#arma3_scripting

1 messages ยท Page 253 of 1

jovial nebula
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Roger,thank you

vague hull
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to get the actual time

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Just try it out on a playground server or something

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and no problemo :)

tough abyss
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Hey guys, do you know how I can make a trigger to activate a waypoint via script?

quiet bluff
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@tough abyss no

tough abyss
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oh thank you there -_-

quiet bluff
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np mate

velvet merlin
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by watching tutorial videos?

shell flame
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setCurrentWaypoint? Is that what you're looking for? Or are you looking to create a waypoint with a trigger?

tough abyss
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I'm trying to make the "Set Waypoint Activation" option from trigger in a script

shell flame
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Ohh, I was about to ask. It's a pain, sometimes, for even me to get it to work (properly). One second, let me hop in the editor

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Well, there's two ways you could do it. The first (and probably easier) way would be to make a trigger with your needed conditions, and a HOLD waypoint. In the "Condition" field of the HOLD waypoint, replace "true" with "triggerActivated <your trigger name>".

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Alternatively, you could replace the HOLD waypoint with a MOVE waypoint, depending on what you're doing before you need to activate the trigger.

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Well, upon further inspection, using just a HOLD waypoint with the method I described wouldn't work. but a MOVE waypoint would.

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Does that help?

tough abyss
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I'll try that right now and update you. Thank you very much ๐Ÿ˜ƒ

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Anyone wanna help with an Altis life server?

candid abyss
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Tweaked: The createSimpleObject command now supports object types and plain shapes
Anyone knows more about this?

shell flame
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how do you give an object "gravity"? I'm trying to make it so when a player (whom is carrying a briefcase) will drop the briefcase on death, but if they die in midair, the briefcase will just stick there. If at all possible, could I make it float on water as well?

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I've never really messed with weaponholders much. Do those "obey" gravity?

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I guess I'm just confused as to why attaching the weaponholder would make a difference.
Thanks for your help, though, btw ๐Ÿ˜ƒ

steep matrix
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new
b:OBJECT setunitloadoutfromconfig CONFIG

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player setUnitLoadout config
Create inventory items from given loadout config and set them to the unit.
config with loadout description

little eagle
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question is

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is CONFIG a soldiers classname?

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B_Rifleman_F

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or is a "loadout config" something new

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Seems strange that it would take a config and not just a classname

fallen skiff
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I'm having trouble understanding _this as used in scripts... any good tutes other than General Barron's? (That one has partially helped actually)

shell flame
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Well, from what I understand, _this is used when you pass variables, objects, etc into a script.
eg, you call:
null = [player, 0, vehicle] execVM "your_script.sqf"
now, if I'm remembering correctly...in your_script.sqf, it should end up like this:
<player> = _this select 0;
<0> = _this select 1;
<vehicle> = _this select 2;
Feel free to correct me/kill me if I'm wrong.

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At least, that's how it's gone when I've used it in scripts.

fallen skiff
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so _this refers to something that has already been executed or passed or otherwise activated, correct?

shell flame
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...in a sense, yes. if you pass variables into a script, _this will be "created".

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And it will be an array of variables/values in the order they were passed.

fallen skiff
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let me fiddle with your code a bit

shell flame
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by the way, the < >s were just a placeholder, assuming you already knew that.

fallen skiff
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yes I guessed

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what's an example of something in your_script.sqf that could expect that input?

shell flame
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Hmmm...let me think.

fallen skiff
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will it actually write to the script?

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how about null = "foo" execVM "script.sqf" -- and in script.sqf it says something like: hint <string passed from command>

shell flame
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I mean, it sounds a little silly, but you could pass the player, the player's damage (damage player), and a vehicle. null = [player, damage player, vehicle] execVM "your_script.sqf";
in your_script.sqf:

_player = _this select 0;
_damage = _this select 1;
_vehicle = _this select 2;
if(_damage < 1) then {_player moveInDriver _vehicle} else {hint "No dead players allowed!!!"};
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Sounds really silly, but does it convey the idea?

fallen skiff
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so it passes on info to the script.sqf, which then runs with the new info?

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and _this refers to each command in the script?

shell flame
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Correct! Whatever you pass into the script will then become part of the array "_this", which is in the script.

