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Found 34 results

  1. Generic error in expression! If you have had enough of these or similar log entries during the code development then this post is exactly for you! I'd like to use this post in order to present you a plugin I have written for the Eclipse IDE. It's named "SQDev" and it aims for providing the possibility to develop ArmA projects from within Eclipse. But the goal is not only to simply provide the ability to do so, but rather give the developer as many tools as possible in order to facilitate the developing process. The live syntax check is only one example for such a facilitation. I am now working for about 3 years on this plugin and I now have the feeling that it is good enough to share it with you guys. Features Editors: There are editors included for the following file types: .sqf, .ext, .cpp, .hpp, .sqm and for a Stringtable.xml Basic syntax highlighting and content-assist for all editors Full macro support in all file types (highlighting + content-assist) Advanced syntax highlighting and content-assist for the SQF-Editor Live syntax-check and type checking for the SQF-Editor with basically no restrictions (in terms of the syntax-checking; Type checking still has some restrictions) - Just code in a way the ArmA engine understands and the plugin will get it too (minor exceptions aside) Project-wide syntax check - No need to open each file and check it for errors as the plugin will do that for you in the background Hover-Information for SQF commands including the majority of the information listed on the respective BIKI page The BIKI page of each command is only one click away when using the SQF-Editor Graphical user interface for editing the Stringtable.xml Wizards: NewProjectWizard - Creates a new mission with the needed folder infrastructure so you can start coding right away Import- and ExportWizard - Import and export your missions to and from eclipse NewFileWizard - Creates a new SQF-file with a generic header containing the name of the project, of the script itself and the author. Miscellaneous: A big settings framework allowing you to customize the plugin to your needs and preferences (Window -> Preferences) Integrated RPT-Viewer - No more switching between the editor and the file explorer in order to look into the local log files Custom SQDev perspective in eclipse that adapts the UI to the needs of a SQF scripter Parse tree visualization - See how the engine will interpret your code Supports both: Windows and Linux You are not dependent on me updating the plugin if a new SQF command is introduced as the plugin has a command-update functionality that reads all commands and the corresponding information from the BIKI itself. That means you can update the used commands whenever you feel the need for it (Can be done from within the preferences) Documentation A complete documentation of the plugin can be found here. It contains everything ther is to know about the plugin. Part of it is of course how to install the plugin and how to get started with it. If you have any questions or need some help with the plugin you can join my discord channel (see Feedback and contact). Source code + Issue tracker The plugin is maintained on GitHub. That means you can at any time take a look into the source code of it. But it does also mean that all bug reports and feature requests have to be created there. If you experience a bug please follow the following steps: Make sure noone else has filed this bug before by having a lok at the list of known bugs Try to reproduce the error - The more detail you can provide on this the likelier it is that the bug gets fixed Create a new issue on GitHub and describe the bug with as many details as possible Attach some general system information to your bug report. You can do so by using the "Plugin info creator" of the plugin itself that is accessible through the toolbar (red exclamation mark on a green circle) There is also a list of known feature requests, so please try to avoid duplicates. But you are more than welcome to comment on these requests so I can see what you are thinking about them. Feedback and contact You can leave your feedback here in this thread. However for faster responses and a more direct contact to me I'd suggest you to join my discord channel. Do not get confused because of my second Nickname (Raven) there. Media
  2. I couldn't find any script/tool/addon which would provide such a basic functionality: how much is ARMA's SQF scheduler loaded right now? Can I run a check every X milliseconds, with the given other scripts running in background? When we are spawning many different SQF scripts with infinite loops we want to know how much the SQF scheduler is loaded with these scripts. Typically we would try to force the scheduler to execute a simple script and observe the delay between spawning the script and its output. For instance you could spawn a lightning with Zeus and estimate the delay. How it works: The script I suggest uses the same idea: it runs an infinite loop, where it tries to execute a piece of code as often as the scheduler lets and measuring time intervals between executions. If the scheduler is flooded with many heavy scripts then sequential executions of our tiny script will happen less often. The script also performs exponential averaging of measured intervals. What it shows: It shows the delay between executions described above. The delay can help us understand the maximum frequency at which your loops can run(average). It also outputs the overload, measured in percents, which is equal to: overload=100*game FPS*delay=100*game_FPS/SQF_FPS. So if the "overload" is around100%, SQF scripts are running at roughly the game's frame rate. If it is 200%, then spawned SQF scripts are running at half the game's frame rate, and so on. Why not just measure performance of single scripts with standard methods? Maybe you are running other people's scripts in the mission, or you want to get an overview, how much load all the scripts produce. How to use it: Run this locally: Measurements will be output to system chat. You can fine-tune _a to perform smaller or bigger averaging (smaller _a -> bigger averaging). [] spawn { sl_prev = time; private _i = 0; private _ds = 0; // Smoothed value of delta private _a = 0.009; // private _N = 30; while {true} do { sleep 0.001; private _t = time; // Get current time private _delta = _t - sl_prev; // Calculate time passed since previous measurement sl_prev = _t; // Store the new time back _ds = _a * _delta + (1-_a)*_ds; // Exponential averaging //Output value every N measurements _i = _i + 1; if (_i == _N) then { _i = 0; private _overloadPercent = round(100*diag_fps*_ds); systemChat ((format ["Scheduler delay: %1 ms, overload: %2", round(_ds*1000), _overloadPercent]) + "%"); // Calculate new value for N to produce outputs every 0.5 seconds _N = ceil(0.5/_ds); }; }; If you want to quickly test the script here's a dummy load you can use. Just run it a few times: for [{_i=0}, {_i<5}, {_i=_i+1}] do { [] spawn { sleep random 1; while {true} do { sleep 0.5; private _a = []; //6 ms @ Core i7 3770 _a set [70, 0]; _a = _a apply {2}; { private _sum = 0; { _sum = _sum + _x; }forEach _a; } forEach _a; }; }; }; Please share what you think about this!
