords gamemode? Also, what alternatives to the classic "hint" would you suggest (not titleText)?
  5. Hello. I am working on a little mission that uses a varible that i have called _time to randomly select a number from the array for a timer with the sleep command in a script. but right before the sleep i have a hint format command to tell the player. Code: _time = [45, 60, 120] call BIS_fnc_selectRandom; hint format ["All freandly units are KIA. Next avalible unit in: %1 seconds!", _time]; This is going to be a mission for more then 1 person and i haven't found out how to use this on a global stage and i can't seem to get it working with the call BIS_fnc_MP command. Any ideas?
  6. I need to display a message in Greek language, but Arma does not support those characters. (Silly if you take into consideration that Arma 3 is supposed to take place on a greek island :P ) hint "ΑΒΓΔΕΖΗΘΙΚΛΜΝΗΟΠΡΣΤΥΦΧΨΩ" //example Is there any way I can add new character support for the game?
  7. Hi im trying to get a format hint to have more than 1 line i got 3 scripts that i want to combine in 1 line and im not sure if its even a thing these are the scripts (weed, cocaine, dirtycash.. they are in the init.sqf set to 0 each one the script works perfectly but i want the hint to be in just one line without the "sleep 1;") hint format ["I've got %1 grams of weed",weed]; sleep 2; hint format ["I've got %1 grams of coke",cocaine]; sleep 2; hint format ["I've got %1 Dirty money",dirtycash]; sleep 2; hint "";
  8. i know it seems quite ridicolous, but i've been searching for a long time...and always let it be "as it is" just because seemed not very important. anyway now i really wish to understand why i can't hear hint sound ! i mean the "BIP" sound when a new hint is displayed. i even thinked was something about misic/sounds, changed settings...no way...still no hint sound! any idea what can be? thanks !
  9. hi all ! i wish to have a sort of "on screen constant scoreboard", that constantly displays a variable (in my case lets name it: "_Gcredits") i really have no idea how do this, any help will be appreciated, thanks guys ! ( i need it works on dedicated server, JIP and respawn)
  10. Hi! I'm starting using the Eden editor to learn how to create a simple mission for multiplayer. Just to start learning about creating mission. I'm stuck with a trigger/condition situation. I have two teams, ALFA (5 units) and BRAVO (6 units) with their own objectives. What I want is that when ALFA completes its objective (kill a bad guy) a hint says "Good Job! Move to extraction point". Show it only to the units of ALFA team, not for BRAVO. I put in the init of the ALFA leader: ALFA = group this. In the trigger condition tried with ALFA in thisList, but nothing happened. Some charitable soul who can give me a hand.
  11. Hint isn't very friendly when it comes to not overwriting previous hints. I'd like to not overwrite existing onscreen hints. Can anyone suggest how such a command or function might be done? I've thought about writing a hint queue FIFO system, but I thought I'd ask if anyone has done something simpler. I wondered if it might be something to do with IDC but I couldn't get my head around it.
  12. I am very familiar with programming and I have been experimenting how ARMA passes variables to functions. I think I understand how params and param work, but I am having difficulty calling a function to return a desired result. This below code is simply trying to call on a function that requires the input of a group, in this instance, I am sending it "group player" with the call function. From what I understand, the function returns the last line, so the count should return the number of men in the group. However, it sends an error stating that it is expecting a number, but is getting type string. This is confusing because I am sending it Group Player, an array of men to be counted. Just writing a count out with "_num = count units group player" works without a hitch. So why is it I am unable to pass it the _grp parameter? getGrpCount = { param ["_grp"]; count units _grp; }; _num = [group player] call getGrpCount; hint format ["%1",_num]; no workie _num = count units group player; hint format ["%1",_num]; works Existing user? Sign In
  13. Can someone help me with a simple debug script, i am trying to actively display the value of "knowsabout" for the player, via the radio/call command. thanks! i thought somthing like this would work wantedlvl = blufor knowsAbout player; hint wantedlvl but it doesnt return anything and im not getting errors.
  14. 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.