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Command might not be the right word, but _this is an array of all the variables, arguments, and/or values passed into the script.

fallen skiff
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k i think i'm starting to see

shell flame
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however, if you pass just one variable like you listed in your previous message, I think _this just becomes that one variable. like if you did null = "foo" execVM "script.sqf",
in script.sqf, _this would refer to just "foo".

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I may be wrong, as I've never done it with just a single variable.

fallen skiff
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how do i execute that null command? error if I do it in the debug exec with mission previewing

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oh wait I have to do it properly

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it worked

shell flame
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Awesome!

fallen skiff
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ok I'm going to write a bunch of these, you know how that makes the light go on after a while

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tanks man

shell flame
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No problem! Honestly, with how little experience I've had, glad I could help someone!

fallen skiff
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teaching is a way of learning in fact

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How do I name an actual vehicle? I tried B_MRAP_01_F instead of 'vehicle', clearly that's incorrect

shell flame
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well, is it a created vehicle? Just give the vehicle a variable name and pass that in.

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like, if you named the MRAP "bigvehiclethingy" just pass that in place of "vehicle"

fallen skiff
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trying that now

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it worked!

shell flame
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Awesome!

fallen skiff
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is there a way to put comments in the debug console? // doesn't work

shell flame
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Nope, you can't, unfortunately ๐Ÿ˜ฆ

fallen skiff
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'feature request'

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it would be handy

lime tangle
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Feature request: anything but sqf for arma 4

shell flame
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What's wrong with sqf tho?

little eagle
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verbose control structures, no real error handling, the error messages that do exist are flat out wrong half the time

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and the bugs

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oh and it's slooooow.

shell flame
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What would replace it?

little eagle
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ideally something already established

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Something something "EnScript"

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But I doubt they are able to make anything better than SQF. It will be new, but still suck

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Just look at the tracked vehicle PhysX in the current game

shell flame
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I think the biggest hurdle, too, would be porting/whatever all the commands, since there are a buttload of them. Buuuut they could take this time to consolidate/reduce the number of commands by implementing features of some commands into other commands, or creating, er, subcommands?

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But hey, I'm probably talking out of my ass.

fallen skiff
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I imagine it would be too enormous a job to switch the entire development to Python

proven pike
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Anyone know of any in-game debug command that could be ran to fix broken buildings within a radius??

shell flame
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broken buildings? Or destroyed ones? Seems every time I try to set a destroyed, well, anything, I can't just do _obj setDamage 0 ๐Ÿ˜ฆ

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if the buildings aren't destroyed, I know that you can do {_x setDamage 0;} forEach nearestObjects [<object, be it player or whatever>, [], <radius>];

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though that would do EVERYTHING, not just buildings...

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I do the opposite of that to simulate a destroyed town ๐Ÿ˜›

native hemlock
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Depending on the building type and damage, the building would be swapped out for a damage or ruined model. So I'm not sure if there is a way to restore the undamaged building other than creating it again.

shell flame
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Is there any reason (performance maybe?) ArmA handles it like that? I mean, damaged vehicles will show different model(s) as they are damaged, right? But as soon as its damage reaches 1, you can't seem to do much with it anymore.

stiff aspen
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Is there any script that works online that allows you to open doors with a key press? I'm new so if this question is dumb just let me know. lol

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Thanks

shell flame
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Like, as opposed to using the scollmenu/rightclick/spacebar

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?

stiff aspen
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Yeah @shell flame exactly!

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I would just be able to press/spam "e" or something which would make doors easier to open.

shell flame
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Well, unfortunately the command that seems to handle various keypresses (not bound to actions, necessarily) which is findDisplay, only seems to work NOT on dedicated servers.

stiff aspen
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Okay @shell flame thanks man! I'll check this out.

fallen skiff
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what's the correct way to do something like this: if (_myVariable == "playerVariableName") then etc.

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pseudocode

shell flame
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What are you trying to do, exactly? I don't understand 100% :/

fallen skiff
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suppose I passed in a player name into _myVariable

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then I want to test if the name is, say, "bob"

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so "if the player is Bob, then do this, otherwise continue

shell flame
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if (name == "bob") then {foo} <optional----> else {bar};
fallen skiff
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is 'name' a recognized thing in arma or do I have to create it?

shell flame
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no, that was just a example variable name, my bad

fallen skiff
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ok

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yes that works, my mistake lies elsewhere

shell flame
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What seems to be the issue?

fallen skiff
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remember that bit of code you showed me, one sec...