  3. Arma IntelliJ Plugin Current version: 2.0.1 (Released February 13, 2018) Index 1. Introduction 2. Features 3. Feature Spotlight 4. Planned Features 5. Download and Installation 6. Source Code 7. Donate 8. Wiki, Bug Reporting, Discord 1. Introduction Arma Intellij Plugin is a plugin developed by K-Town (me) for Intellij IDEA. Intellij IDEA is a Java IDE developed by Jetbrains and offers many amazing API's for creating support for custom languages to be used inside the Intellij editor. Intellij is free, but I recommend reading the license agreement regardless. 2. Features Arma Intellij Plugin has many features with more on the way. The plugin currently has: Syntax checking for Header files (*.h, *.hh, *.sqm, *.ext, *.hpp) and SQF files Description.ext Function lookup (See feature Spotlight a.) Documentation 'tags' which can link to command wiki documentation without opening the browser. Automatic plugin update checking Finding usages of variables and commands Syntax highlighting Rename refactoring for functions and variables Seamless config function creation (alt + insert) Auto-completion (ctrl + space) An "Arma Color" picker dialog which allows to convert HEX or RGB to Arma's color format (black -> [0,0,0,1]) Wiki documentation on commands and BIS functions via ctrl+Q Complete type checking (including arrays) Full preprocessor support for Header/Config files Partial preprocessor support for SQF Files 3. Feature Spotlight a. Auto-completion (more detail here) b. Syntax Checking c. Documentation Tags - detail here 4. Planned Features Automatic code formatting for SQF and Header Creating new mission files from scratch More code inspecting functionalities Other secret features ;) 5. Download and Installation Download: IntelliJ IDEA: Jetbrains Website Plugin (Optional download. See Install from JetBrains Plugin Repository below): GitHub: https://github.com/kayler-renslow/arma-intellij-plugin/releases JetBrains Plugin Repo: https://plugins.jetbrains.com/idea/plugin/9254-arma-intellij-plugin NOTE: both GitHub and JetBrains Repo include the same .jar files. You only need one plugin jar from one of the repositories to install. Install: To install the plugin, you do one of the following: Install it from disk with the .jar plugin download (see Plugin download above). Step 1: In Settings Dialog, click on "Plugins", click Install plugin from Disk. Step 2: Locate the "Arma Intellij Plugin.jar" (file name may have version info like v1.0.7) Step 3: Click OK button when you located the plugin jar and then Restart IntelliJ IDEA Step 4: You're good to go! Install it from JetBrains Plugin Repository. Step 1: In Settings Dialog, click on "Plugins", click Browse Repositories. Step 2: Search for "Arma Intellij Plugin" Step 3: Click Install and then Restart IntelliJ IDEA Step 4: You're good to go! 6. Source Code This project is open source. The plugin and it's creator (K-Town) aren't affiliated with Jetbrains or Bohemia Interactive. This project (the plugin code) is licensed under the MIT License. You don't need to contact me if you want to create derivatives or publish the project elsewhere. You can download and view the source here: https://github.com/kayler-renslow/arma-intellij-plugin 7. Donate I am accepting donations, but please only donate if you can afford it because I will not give refunds. Donate here. 8. Wiki, Bug Reporting, Discord The Wiki for the plugin is available. If you have been using the plugin already, you may still find something you don't yet know. Also, please report bugs at the Github repo. It's easier to manage than the forums and is specialized towards reporting bugs. You can report bugs here: https://github.com/kayler-renslow/arma-intellij-plugin/issues I have created a Discord server for Arma Dialog Creator and Arma IntelliJ Plugin. Here is the invite: https://discord.gg/SPBbYPa
  4. Server Transfer System v1.0.3 The Server Transfer System (STS for short) is an addon that allows for the transferring of players from one server to another. STS is based off the code KillZone_Kid shared with his final post here. Expanding on KillZone_Kid's work, STS hides the transfer behind an overlay, making a nearly-flawless transition from one server to another. The transfer overlay will eventually allow customization, but currently is simply a black screen with "Please Wait" up top. This addon does not handle the saving, storing, nor transferring of character data. That will need to be handled by the end user. To transfer a client, the server must remoteExec STS_fnc_Transfer. Here is an example: //TIMEOUT = Transfer timeout (time till it gives up on joining the server in seconds) //AUTOJOIN = Automatically load into servers (mission must have joinUnassigned = false; in description.ext) ["IP","PORT",TIMEOUT,"PASSWORD",AUTOJOIN] remoteExec ["STS_fnc_Transfer",-2]; LICENSING + BI Monetization Rights DOWNLOAD AVAILABLE ON STEAM WORKSHOP CHANGE LOG v1.0.3 Now packed and signed with pboProject. Added: Overlay between transfers Bug: You can NOT transfer to the same server you are connected to. Bug: Transfering to a server without -autoinit will lock the game up. v1.0.2 Tweaked: Transfer script broken down into stages Added: Transfer completed script Added: Transfer failed script Fixed: Bug causing players to autoload into all future servers after Transfer is used. Bug: You can NOT transfer to the same server you are connected to. v1.0.1 Added: Autojoin Parameter ( Automatically loads the player into the server ) ( Server Must Have joinUnassigned = false; in description.ext ) Added: CfgSTS Config for managing code that needs to run on display startup ( This is safe to use with other mods ) v1.0.0 - Original Publish
  5. Reserved slot script for arma 3 mission working on mp and sp https://github.com/alezm00/AZM_Functions/tree/master/res_slot.Tanoa https://github.com/alezm00/AZM_Functions/ put [] execVM "Reservedslots.sqf"; in the init.sqf then open the file reservedslots.sqf and edit the main functions [Arma3 UID, slot variable name] call AZM_RESERVED_SLOT;
  6. hello guys, is there any *.sqs to *.sqf converter program ? i tried to do it manually, but its a mess...i'm not used to "goto" command and have lot of troubles re-thinking the logic behind the script ! thanks for any help!
