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Found 2 results

  1. With @Larrow's assistance, I was able to hash out the program I wanted to manage my soldiers with addAction menus. I will create a mod thread when I have the vehicle assignment actions added. Full script: myGrps = []; myGrps resize 10; myGrps = myGrps apply { [ grpNull ] }; TAG_fnc_hasBlankHC = { _bool = false; { _x params[ "_HCGrp", "_HCActionID" ]; if ( isNull _HCGrp ) exitWith {_bool = true;}; }forEach myGrps; _bool; }; TAG_fnc_isLastHCMan = { _bool = false; { _x params[ "_HCGrp", "_HCActionID" ]; if (( Group cursorTarget isEqualTo _HCGrp ) && {{ alive _x }count units _HCGrp isEqualTo 1}) exitWith {_bool = true;}; }forEach myGrps; _bool; }; TAG_fnc_JoinFunction = { _unit = _this select 0; _grp = _this select 1; _str = _this select 2; //accepting variable "unit or from Group" and "target group" if (_str == "unit") then { [_unit] joinSilent _grp; }else { { [ _x ] joinSilent _grp; }forEach units _unit; }; _leader = Leader _grp; { if(!(_leader isEqualTo _x) && {(rankId _x) > (rankId _leader)}) then { _leader = _x; }; }forEach units _grp; _grp selectLeader _leader; }; TAG_fnc_createNewHCGroup = { params[ "_unit", [ "_create", true ], [ "_wholeGroup", false ] ]; _CompanyNames = ["CompanyXray","CompanyNovember","CompanyNovember","CompanyNovember","CompanyNovember","CompanyWhiskey","CompanyWhiskey","CompanyWhiskey","CompanyWhiskey","CompanyXray"]; _PlatoonNames = ["Platoon1","Platoon1","Platoon1","Platoon2","Platoon2","Platoon1","Platoon1","Platoon2","Platoon2","Platoon1"]; _SquadNames = ["Squad1","Squad1","Squad2","Squad1","Squad2","Squad1","Squad2","Squad1","Squad2","Squad2"]; { _x params[ "_HCGrp", "_HCActionID" ]; if ( !isNull _HCGrp && { { alive _x }count units _HCGrp isEqualTo 0 } ) then { deleteGroup _HCGrp; player hcRemoveGroup _HCGrp; if ( _HCActionID isEqualType 0 ) then { player removeAction _HCActionID; }; myGrps set [ _forEachIndex, [ grpNull ] ]; _HCGrp = grpNull; }; if ( _create && { isNull _HCGrp } ) then { private [ "_group" ]; if !( isPlayer _unit ) then { _group = createGroup side player; }else{ _group = group player; }; _group setGroupIdGlobal [ "%GroupNames %GroupCompany %GroupPlatoon-%GroupSquad", "Yankee", _CompanyNames select _forEachIndex, _PlatoonNames select _forEachIndex, _SquadNames select _forEachIndex ]; if !( _unit in units _group ) then { _oldGroup = group _unit; if ( _wholeGroup ) then { units _oldGroup joinSilent _group; }else{ [ _unit ] joinSilent _group; }; if ( count units _oldGroup isEqualTo 0 ) then { deleteGroup _oldGroup; }; }; _actionID = if !( isPlayer _unit ) then { player hcSetGroup [ _group ]; [ _group ] call TAG_fnc_joinHCGroup; [ _group ] call TAG_fnc_groupJoinHCGroup; }else{ objNull; }; myGrps set [ _forEachIndex, [ _group, _actionID ] ]; _create = false; }; }forEach myGrps; }; TAG_fnc_grpJoinMe = { player addAction [ "Group Join Me", { cursorTarget setCaptive false; {[ _x ] joinSilent group player;}forEach units group cursorTarget; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && (_this isEqualTo _target) && { (cursorTarget isKindof 'Man') && { (alive cursortarget) && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (leader group cursorTarget isEqualTo cursorTarget) && { ({alive _x} count units group cursorTarget > 1) && (({ alive _x } count units group cursorTarget) + ({ alive _x } count units group player) < 12) } } } } }" ]; }; TAG_fnc_joinMe = { player addAction [ "Join Me", { cursorTarget setCaptive false; [ cursorTarget ] joinSilent group player; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(group cursortarget isEqualTo group player) && { ({ alive _x } count units group player < 12) } } } } }" ]; }; TAG_fnc_groupJoinHCGroup = { params[ "_HCGrp" ]; _actionID = player addAction [ format [ "Group Join %1", groupID _HCGrp ], { params[ "_target", "_caller", "_ID", "_args" ]; [ Group cursorTarget, _args, "" ] call TAG_fnc_JoinFunction; if (Group cursorTarget in myGrps) then { [ objNull, false ] call TAG_fnc_createNewHCGroup; }; }, _HCGrp, 1, false, true, "", format [" _group = %1 call BIS_fnc_groupFromNetId; !(isnull cursortarget) && (_this isEqualTo _target) && { (cursorTarget isKindof 'Man') && { (alive cursortarget) && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (call TAG_fnc_hasBlankHC) && { !(Group cursorTarget isEqualTo _group) && { !(Group player isEqualTo _group) && { (leader group cursorTarget isEqualTo cursorTarget) && { ({ alive _x } count units (group cursorTarget) > 1) && { ({ alive _x } count units (_group) > 0) && (({ alive _x } count units (_group)) + ({ alive _x } count units cursorTarget) < 12) } } } } } } } } }", str ( _HCGrp call BIS_fnc_netId ) ] ]; _actionID; }; TAG_fnc_joinHCGroup = { params[ "_HCGrp" ]; _actionID = player addAction [ format [ "Join %1", groupID _HCGrp ], { params[ "_target", "_caller", "_ID", "_args" ]; [ cursorTarget, _args, "unit" ] call TAG_fnc_JoinFunction; [ objNull, false ] call TAG_fnc_createNewHCGroup; }, _HCGrp, 1, false, true, "", format [ " _group = %1 call BIS_fnc_groupFromNetId; !