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_player  = _this select 0;
_damage  = _this select 1;
_vehicle = _this select 2;

if(_player == "gunnie") then 
{_player moveInDriver _vehicle;
    hint "gunnie do da driving";

} else {hint "It ain't gunnie"};```
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so i execVM: null = [gunnie, 0, hoonter] execVM testscript2.sqf

shell flame
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remove the quotes from gunnie in your code. That should fix it ๐Ÿ˜ƒ

fallen skiff
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gunnie and hoonter are var names I gave the player and vehicle

shell flame
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The quotes would make it a string, so you just need the variable names!

fallen skiff
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perfect!

grand cargo
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Anyone have an idea how to make something slingloadable (running advanced sling loading serverside), like a pallet or shipping crate?

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it would be easier to get past the higher-ups if it didn't involve a mod, but that's doable too

tough abyss
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If you wanted to do a really ghetto-ass setup you could use attachTo.

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But that would probably look awful.

grand cargo
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I plan to use ropes I think

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In this code snippet:

_crater = nearestObject [player, "#crater"];

what is #crater?

grand cargo
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Stupid question, disregard

fallen skiff
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how does one find a unique tag for making functions? like 'pAx' or 'BIS'

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is there a sort of database registry?

grand cargo
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@thick ridge are you the duda that made advanced sling loading?

little eagle
tough abyss
native hemlock
steep matrix
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is there some way to check if something is valid sqf code? (with sqf itself)

little eagle
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run it, hope it doesn't error

steep matrix
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i want to skip the execution in the dev console

little eagle
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you can't tell if something works before executing it in SQF

steep matrix
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well these are my idea so far:

  1. for the watcher field do switch to "missionNamespace getVariable _text"
  2. if code execution should still be possible: do an "isNil _text" check and only call compile if false
  3. filter the string - find the last semi colon and do the check on the characters after it
  4. for code execution find one of the hacks/bugs where the engine doesnt report errors but just silently fails (and detect this somehow)
little eagle
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find the last semi colon and do the check on the characters after it

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the last semicolon is optional

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I leave it out to indicate something is a return value, but you can still add it and it doesn't change anything

velvet merlin
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does allowSprint and forceWalk work also on AI? or are these just for player?

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well one could check if after the semicolon just whitespaces remain and in that case use the last statement prior to it
however thats such unusual usage for a watcher field to have this case ignored i think

little eagle
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does allowSprint and forceWalk work also on AI? or are these just for player?
I don't see why they wouldn't work, but I've only ever used them on players

young current
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Hey! Could anyone confirm if mouse keys can or can not be overwritten via scripts so that they don't do the default actions but something else?
I've got a vehicle that would need quite custom set of keys and rebinding mouse for it would be quite essential.
The posts on BIforums that I found on the subject suggested its not possible, but they were pretty old too.

little eagle
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they can not be overwritten

young current
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meh

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figures

little eagle
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they can not be overwritten but

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what are you trying to overwrite?

young current
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well my goal is to make a custom fire control system that would allow me to fire different vehicle weapons in predermined firegroups without actually switching weapons.

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left mouse for left side weapons, right mouse for right side

little eagle
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so you want to overwrite LMB inside a vehicle?

young current
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yes

little eagle
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do you have access to the configs of the vehicle?

young current
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yes

little eagle
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can you make a mod out of it?

young current
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all custom stuff

little eagle
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here is what I'd do

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you can actually overwritte "DefaultAction" by assigning a UserAction to the vehicle that uses "DefaultAction" as shortcut

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wait, searching example

young current
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sounds promising!

little eagle
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figures. it's not the public repo

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wait

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    class UserActions {
        class Dummy_DisableWeaponTurnedIn {
            displayName = "";
            position = "";
            condition = "player == this turretUnit [0] && {animationState player == 'passenger_inside_3_aim'}";
            statement = "systemChat str 1";
            priority = -99;
            radius = 1.5;
            showWindow = 0;
            onlyForPlayer = 1;
            shortcut = "DefaultAction";
        };
    };
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this disables LMB (prints "1" in chat for debug)

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you probably will have to adjust the condition though

young current
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yes thats not a problem!

little eagle
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this is a super special ugly wth commy hack, you're welcome

young current
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Thank you very much sir!