  7. SQF-VM The SQF emulator A fully working, open-source Virtual Machine for the scripting language of the ArmA Games. Links GitHub Repository Discord Invite Discord Bot Authorization Panel (for adding to your server) FAQ How to use this thing? To start using the SQF-VM, you just have to double click the executable. What can it be used for (examples)? Most obvious example is: you are using a laptop while traveling and wanna test some SQF code. More advanced users might even use this for unit-testing their code. Are there command line parameters available to eg. use this for unit-testing? Yes, there are. To get all, start the tool via command line and the parameter -? What is supported? To see what is supported in the specific build you are using, use the non-sqf compliant help__ command. The output of that command for version Alpha 0.1.3 I entered SQF with invalid syntax and the VM is outputting gibberish The SQF-VM project is not aiming to do any actual syntax checking. The tool expects valid SQF as input and invalid syntax might result in invalid execution stacks. I found a bug, what shall i do now? First of all: if it is due to invalid syntax not getting reported correctly, nothing. After that: Ensure all commands used are actually supported in your SQF-VM version using the help command If it is not caused due to invalid syntax or a missing command in the SQF-VM, try to narrow down the problem as much as you can and then head over to the github issues section to report the bug. The only exception to the above is a crash! Crashes you always can report :) I got a question that is not answered in here, what to do? Ask your question in this thread or in the discord channel and i might add it to this list :) Downloads All releases can also be found inside of the releases section of the github repository. Alpha 0.1.4 Alpha 0.1.3 Alpha 0.1.2 Alpha 0.1.1 Alpha 0.1.0 Changelog 0.1.4-alpha SCRIPT:t:0:(null) CONFIG:t:0:(null) configFile:n:4:nil selectRandom:u:4:selectRandom <ARRAY> getText:u:4:getText <CONFIG> tolower:u:4:tolower <STRING> vectorNormalized:u:4:vectorNormalized <VECTOR3D> toupper:u:4:toupper <STRING> isArray:u:4:isArray <CONFIG> isText:u:4:isText <CONFIG> vectorMagnitude:u:4:vectorMagnitude <VECTOR3D> isNumber:u:4:isNumber <CONFIG> getNumber:u:4:getNumber <CONFIG> inheritsFrom:u:4:inheritsFrom <CONFIG> isClass:u:4:isClass <CONFIG> getArray:u:4:getArray <CONFIG> reverse:u:4:reverse <ARRAY> scriptDone:u:4:scriptDone <SCRIPT> vectorMagnitudeSqr:u:4:vectorMagnitudeSqr <VECTOR3D> >>:b:4:<CONFIG> >> <STRING> vectorMultiply:b:4:<VECTOR3D> ectorMultiply <SCALAR> vectorDistance:b:4:<VECTOR3D> vectorDistance <VECTOR3D> vectorDistanceSqr:b:4:<VECTOR3D> vectorDistanceSqr <VECTOR3D> vectorDiff:b:4:<VECTOR3D> vectorDiff <VECTOR3D> spawn:b:4:<ANY> spawn <CODE> resize:b:4:<ARRAY> resize <SCALAR> vectorDotProduct:b:4:<VECTOR3D> vectorDotProduct <VECTOR3D> vectorAdd:b:4:<VECTOR3D> vectorAdd <VECTOR3D> vectorCos:b:4:<VECTOR3D> vectorCos <VECTOR3D> createUnit:b:4:<GROUP> createUnit <ARRAY> deleteAt:b:4:<ARRAY> deleteAt <SCALAR> append:b:4:<ARRAY> append <ARRAY> find:b:4:<ARRAY> find <ANY>#<STRING> find <STRING> exitWith:b:4:<IF> exitWith <CODE> /:b:7:<SCALAR> / <SCALAR> | <CONFIG> / <STRING> arrayIntersect:b:4:<ARRAY> arrayIntersect <ARRAY> vectorCrossProduct:b:4:<VECTOR3D> vectorCrossProduct <VECTOR3D> mergefrom__:b:4:<CONFIG> mergefrom__ <CONFIG> parseconfig__:u:4:parseconfig__ <STRING>
  8. class b_textScrollBox: RscControlsGroup { idc = -1; text = ""; //--- ToDo: Localize; x = 0.371094 * safezoneW + safezoneX; y = 0.654 * safezoneH + safezoneY; w = 0.381563 * safezoneW; h = 0.341 * safezoneH; class Controls { class b_textBox: RscStructuredText { idc = 1000; text = "b_textBox"; //--- ToDo: Localize; x = 0.291094 * safezoneW + safezoneX; y = 0.22 * safezoneH + safezoneY; w = 0.381563 * safezoneW; h = 0.341 * safezoneH; }; }; }; Hi, I'm trying to create a script that will expand the RscStructuredText text box above's height dynamically based on the text passed to the script. For example: 0 = ["this is some test text..."] execVM "addText.sqf"; So far Ive figured out how to expand and shrink the height of the text box. For an example of what I mean this script would double the height of the RscStructuredText control: _t = _this select 0; (_display displayCtrl 1000) ctrlSetStructuredText (parseText _t); _pos = ctrlPosition (_display displayCtrl 1000); _height = 2 * (_pos select 3); (_display displayCtrl 1000) ctrlSetPosition [(_pos select 0),(_pos select 1),(_pos select 2),_height]; (_display displayCtrl 1000) ctrlCommit 0; However I'd like to expand the height with precision so the scroll bar only goes to the bottom on the text. Could anyone point me in the right direction? Thanks.
  9. TypeSqf Editor 0.61 by Engima Overview The TypeSqf Editor is a script editor for Arma 3. The most important features are: Syntax Highlighting Syntax Checking Auto Completion Folding Object Oriented Scripting (SQX Syntax) CPack Service (like nuGets in Visual Studio) Description The TypeSqf editor is a developer's tool for scripting in Arma 3. Besides using it to write SQF code with syntax highlighting and auto completion, it analyzes your syntax in real time, alerting you if something is erroneous or suspicious. Object Oriented Scripting The editor comes with an optional extended functionality for SQF syntax, called SQX. In a convenient way, and with as many similarities to SQF as possible, SQX enables object oriented scripting (classes) and adds type handling. Classes may contain a constructor, fields, properties and methods. It works because the .sqx files are compiled into corresponding .sqf files before executed by Arma 3. The CPack Service The CPack Service is a service for sharing content with other script editors as well as to organize your own code. In short a CPack is a content bundle (a .zip file) that you upload and label with a name and a version number. Then they are very easy for anyone to download and include in any mission. Download Download at Official TypeSqf Site. Installation / Usage 1. Open the zip file and run the installer. 