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(group cursortarget isEqualTo _group) && { ({ alive _x } count units (_group) > 0) && ({ alive _x } count units (_group) < 12) } } } } }", str ( _HCGrp call BIS_fnc_netId ) ] ]; _actionID }; TAG_fnc_HCActions = { player addAction [ "Unit to HC Group", { [ cursorTarget, true ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { (call TAG_fnc_hasBlankHC) } } } }" ]; player addAction [ "Group to HC Group", { [ cursorTarget, true, true ] call TAG_fnc_createNewHCGroup; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { !(hcLeader Group cursorTarget isEqualTo player) && { (call TAG_fnc_hasBlankHC) && { leader group cursorTarget isEqualTo cursorTarget && count units group cursorTarget > 1 } } } } } }" ]; player addAction [ "Dismiss HC Group", { player hcRemoveGroup group cursorTarget; { _x params[ "_group", "_action" ]; if ( _group isEqualTo group cursorTarget ) exitWith { player removeAction _action; player hcRemoveGroup _group; myGrps set [ _forEachIndex, [ grpNull ] ]; }; }forEach myGrps; }, [], 1, false, true, "", " !(isnull cursortarget) && _this isEqualTo _target && { cursorTarget isKindof 'Man' && { alive cursortarget && { ( side cursortarget isEqualTo side player || captive cursorTarget ) && { leader group cursorTarget isEqualTo cursorTarget && { group cursorTarget isEqualTo ( _x select 0 ) }count myGrps > 0 } } } }" ]; }; _null = [ player, true ] call TAG_fnc_createNewHCGroup; _null = [] call TAG_fnc_joinMe; _null = [] call TAG_fnc_grpJoinMe; _null = [] call TAG_fnc_HCActions;
  2. Hey guys, I ve to fight a bug in Sarogahtyps Spawn Script Creator - SSSC and thats the problem: I ve a main array which is called globalLeaderArray. There in I store group leaders. My problem is that when one of that group leaders die then it auto leaves the group and I cant get the group later to handle it in my caching parts of the script. Now I thought about to add a killed EH to store the new group leader (after the old has been killed) in globalLeaderArray. The following code has 2 functions fnc_mark_leaders initially pushs a leader in the global array and fnc_add_killed_EH adds an EH to that leader which changes the leader object in the global array if the leader dies. Because I use fnc_add_killed_EH inside of the EH itself there is some kind of recursive structure in it and I d like to know if that could work. Also I think its a bit complex for only change one object in an array so I wonder if someone knows a neater way to do that. fnc_mark_leaders = { params [["_unit", objNull, [objNull]]]; if (isNull _unit) exitWith {true}; private _leader = leader _unit; if (isNil "globalLeaderArray") then { globalLeaderArray =[]; }; if (!(_leader in globalLeaderArray)) then { _lead_index = globalLeaderArray pushBack _leader; _leader setVariable["lead_info", [_lead_index, (group _leader)]]; _leader call fnc_add_killed_EH; }; }; fnc_add_killed_EH = { params ["_leader"]; _leader addEventHandler ["killed", { params ["_old_leader"]; _lead_info = _old_leader getVariable "lead_info"; _lead_index = _lead_info select 0; _group = _lead_info select 1; _new_leader = _group call fnc_get_highest; _group selectLeader _new_leader; globalLeaderArray set [_lead_index, _new_leader]; _new_leader setVariable["lead_info", [_lead_index, _group]]; _new_leader call fnc_add_killed_EH; }]; }; EDIT: function to get the highest ranked and highest rated unit in group. with that I dont need to wait until engine changed the leader itsself. fnc_get_highest = { params ["_group"]; private _highest_rank = 0; private _highest_rating = -99999; private ["_highest_rank_array"]; //select the highest ranked units found (last element is ranked highest) _highest_rank_array = ((units _group) select {alive _x}) select { _rank = rankID _x; _highest_rank = _highest_rank max _rank; (_highest_rank == _rank) }; // reverse array to have highest ranked units at array start reverse _highest_rank_array; // cut the array after last unit with the highest rank { if(rankID _x < _highest_rank) exitWith {_highest_rank_array resize _forEachIndex}; } forEach _highest_rank_array; //exit if only one unit has the highest rank if(count _highest_rank_array == 1) exitWith { (_highest_rank_array select 0) }; //select the highest ranked unit whith the highest rating (last element is rated highest) _highest_rank_array = _highest_rank_array select { _rating = rating _x; _highest_rating = _highest_rating max _rating; (_highest_rating == _rating) }; //return the last element because its the highest ranked an the highest rated unit in group (_highest_rank_array select ((count _highest_rank_array) - 1)) };
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