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Hacky methods are the salt of Arma modding

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would not be the same without them

little eagle
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this action will appear as an invisible option in the scroll wheel menu

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but you could make it something official and just add a name. then players could select it from there too... whether that makes sense or not

young current
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Brilliant ๐Ÿ˜„

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does it have to be in range of the player? or could the radius be something silly small?

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Just you know if I want to drop it out of the menu

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or is that what actually overwrites it?

little eagle
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I think a player inside a vehicle has access to all action, no matter the range

young current
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Alright-o

little eagle
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radius = 1.5; is the default value of the addAction SQF command version

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And you have to define it, otherwise the game errors out

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visible pop up. "missing entry" or smth like that

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no entry bin config blah

young current
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I'll give it a go.

little eagle
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So... the only reason for this command is to fix COOP campaign respawn by forcing a "single player mission" to be hosted?

austere granite
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Seems like it

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Would be good if singleplayer just had respawn

little eagle
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Another single use command. they could've made a command to report the slot count instead. maybe even add a setter variant!

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or fix respawn in SP, but that is probably a difficult task

young current
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@little eagle The action position has to be visible for the player so that it is registered as action, other than that it seems to work beautifully! Million thanks to you!

little eagle
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yw

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let's hope BI doesn't break it (unlikely) This trick once worked with "Throw" (throw a grenade, G) instead of "DefaultAction"

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but then a patch broke it

young current
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Yeah I hope this sticks long enough for us to get a release out

little eagle
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meh. it works for years now. I'm just still salty about them breaking it for "Throw"

young current
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๐Ÿ˜„

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hmm unfortunately it does not seem to work with "Optics"

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to disable the right mouse too

little eagle
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yeah, it pretty much only works with "DefaultAction". That's why I said you cannot overwrite mouse input. This is the exception

young current
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well. have to work around it then

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gotta find more buttons

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using left and right mouse would have been most intuitive way to do this but if it can't be done, it can't be done.

vague hull
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this a joke?

turbid jolt
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Why would it be a joke?

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If you're worried about security, it only works on the diagnostic.exe that comes with the dev branch and has no multiplayer function

barren magnet
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That information is missing on the wiki page

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If you could do something like that on mp this would be the most idiotic thing arma did for a while

turbid jolt
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all diag_ commands are diagnostic.exe only

barren magnet
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no?

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diag_fps

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diag_log

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are MP too, normal arma

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same goes for diag_activeSQFScripts

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if not all of them

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Please to share false information

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So where do you take the knowledge that the new command does only work with diagnostic.exe ?

barren magnet
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Ok so the split it up

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still that is not all diag_ ๐Ÿ˜‰

vague hull
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puhh I thought we just opened all doors

turbid jolt
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yeah, sorry. I've only ever used the ones listed there that are

warm thorn
terse wraith
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Hey, since you guys know about scripting, may I ask if it's possible to make a mod in arma 3 that would enable a zues to change the class name of a spawned unit? For example, turn a "Heavy Gunner" into "Queen Latifah".

halcyon crypt
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but if the exploit still "works" in the RC or dev then it must me something unrelated :/

warm thorn
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@halcyon crypt Thanks for the info! I thought, this bug still exist, as BI didn't answered to the post/ticket. I tested it and it seems so, that the bug is fixed. Anyway - THANKS BI for the fix!

little eagle
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@terse wraith you cannot change the class names with scripting. That is #arma3_config. You also cannot simply change the class name of an object, because it would obviously change all it's properties. Maybe you are thinking of the displayName entry? Either way, cannot change that via scripting.

terse wraith
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Yes, thank you. That's a shame, I'd love for a zues feautre that allow that

velvet merlin
austere granite
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Honestly because you keep running into problems with them.. or at least I did

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Might as well have manual marker system yourself

velvet merlin
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thanks for the input!