2. Run TypeSqf from the start menu. (See the video "Getting started with the TypeSqf editor" below.) Media: Getting started with the TypeSqf editor. Creating and using an SQX Crowd class in Arma 3 using the TypeSqf Editor. More videos: TypeSqf Features Part 1 - Getting started with TypeSqf TypeSqf Features Part 2 - Main Features TypeSqf Features Part 3 - The Power Of CPacks TypeSqf Features Part 4 - The CPack Console You can find all videos here. Feedback and error reports I will gladly receive any feedback. Please tell me good things, bad things, errors, whishes etc. Please use this forum thread for comments, but email all error reports to typesqf@outlook.com. Thanks to Josef - The main man on auto completion for script commands. Changelog Version 0.61 -SQX: Added parameter check in calls to constructors (if first command in constructor is "params"). Version 0.60 -Added parameter check in calls to functions (if first command in function is "params"). -SQX: Added parameter check in calls to methods (if first command in method is "params"). -SQX: Added support for static fields in classes. -SQX: Added support for static properties in classes. -SQX: Fixed: Some Operators compiled incorrectly (e.g. the lookup operators >> and /). -SQX: Fixed: Compiler adds faulty semicolons at end of array elements. Version 0.59 -Added all script commands in Arma 3 version 1.76. -It is now possible for CPack authors to add a line to the top of description.ext. -Fixed: Crasch if the CPack installer tries to write to a file that is open by another process. -Fixed: Stability issues. -SQX: Analyzer improvements. Version 0.58 -Project file is now saved automatically when starting a new project or opening an existing mission. -Added video "TypeSqf Features Part 4 - The CPack Console". -Fixed: No code completion on lines with the alternative variable declaration syntax. -SQX: Fixed: Compiled files (.sqx.sqf) is not removed when a CPack is removed. -SQX: Analyzer improvements. -SQX: Fixed: Compiler sometimes not starting. Version 0.57 -Added menu item "Videos" with links to tutorial videos. -Analyzer improvements. -SQX: Analyzer improvements. Version 0.56 -Enabled support for alternative variable declaration syntax. Like { private _myVar = 10; }. -Analyzer improvements. -SQX: Syntax Highlighting improvements. -SQX: Analyzer improvements. Version 0.55 -New and better installer (uninstall the old version before installing this). -Variables declared in mission.sqm now included in editor (mission.sqm must not be binarized). -Items in the file explorer now gets selected on right click. -SQX: Minor analyzer improvements. Version 0.54 -Added all script commands in Arma 3 version 1.72. -Revealed SQX content (it was previously "beta content"). -SQX: Added enums. -SQX: Added code completion for static methods. -SQX: Added code completion for custom types (classes and interfaces). -SQX: Minor fixes in the analyzer. Version 0.53 -Fixed: Error when updating CPacks and files need to be overwritten. -Fixed: Improved checks for declared, non declared, used and not used variables. -SQX: Added static methods. -SQX: Made it possible to specify type on iteration variable in a forEach statement. Like "{ hint _x } forEach as String;". -SQX: Made it possible to specify type on iteration variable in a count statement. Like "_count = { _x.IsActive } count as MyClass;". -SQX: Fixed: Analyzer do not recognize interface types for method return values. -SQX: Fixed: Minor issues in analyzer. Version 0.52 -Logical operators 'and' and 'or' now supports alternative syntax with signature "Boolean and Code". -Fixed: Files installed by CPack dependencies are not added to project file explorer. -Fixed: Error when installing CPacks with dependencies to same package but different version. -Fixed: Minor issues and improvements in analyzer. -SQX: Added interfaces. -SQX: Changed name of data type Number to Scalar (the same name as in SQF). -SQX: Added interface templates (you will need to reset templates for them to regenerate). Requirements Microsoft Windows. Other releases Engima's Traffic Engima's Civilians Engima's Simple Tasks
  10. Hello! As ARMA's scripts spawned inside the scheduler behave as separate threads, it seems logical to me to have a way to estimate how much percents of total scheduler run time is taken by every spawned script, similar to what a task manager in any OS shows for started processes. Am I missing something, or is there really no such feature in ARMA? Thanks!
  11. Hello, I'm trying to make heads or tails of getting around an error that I'm getting when attempting to make Radio Channels to specific units to private communication between Zeus to Squad Leaders. The error is that the variables are undefined for the radioChannelCreate when the unit with the variable does not exist. I'm thinking I will need a !isnull check to an array but I'm unsure how to implement this as I am still very new to Arma scripting. Here is the code I am using, Most of this is from a script I found on another post: if(isServer) then { west_channel = radioChannelCreate [[0, 0.2, 1, 1], "GM-Bluefor", "Game Master", [bz1,bz2,mz1,mz2]]; east_channel = radioChannelCreate [[1, 0, 0.2, 1], "GM-Redfor", "Game Master", [rz1,mz1,mz2]]; independent_channel = radioChannelCreate [[0, 1, 0.2, 1], "GM-Independent", "Game Master", [iz1,mz1,mz2]]; RADIO_fnc_manage = { private["_unit","_channel","_bool"]; _unit = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param; _bool = [_this,1,false,[false]] call BIS_fnc_param; _channel = [_this,2,0,[0]] call BIS_fnc_param; //Series of checks? if(isNull _unit) exitWith {}; //Null unit if(_channel < 1) exitWith {}; //No channels below 1 should be passed. switch (_channel) do { case 1: { if(_bool) then {west_channel radioChannelAdd [_unit];} else {west_channel radioChannelRemove [_unit];};}; case 2: { if(_bool) then {east_channel radioChannelAdd [_unit];} else {east_channel radioChannelRemove [_unit];};}; case 3: { if(_bool) then {independent_channel radioChannelAdd [_unit];} else {independent_channel radioChannelRemove [_unit];};}; }; }; }; Variables "bz1, bz2, mz1, mz2, iz1, rz1" is referencing unit's I've placed within Eden Editor with those variables tagged to them. E.g, "bz1" = Blufor Zeus or "mz1" = Master Zeus The intention of this script is to allow private communication from Squad leaders. (In this case bz1,bz2,iz1,rz1) to have separate channels to the two Master Zeus's which will be acting as "game masters" That is not seen by anyone outside of the units aforementioned. > I am using RHS, ACE, CBA Pack, ARES:Achilles and TFAR mod's as well.
