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Showing results for tags 'positions'.
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How do I get all vehicle position names AND their path?
juleshuxley posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
_veh = vehicle player; _turretPaths = [[-1]] + allTurrets _veh; _turretConfigs = [_veh, configNull] call BIS_fnc_getTurrets; _array = []; { _array append [getText (_x >> "gunnerName")] } forEach _turretConfigs; I can get all the names of a vehicle's positions through using the getText function as demonstrated above. That's great, but how can I get the turret path / cargo index AND its name name? I was hoping I could do something like this: _paths = []; _names = []; { _names append [getText (_x >> "gunnerName")]; _paths append [getText (_x >> "gunnerPath")]; } forEach _turretConfigs; gunnerPath is pseudo code and obviously doesn't work. But can I write something else to get the position's turret path / cargo index? I'm trying to create an array of all of a vehicle's position's names AND each position's turret path / cargo index. For example, passenger left seat 2 would look like this: (it's name and then its cargo index) ["Passenger Left Seat 2",[6]]; The commander turret would look like this: (it's name and then its cargo index) ["Commando",[0,0]]; I want to do this to help with an AI overhaul I'm making. It would be very useful to have every named position and it's path linked logically in a datastructure like this. -
Vehicle Restrictions Script on DS [SOLVED]
armatoday posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Below script -published here- turns not working with Dedicated Server after 1.66 Update. Any help really be appreciated Mission init.sqf [] execVM "scripts\Restrictions\Restrictions.sqf"; scripts\Restrictions\Restrictions.sqf BAKE_VREST_RESTRICTIONS = [ ["blackHawk", "a10"], [ [['["Driver"]'], ["pilot_1", "pilot_2"], "Pilots only."], ], ["a10"], [ [['["Driver"]'], ["123", "456"], "Members only."] ] ]; execVM "scripts\Restrictions\init.sqf"; scripts\Restrictions\init.sqf if (isDedicated) exitWith {}; waitUntil {!isNull player}; BAKE_VREST_RESTRICTIONS = missionNamespace getVariable ["BAKE_VREST_RESTRICTIONS", []]; BAKE_VREST_CHECK_INTERVAL = missionNamespace getVariable ["BAKE_VREST_CHECK_INTERVAL", 0.1]; BAKE_VREST_SHOW_ROLE = missionNamespace getVariable ["BAKE_VREST_SHOW_ROLE", false]; while {true} do { _vehicle = vehicle player; if (_vehicle != player) then { _role = str assignedVehicleRole player; if (BAKE_VREST_SHOW_ROLE) then { hintSilent _role; copyToClipboard _role; }; for "_i" from 1 to count BAKE_VREST_RESTRICTIONS step 2 do { if (str _vehicle in (BAKE_VREST_RESTRICTIONS select (_i - 1))) then { { _restrictedRoles = _x select 0; _playerWhitelist = _x select 1; if (_role in _restrictedRoles && !(str player in _playerWhitelist) && !(getPlayerUID player in _playerWhitelist)) exitWith { moveOut player; titleText [_x select 2, "PLAIN", 0.2]; }; } forEach (BAKE_VREST_RESTRICTIONS select _i); }; }; }; sleep BAKE_VREST_CHECK_INTERVAL; }; Thank you for your help in advance- 5 replies
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Hey everyone, I've been wondering this for a while now, maybe someone here can help me out. I've been making UI's the same way for a long time, via the GUI Editor and exporting them using SafeZone. However this positioning technique overlaps controls when you're on different resolutions and display sizes. I looked around the 3DEN displays and controls in their configs and saw that the positions and completely different to safeZone: class Picture: ctrlStaticPictureKeepAspect { text="\a3\3DEN\Data\Displays\Display3DENMsgBox\picture_ca.paa"; x="( (0.5 - 0.5 * 75 * (pixelW * pixelGrid * 0.50))) + (2) * (pixelW * pixelGrid * 0.50)"; y="( (0.5 - 0.5 * 25 * (pixelH * pixelGrid * 0.50))) + ( 5 + 2) * (pixelH * pixelGrid * 0.50)"; w="10 * (pixelW * pixelGrid * 0.50)"; h="5 * (pixelH * pixelGrid * 0.50)"; }; Is there a way I can start creating displays using this positioning technique? Thanks in advance, Skirmish_
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change of position Tanks and Heavy Armor : change of positions
mickeymen posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Hello devs! Unfortunately, after the release of DLC Tanks, the change of positions (driver/gunner/commander) in Arma was not affected at all. It was always a needle in my ass, but after the release of the interiors, this problem even aggravated. Why? After the release of Tanks DLC, I see how in half of second a player can find himself in any chair (driver/gunner/commander), without considering the inner walls of the vehicle and other units! Unfortunately, this looks not good. Please note, in most tanks or APC driver position has a separate location. This is a completely separate cabin, which is closed on all sides by bulkheads. Those. being inside such a vehicle, a person physically can not change his position - "from gunner to driver" or "from commander to driver" or "from driver to commander" or "from driver to gunner". This is physically impossible! Why do we see this in Arma? When a player changes all positions passing through the walls, then it looks absurd. I propose to take this moment into account and make a change of positions from the position of the driver (or to driver position) accessible only from the outside of the vehicle. In this case, the place where the player wants to sit should be free. So it should be in real life. For example. If you are in the gunner position, then in order to sit in the driver's chair you need to first get out, go to the driver's hatch and only after that sit on the driver's seat. Or vice versa. In this case devs, you can use the action menu (choice of place) or personal icons (when a player approaches a certain place of the vehicle) It seems to me that every interior, before changing positions should take into account the current position of the player. Most vehicles physically even do not allow (!not leaving vehicle) changing the position "from gunner to commander"and vice versa. For example, see Varsuk T-100 or Rhino. It is impossible physically to change position from the gunner to commander's position and vice versa. The main weapon prevents this! In this case, also it would also be good to change positions from only the outside vehicle. Such a feature could add a bit of realism (time spending for changing positions). In general, I want to say - in most cases, for change positions (driver/gunner/commander) the player must leave the vehicle and the position where he wants to sit should be free. Devs please try give the player a bit of realism on the backgrounds of vehicles interiors.