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this is why i dont like engine solutions in general; lack flexibility, are designed with too narrow focus and BI moves on after their simple requirements are fullfilled

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that said performance optimized 2d and 3d marker drawning/update engine support would be useful

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the unit specific 3d markers are from eden, right? (or Zeus - sorry not familiar with these things)

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3:06 for each infantry for example

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the circular 3d markers

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so its can be used per unit, or it just a single unit per group?

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like a groupIcon is usually the NATO markers (which i saw too, no?)

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reading the feature list now - it sound very comprehensive and configurable; is there a point to offer unit tracking (more than my basic system) if your mod already takes care of that anyway?

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there are still some things listed in the future development - are these to happen eventually or you consider it done for now?

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yes already done that thanks. an idea could be to hook into your mod/extend it when its active next to DevCon

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userconfig is no longer recommended these days AFAIK

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@little eagle please advise

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it allows abuse and one can make things configurable now ingame via the options menu fairly easily as far as i know

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i am not sure how filePatching disabled by default impacts this atm

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in DevCon i read 4 external sqf files for user configuration

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actually 5 - 1 autoInit and 4 for F9 to F12 usage

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btw targetsAggregate does strike me as related to targetsQuery or targetKnowledge

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i guess someone linked it wrong

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is there a FT ticket for targetsQuery?

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neat that getHideFrom is said to work now

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thanks. will see if what i can do (probably nothing but lets see)

vague hull
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Guys, what would be the best way to detect if the direction changed by at least 60ยฐ using getCameraViewDirection or 3D direction vectors overall

vague hull
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private _startDir = vectorNormalized (getCameraViewDirection player);
private _directionChanged = {
params ["_startDir"];
private _currentDir = vectorNormalized (getCameraViewDirection player);
_dis = _startDir vectorDistance _currentDir;
if (_dis > 0.167) then {true} else {false}
};

would that deliver what I want? (0.167 * 360 = 60 btw)

vague hull
little eagle
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huh, what, where who?

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vectorCos is a horrible name for a command

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it doesn't even do cos

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it's actually the dot product of the unit vectors

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You can acos that to get the angle between two vectors

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getCameraViewDirection already reports unit vectors, so you might as well just use vectorDotProduct

velvet merlin
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@little eagle what to do instead of userconfig these days?

lime tangle
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Does anybody know how ctrlSetText will behave if passed an invalid image location

little eagle
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error pop up iirc

lime tangle
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ehh

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Thanks

little eagle
lime tangle
#

thats pretty sexy

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Is there any good tutorials for arma 3 hud deisng

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/menu design

little eagle
velvet merlin
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@tough abyss

little eagle
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you can disect this pull request, but it's a bit complicated if you're not used to macros and stuff

velvet merlin
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thanks

fallen skiff
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according to bi wiki, description.ext "uses the same syntax and structure as the Config.cpp file, but supports only a limited number of the full set of Config.cpp classes." Is description.ext necessary then? or desirable? what is best approach?

little eagle
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description.ext is for missions, config.cpp is for addons

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you cannot interchange them. description.ext does nothing in an addon* and config.cpp does nothing in a mission

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  • except for missions and campaigns in addon pbos ofc
fallen skiff
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understood thanks

proper tangle
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Anyone know if there is a eventhandler fired during a #missions command?

little eagle
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there is not

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well, PlayerDisconnected after #kick I guess

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๐Ÿ˜›

proper tangle
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Is there anything else that triggers during then, basicly need a script to run if that happens ( might not be possible by the looks of it)

little eagle
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I don't think so. No.

fallen skiff
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description.ext is not referred to in the wiki page on Initialization Order. Am I right in guessing it is read before everything else in the mission or mpmissions folder? even before init.sqf (if present)?

little eagle
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description.ext is always present. there is no time where it gets executed or anything

fallen skiff
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i am looking at a tute that has this in description.ext:

#
{
    #include "functions\functions.hpp"

};```
#

where functions is a folder and functions.hpp is a file in that folder

little eagle
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just make a "functions" folder and put a "functions.hpp" file there

fallen skiff
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no need to #include it?

little eagle
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you are including it in your example