  12. Hi everyone i have an issue making a simple money script / function in my mission. I'm finding the syntax of SQF and SQS difficult to understand or comprehend in comparison to languages like java and C#. I used this sample below as a baseline but the guy who responded didn't tell the OP of that forum how edit the value of your "Bank" right now I've created a object of money with an add action that adds money to my Currency variable, but now i want to extend that to the death of 'X' unit and i came up with this. To some this code might be laughable but i don't understand why this doesn't work when executed via a units init. Any input is appreciated. _man = _this select 0; while {alive _this} do { if (!alive _this) then { //GoldCurrency = GoldCurrency + 1000; hint"DEAD"; }; }; Many Thanks -Irish
  13. Website > Server Code | Execution System (Node.JS) Made By Optix Special Thanks to KilzoneKid for his release of the URL_Fetch DLL's V0.0.1 For those of you who do not understand or know what this is, in basic, it is a system of executing code on a server without physically being on it. How this works essentially it uses node.js to handle specific commands and does stuff with them. I personally use Glitch.Io to host my node.js server. it is a free service that allows you host your node.js project online and develop upon it live. This system contains one mod folder @Optix_WebExec which contains the necessary files that hold the Arma functions that use KK's URL_Fetch dll. This is required to make the connection to the Node.js server and pull the content that is due to be executed. BEFORE ANYONE STARTS THINKING THIS CAN BE USED MALICIOUSLY IT CANNOT ITS FULLY SERVER SIDED AND CAN ONLY BE USED IF PEOPLE HAVE THE SERVERS CORRECT LINK DEFINED IN A CONFIG! How to Use: your Node.js server link here / exec / sqf code here - This is what is used to add code to the file which Arma server checks every x amount of seconds, This can be defined in the config file found in Optix_WebExecConfig.pbo. Please note that in the case you pass any code containing irrelevant content to sqf or code containing any syntax errors currently will stop the server loop from executing correctly (Due to the errors), I have been working on a system to automatically handle and log this but had issues during the process and wanted to release asap so currently this version does not contain this feature, but stay tuned for updates in the future. your Node.js server link here / log - This is what is used to view the systems logs. The system logs events such as server connections, code added to be executed and exec list clearing. your Node.js server link here / v - This returns the current version of Arma code exec. Setup: 1) Host your node.js server using the code provided using your prefered method of hosting. 2) Install the Arma Addon onto your Server NOT Client. (This is a server sided add-on and is by no means needed on any clients) 3) Configure the config found in the Optix_WebExecConfig.pbo 4) Use the above commands to carry out the desired process. Video Showcase: Files: Download the Project here: GitHub Kind Regards, Conner 'Optix' Add me on Steam :)
  14. Hi Guys, I am working on a huge Tanoan mission framework project, part of which there is a combat arena which I would like to be part of the 'story' as such. The overall concept is, a singular player walks up to Object, addactions 'Enter Arena', this creates a playable AI unit, the caller becomes the AI unit, once this unit is killed the player returns back to their previous unit. (The reason I am creating an AI unit: I cannot see a way to remove a players gear and then put it into a box or similar, so when they respawn the gear can be retrieved [This gear wouldn't necessarily be a normal load out]). I have been playing around and I think these commands are kind've what I am looking for, could anyone advice below?
  15. Hi, long time reader, first time poster. I've been getting into scripting a lot lately, I was always in and around it but recently trying to step it up a bit. I'm trying to write an IED script myself (i know there's a million out there) that searches for roads and places IEDs, IF there's x distance between this point and the last IED placed. This script has taken several forms as I try get it working properly, but this is my latest: Currently it will place IEDs (VR blocks) at very odd distanced from each other, some as little as 20m away. I also made up a script that will place IEDs on markers chosen at random and randomly choose the IED type - ultimately I want to merge these 2 together, but for now it's getting the spacing constraints to work that's my issue. Random marker + IED type script for anyone interested: Thanks for any input on this, I've been staring at it so long its becoming a blur of words :P
  16. General description Arma Server Control Tool can be used to execute SQF scripts on server directly, by using standalone server side application. Idea behind this project is to solve the problem that, in many cases it is hard or straight impossible for server administrator to execute certain scripts on server, also it most likely involves joining server with game client. A lot of times server admins are not able to quickly react to some event on server due to absence of a PC with installed arma nearby. With ASCT all you need to do is to login to your server with remote Desktop or TeamViewer, right click on script.sqf and select ASCT Execute. NOTICE! This application REQUIRE root access to server, you MUST be able to connect to server with remote desktop or TeamViewer. If you have only web access this application is NOT usable. Target audience This tool supposed to be used only on server side. it is made for server admins and developers. Currently this program can be used only on windows platform. Installing 1) Copy paste @asct folder to root of your server alongside with other addons 2) Change your server startup parameters by adding -serverMod="@asct;" 3) Copy paste “asct_console†anywhere you like. At this point you are basically done, you can now use asct.exe as console app. However there are few optional steps to make your life simpler. 4) Optional. If you are running several arma servers on single machine, you should set "instanceID" in order to distinguish arma servers. To do that execute following expression on server init asct_instanceID = “your_idâ€; Select something descriptive as “your_id†but use only a-z,0-9 and _ characters. 5) Optional. When directory for asct.exe selected, run Add_ASCT_to_context_menu.bat, that should be found in same directory. Remember to run it as administrator. This will add “ASCT Execute†option to windows explorer context menu. In case you have several servers on same machine, open Add_ASCT_to_context_menu_instance_yourID.bat file and edit 3rd line. instead of "yourID" type in same instanceID you used in step 4. Save .bat file and execute it as administrator. 6) Optional. For notepad++ users. Copy paste asct.dll from “Notepad++ plugin†folder to “C:\...\Notepad++\plugins\†Use as console application There are several ways to use app. They all have some pros and cons, choose one you like more. For sake of clear examples let`s assume you put asct.exe in C:\asct_console\ folder. As most console apps, this require user to provide parameters. Only one parameter can be used at once. 1) Execute script from file -f <filename> Example: C:\>asct_console\asct.exe -f "C:\my scripts folder\script.sqf" This is simplest method, nothing much to say here, app will read whole file and execute it`s contents. It is also possible to pass only filename, in such case file must be in same folder as asct.exe. This method allow file to have both single line comments // and multiline comments /* */. However, preprocessor directives are NOT allowed (#include, #define, __MACRO__, etc…). SQF files should be encoded as UTF-8. 2) Execute expression -e <expression> Example: C:\>asct_console\asct.exe -e "diag_log \"hello from RPT\";" This method is very straightforward, thus can be useful for only very simple commands. As you can see it require to escape inner quotes and some other technical characters like %, it does not support any comments and must have whole expression in single line. However, it might be useful if you like to use asct in conjuration with some batch, PowerShell, VBS or whatever else scripting methods you like. 3) Execute base64 encoded expression -b <base64code> Example: C:\>asct_console\asct.exe -b ZGlhZ19sb2cgImhlbGxvIGZyb20gUlBUIjs= This one accepts script expression in form of UTF-8 string encoded as base64. What you see in example is basically “literal†representation of bytes of UTF-8 string diag_log "hello from RPT"; This method combine ability to have whole expression in one line, allowing single and multiline comments and accept expression of any complexity. Encode/Decode algorithm borrowed from here http://www.adp-gmbh.ch/cpp/common/base64.html. You can use online services to encode script as base64, google for it. Optionaly, if you have several instances of arma servers, there is also one additional parameter to tell on which server script must be executed. It can be used in conjuration with other parameters. -id <instanceID> Example: C:\>asct_console\asct.exe -f "C:\my scripts folder\script.sqf" -id your_ID You can use this parameter before or after expression parameter. In this way script will be executed on server with given instanceID. NOTE! In windows, applications have limits on length of parameters. At max it is 32768 characters, but command prompt has own limitation of 8191 character. However, there is no limitation for size of script inside SQF file, so first method can be used on very long scripts. Use as notepad++ plugin If you are using Notepad++, you can install asct plugin for it. It will allow you to execute scripts directly from notepad++. After plugin is installed (see Install. step 4) you must specify full path to asct.exe. To do that, on toolbar press Plugins->ASCT->Settings. There you will see input box, write full path to ASCT and press OK. When you have your script ready, press Plugins->ASCT->Execute to run it. Notepad++ allow to have several documents opened at same time, but only content from currently active document, will be read and executed. if you have several instances of arma servers, you should add their instanceIDs to a list in settings menu, once it is done, you will be able to select target server with "Execute at..." pressed. It is also possible to select certain server as default target by selecting instanceID from list and pressing "make default" button, after that, selected instanceID will be used in Execute funciton. By pressing "make default" button with no selected server, instanceID will be "unset". Use as windows explorer context menu You can also execute scripts directly from windows explorer by using right-click context menu. Follow step 5 from installation to get “ASCT Execute†option in context menu. Now navigate to folder with your script.sqf file, right click it and select “ASCT Executeâ€. As with other methods, here you can have direct execution on each of your server instances. Security & Battleye This application does not use any “cheating†methods to do it`s job, no memory reading/writing, no dll injections or anything else like this. All it does is using callExtension command to communicate with asct_ext.dll from which receive and call compile expressions. This application is not meant to be used on client, thus it will be immediately blocked by battleye which is totally intended behavior. On server side, on the other hand, battleye have much less limitations (if any) and allow use any extensions. If you like to use application on client for development/testing feel free to do so with disabled battleye.Similarly, asct.pbo is not signed as it should NEVER be required mod, nor used on clients in actual game. In current implementation, there should be no way for cheaters to exploit application in any way, unless they have root access to server. Web interface Allowing to have asct available in browser on remote PC is something that I am very interested in doing. I realize many server owners have no root access, only some sort of web control panel with limited functionality. It would be amazing to allow use of asct for them as well. However, such a thing would require A LOT of safety considerations, it is direct control of server execution from internet after all. Does not seems to be very SAFE idea. Nonetheless I will consider implementing this as experiment. If you feel like helping me out with ssl and web development, send me a PM. Current version and goals Current version of application is 0.9.0.1. Next version will have bug fixing that hopefully will be found in the course on few next weeks. Once all bugs sorted out there will be final version 1.0. There probably will be no new functionality available in final version. License This application is released under GNU GENERAL PUBLIC LICENSE version 3. If you redistribute this application, please mention author and give link to this forum page. Changelog Download Latest version 0.9.0.1 Google drive (both x32 and x64) Older versions: 0.9.0.0 - Google drive Feel like this tool was usefull for you? You can show your appreciation with small donation, thank you!
  17. Hey guys, I have a real strange problem. I'm not sure how to describe it exactly, and what is causing it, so I don't post a script snippet yet, until you tell me what you need to see. I hope someone can point me into the right direction. I wrote a few scripts which are simply "simulating" a conversation between the player and the civilian unit. It's executed by an "addaction" command added to all civilians. Finally the conversation leads whether to some intel, like an HVT, a weapons cache or hostages, which is being marked on the map after the conversation has been ended. It works very well so far. Also these side missions are working fine. The only and very strange thing is: After finishing such a mission (i.e. destroyed a weapons cache which intel was given by a civilian via conversation), everything is fine - EXCEPT when talking to a civilian then, there's no dialog visible anymore. Lips are moving (setrandomlip true;), sometimes intel is gathered (depends on players reputation and random selection), so to say: Everything is still working - except there's no chat (between player and civilian) visible anymore! And there's NO error in the log, "show script errors" startup commandline doesn't show anything, nothing can be found inside the RPT files, just nothing! I have to mention that the dialogs are visible as long as I don't finish any of the mission from collected intel. In example: When I talk to civilian, luckily get some intel about sth (i.e. hostages somewhere), then I can talk to any civilian and the dialogs (siechat) are visible AS LONG AS I don't rescue the hostages, But as soon as the hostages are rescued, dialogs will not be shown anymore when talking to civilians. I'm really at the end of knowledge..... no error messages, no possibitlity to debug this... What could be the rason for this behavior? Thank you very much in advance!
  18. Hi, I am using a function for conversations. It's defined in CfgFunctions and called via spawn command. Now I want to archive that conversation stops if the unit (conversation partner) gets killed. The units with the conversation action are civilians, spawned dynamically via Engima's Civilians script. I could do that with: // inside attached action to all civilian units: /* ...some code... */ handle = [params] spawn createConversation; // And this in unit's eventhandler: if (not isNil {handle} and {not scriptDone handle}) then { terminate handle}; The problem is, when I want to start another conversation now with a different unit, the conversation (or better saying: the createConversation function) doesn't execute anymore. How can I make sure that the function gets executed again? As I understand, the terminate command fires when the spawned script is processed the next time by the scheduler. In my case it immediately stops the conversation when the civilian gets killed, but it seems to also terminating the next started conversation, and so on. I also tried it without the "killed" eventhandler, and instead in units callback (like init field) did this: // No conversations with dead civs waitUntil { // exit when unit gets deleted if (isNull _unit) exitWith {true}; !alive _unit; }; sleep 1; _unit removeAction talk; if (not isNil {handle} and {not scriptDone handle}) then { terminate handle}; I couldn't find anything helpful... could someone help me, please? Thx in advance
  19. Hello everyone. I don't know how to desribe my problem in the title, my English isn't good enough on that.. I want let the script to randomly pick a marker. My problem is that the markers are being created dependant on the amount of towns on the map. It detects all towns and creates an invisible marker at each, with name "Mark_1", "Mark_2", etc... I need to know how can I let my script at first count all created markers (as each map has a different amount of villages) and then randomly pick one of these markers. The markers are being created as follows (a part of the script): towns.sqf /* Location finder for towns, villages and cities Places triggers and/or markers at these locations */ // Get each locations of villages or cities and create trigger/marker // Original script for finding locations by BrotherhoodOfHam // Final script by Godis if (!isServer) exitWith {}; //#define MARK #define OFFSET 0 _locations = (nearestLocations [[0,0,0], ["NameCity", "NameVillage", "NameCityCapital"], 40000]); { _xy = size _x; _trig = createTrigger ["EmptyDetector", position _x]; _trig setTriggerArea [ (_xy select 0) + OFFSET, (_xy select 1) + OFFSET, direction _x, false ]; _trig setTriggerActivation [ "WEST", "PRESENT", true ]; _trig setTriggerStatements [ "this", "hint 'Entered Village: Watch out in this area';", "hint 'Leaving Village...';" ]; //#ifdef MARK _mkr = createMarker [format ["Mark_%1", _forEachIndex], position _x]; _mkr setMarkerShape "ELLIPSE"; _mkr setMarkerAlpha 0.0; _mkr setMarkerSize [ (_xy select 0) + OFFSET, (_xy select 1) + OFFSET ]; //#endif } forEach _locations; // Now place units I thought I could just add a counter to towns.sqf, so I would get the total amount of all created markers stored in a variable, like: all_markers = 0; // Content of towns.sqf here (create markers) all_markers = all_markers + 1; // count each marker and store number in 'all_markers' But this would need another check for this variable's value, and also another code to select one of them according to the amount of created markers. I think it's kind of inconvenient. There must be another easier way to archive that, I guess. Is there any code I can use to get that in only a few lines? At the end I just need to: 1. find the amount of markers with name Mark_1, Mark_2, Mark_3, etc, etc 2. Randomly select one of these (i.e. to make it visible by setMarkerAlpha or sth else) Thanks in advance.
  20. Hi, I am working on my first mod which is supposed to add a new support module for zeus that works like the mortar or howitzer one but drop a huge smoke for cover purpose. My idea was to pop a first particle effect above the module placed (40 or 20 meters above) to simulate the shell detonating and the smoke falling to the ground. Then pop up a second particle effect on the ground to simulate the smoke coming back up and creating an effective cover (a wall of smoke). I used this mission and this wiki to test the different particles effects and then writing the correct "ParticleArray" in my script : I have the first part ready, I can place the module with zeus and the script is executed without any error but no smoke is displayed at all and I can't figure out why. Can anybody please take a look at my code? Config.cpp class CfgPatches { class rcdc_SmokeBarrage { name = "Smoke Barrage"; author = "Redleouf"; url = "https://github.com/boulayb/"; // author[] = { "Redleouf" }; // authorUrl = "https://github.com/boulayb/"; // version = 1.0.0; // versionStr = "1.0.0"; // versionAr[] = {1,0,0}; requiredVersion = 1.60; requiredAddons[] = { "A3_Modules_F", "A3_Modules_F_Curator" }; weapons[] = {}; units[] = { "rcdc_Module_SmokeBarrage" }; }; }; class CfgVehicles { class Logic; class Module_F : Logic { class ModuleDescription { class Anything; class EmptyDetector; }; }; class rcdc_Module_SmokeBarrage : Module_F { scope = 1; scopeCurator = 2; category = "Supports"; displayName = "Smoke Barrage"; // icon = "\rcdc_SmokeBarrage\data\iconBarrage.paa"; function = "rcdc_fnc_moduleSmokeBarrage"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; side = 7; class ModuleDescription: ModuleDescription { description = "Smoke Barrage"; }; }; }; class CfgFunctions { class rcdc { class Supports { tag = "rcdc"; file = "\rcdc_SmokeBarrage\functions"; class moduleSmokeBarrage {}; }; }; }; fn_moduleSmokeBarrage.sqf _logic = param[0, objNull, [objNull]]; _activated = param[2, true, [true]]; if (_activated) then { hint "smoke dropped"; _pos = [position _logic select 0, position _logic select 1, 40]; _source = "#particlesource" createVehicleLocal _pos; _source setParticleCircle [ 0, // circle radius [0, 0, 0] // x y z velocity ]; _source setParticleRandom [ 0, // lifetime 0 for no random [0.25, 0.25, 0], // x y z position [0.175, 0.175, 0], // x y z velocity 0, // rotation velocity 0.5, // scale [0, 0, 0, 0], // r g b a color 0, // direction period 0, // direction intensity 0 // angle ]; _source setParticleParams [ ["\A3\data_f\cl_basic.p3d", 1, 0, 1, 1], // sprite, scale, anim start, nb of frames to play, loop "", // deprecated anim name "Billboard", // particle type 1, // timer period for onTimer script 5, // particle lifetime _pos, // x y z position [0, 0, 0], // x y z velocity 0, // rotation velocity 1, // weight -1, // volume (-1 makes the smoke go down without velocity) 0.1, // rubbing (bigger value makes the smoke move more) [2, 10, 4], // scale [[1, 1, 1, 1]], // r g b a color changing along the lifetime [0.08], // animation speed for each anim state 1, // random direction period 0, // random direction intensity "", // onTimerScript "", // DestroyScript _logic, // follow 0, // angle true, // on surface -1, // bounce on surface (disabled to save performance) [[0, 0, 0, 0]] // emissive color ]; _source setDropInterval 0.05; _source attachto [_logic, [0,0,0]]; hint "done"; }; true
  21. Lint Summary SQFLint is command line tool, that checks specified files for syntax errors. It can output those errors in human readable format, or JSON for some futher processing. Homepage: http://sqflint.zipek.cz/ Releases: https://github.com/SkaceKamen/sqflint/releases Github: https://github.com/SkaceKamen/sqflint (extension moved to separate thread) Changelog You can find changelog at releases page Features Syntax error checking Undefined variable warnings Exports some info about file for futher processing by external tools
  22. OFP LANGUAGE DEFINITIONS FOR NOTEPAD++ Language definitions for: SQS, SQF, EXT and CSV Comes in three different color schemes: black, orange and blue Notepad++ is a free, open source text editor with several and powerful built-in tools. I've been coding for OFP/CWA (and anything, really) with this text editor for years now, but it lacked a complete and updated SQS, SQF, etc language definition. That's why I decided to create one myself and sharing it with other OFP scripters. DOWNLOAD: - http://www.mediafire.com/download.php?cp6h9od9t24296y - http://www.multiupload.nl/183S10NIHH INSTALLATION 1. Decompress the zip file 2. Open Notepad++ 3. Click on "Language" (at the top menu) 4. Select "Define your language..." 5. Click on the "Import..." button, browse to the directory you decompressed the zip file and select one of the xml files of the scheme you want to use 6. Repeat step 5 until all the xml files of that scheme are imported 7. Restart Notepad++ 8. Open any SQS, SQF, EXT or CSV file. You'll see that now the syntax is correctly highlighted You can download Notepad++ from here: http://notepad-plus-plus.org/ -- I'm not sure if this is really the right place to post something like this. But being it related to scripting I thought it'd fit better here. Feel free to move this to wherever it should be if this isn't the right place. -- I just realized two things: I totally forgot about .ext syntax. And there's quite a lot of this stuff already posted, but all for Arma 2. Oh, well. I hope this is useful for someone else anyway. I'll update this with the .ext support later -- Ext suppport added. File updated
  23. Hi All Im making a script for a milsim unit i play with, and the script i made causes infinite loading screens, so far i havent been able to uncover the issue. So i hope someone here on A3 forum is able to help. Here is the ammobox init: this addAction ["<t color='#FF7722'>Recruit</t>", "loadouts\Recruit.sqf"]; this addAction ["<t color='#FF7722'>Rifleman UCP</t>", "loadouts\RiflemanUCP.sqf"]; this addAction ["<t color='#FF7722'>Rifleman</t>", "loadouts\Rifleman.sqf"]; this addAction ["<t color='#FF7722'>Anti Tank</t>", "loadouts\AntiTank.sqf"]; this addAction ["<t color='#FF7722'>Combat Engineer</t>", "loadouts\CombatEngineer.sqf"]; this addAction ["<t color='#FF7722'>Combat Medic</t>", "loadouts\CombatMedic.sqf"]; this addAction ["<t color='#FF7722'>Fire Team Leader</t>", "loadouts\FireTeamLeader.sqf"]; this addAction ["<t color='#FF7722'>Squad Leader</t>", "loadouts\SquadLeader.sqf"]; this addAction ["<t color='#FF7722'>Platoon Leader / 2IC</t>", "loadouts\PlatoonLeader.sqf"]; this addAction ["<t color='#FF7722'>MG M249</t>", "loadouts\MGM249.sqf"]; this addAction ["<t color='#FF7722'>MG M240</t>", "loadouts\MGM240.sqf"]; this addAction ["<t color='#FF7722'>Marksman</t>", "loadouts\Marksman.sqf"]; this addAction ["<t color='#FF7722'>Flight Medic</t>", "loadouts\FlightMedic.sqf"]; this addAction ["<t color='#FF7722'>Heli Pilot</t>", "loadouts\Pilot.sqf"]; this addAction ["<t color='#FF7722'>Jet Pilot</t>", "loadouts\JetPilot.sqf"]; The pupose is to make a box will all loadouts preset so a new player just have to mousewheel select class then boom all the required equipment to survive an operation. Here is the script for RiflemanUCP.sqf clearAllItemsFromBackpack player; clearBackpackCargo player; removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; {player unassignItem _x;player removeItem _x} forEach assignedItems player; comment "Add containers"; player forceAddUniform "rhs_uniform_cu_ucp_101st"; for "_i" from 1 to 6 do {player addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 6 do {player addItemToUniform "ACE_elasticBandage";}; for "_i" from 1 to 2 do {player addItemToUniform "ACE_CableTie";}; player addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_epinephrine";}; player addItemToUniform "ACE_Flashlight_MX991"; player addItemToUniform "ItemcTabHCam"; player addItemToUniform "ACE_IR_Strobe_Item"; player addItemToUniform "ACE_MapTools"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_morphine";}; for "_i" from 1 to 8 do {player addItemToUniform "ACE_packingBandage";}; for "_i" from 1 to 4 do {player addItemToUniform "ACE_tourniquet";}; player addVest "rhsusf_iotv_ucp_Rifleman"; for "_i" from 1 to 8 do {player addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 2 do {player addItemToVest "rhsusf_mag_15Rnd_9x19_JHP";}; for "_i" from 1 to 4 do {player addItemToVest "rhs_mag_an_m8hc";}; player addItemToVest "rhs_mag_m18_green"; player addItemToVest "rhs_mag_m18_red"; for "_i" from 1 to 2 do {player addItemToVest "rhs_mag_m67";}; for "_i" from 1 to 2 do {player addItemToVest "Chemlight_green";}; for "_i" from 1 to 2 do {player addItemToVest "ACE_Chemlight_HiRed";}; player addItemToVest "ACE_HandFlare_Green"; player addItemToVest "ACE_HandFlare_Red"; player addBackpack "rhsusf_assault_eagleaiii_ucp"; player addItemToBackpack "rhsusf_ANPVS_14"; player addItemToBackpack "Mask_M50"; player addItemToBackpack "murshun_cigs_cigpack"; player addItemToBackpack "murshun_cigs_matches"; player addHeadgear "rhsusf_ach_helmet_ucp"; player addGoggles "rhs_googles_clear"; comment "Add weapons"; player addWeapon "rhs_weap_m4a1_grip3"; player addPrimaryWeaponItem "rhsusf_acc_SF3P556"; player addPrimaryWeaponItem "rhsusf_acc_anpeq15_bk"; player addPrimaryWeaponItem "rhsusf_acc_ACOG"; player addPrimaryWeaponItem "rhsusf_acc_grip3"; player addWeapon "rhsusf_weap_m9"; player addWeapon "Binocular"; comment "Add items"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "tf_anprc152_3"; player linkItem "ItemAndroid"; comment "Set identity"; player setSpeaker "ACE_NoVoice"; Hope someone is able to find my error. Looking forward to your response.
  24. Greetings, I am encoutering a very strange problem and I wonder if anyone has a solution. The problem I have is that task manipulation via SQF (task functions) wont work inside triggers. For example, lets say that a trigger on activation does: hint "Activated"; task1 setTaskState "Suceeded"; Upon activating the trigger, the hint will appear but the task wont complete. If I do this via modules and sync it all works. This time, this failed with the setTaskState function, but I remember this happening with other task related functions. Does anyone have a solution to this problem? Cheers, Tansvanio
  25. Greetings everyone, I am sorry if my question is not apropriated here but I have searched and I have not found that which I seek. Is there any plugin, mod or custom settings that improves Arma 3's ingame editor scripting capabilities (the code windows in init, triggers etc) ? It would be great if it was possible to make those text boxes behave more like a normal text editor, with line droping, bracket completion and other things. Does anyone know something of the sort? Cheers, Tansvanio
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