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you can put that fragment into the decription.ext

fallen skiff
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oic ... yes it's already done and working, i was just wondering about the order of engine handling it

little eagle
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the functions are precompiled in order they appear in the config

fallen skiff
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if you don't write a description.ext, does the engine automatically create one, or behave as if it's there?

little eagle
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if you use preInit = 1; the function will be executed in unscheduled environment in frame 0

fallen skiff
#

you mean in config.cpp?

little eagle
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if you don't write a description.ext, does the engine automatically create one, or behave as if it's there?
it uses an empty one

fallen skiff
#

ok

little eagle
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you mean in config.cpp?
CfgFunctions can exist in config.cpp and description.ext

fallen skiff
#

ok

little eagle
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if you use postInit = 1; the function will be executed in scheduled environment after the mission objects are created (and the player object is transfered in case you are a player)

fallen skiff
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and that would go also in description.ext (or config.cpp)?

little eagle
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It's for the individual functions in CfgFunctions

fallen skiff
#

k

little eagle
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every function can have preInit and/or postInit

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the description.ext itself never really is executed as I said

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It just exists and stuff is / can be read from there

fallen skiff
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so it's not too important to know exactly when the engine is reading it? (certainly very early on in start process)

little eagle
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it always exists. before anything SQF can be executed.

fallen skiff
#

ok

little eagle
#

the mission can't even start without this file being downloaded from the server (or taken from the missions cache)

fallen skiff
#

does that apply only to mp?

little eagle
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well, the file always already exists in SP

#

I think you are overthinking it.

fallen skiff
#

hard not to when you're floundering around as a beginner, but you've certainly answered my questions

lean tiger
#

I feel this may be a really retarded question -- but is steam the only way players can connect?

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IE, will I be able to call getPlayerUID is all cases?

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if I had some event check getPlayerUID that turned up empty or non-steam looking IDs, I wouldn't be fucking over legit players by kicking them?

little eagle
#

everyone has to run steam.

lean tiger
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\o thanks

fallen skiff
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there's something called tunngle but I don't think it is steam approved

indigo snow
#

Arma has to be launched through steam

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Tunngle is just a virtual lan system

broken forge
#

How would I go about creating a icon in a ui that changes the background color if variable is met. I.E. heart icon, when full health background is green, when half health background changes to yellow/orange, and when low on health changes to red?

lean tiger
#

That brings up the ARMA 3 UI editing

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Which isn't nearly as well documented or easy as other things

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just remember that it needs to be a power of 2 on each dimension

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and the alpha channel can only be 1 bit

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then import it into TexView

#

from BI Tools

fallen skiff
#

you know in dev IDEs you have a 'watch' window which displays your variable values as you step through prog; anything like this possible in Arma 3 scripting?

native hemlock
#

The vanilla debug console has "watch" fields, but it'd be difficult, if not impossible to try and look at it while a script is running, unless you were checking valued between scripts running or if there was some type of delay.

fallen skiff
#

i'll try it thanks

meager granite
#

UIs are very well documented actually, I learned pretty much everything off VBS wiki back in the day.

lean tiger
#

@meager granite but with just enough hiccups to really let someone go digging rabbit holes for hours for a simple fix -- namespace hopping to push updates, idc assignments, etc

#

but such is Arma

jade abyss
#

oO

sharp jay
#

Anyone know of a way to get toggleable smoketrails on vehicles?

vague hull
#

Somebody knows how I could do a Playercharacter to dialog script?
wanna do something like the DayZ Inventory.. so that the Character gets rendered into a dialog

#

I could only think of PiP but it looks crappy

tidal stump
#

hi here! called me the Say3d command works in multiplayer?

little eagle
#

god damit discord

#

say3D works in MP, but you have to execute it on every machine, as the command has only local effects

#

[<from>, <sound>] remoteExec ["say3D"];

#
from: Object - origin of the sound
sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
tidal stump
#

ok
I'll try it on, thank you

quasi thicket
#
showGPS false;
showMap false;
while {true} do
    {
    while {!("ACE_Map" in weapons player)} do {sleep 5;};
    showMap false;
    while {"ACE_Map" in weapons player} do {sleep 5;};
    };`
#

anyone know if this Arma 1 script still works ?

#

never mind

In ArmA 2 - This command no longer works. The map is now an inventory item. It is kept under the weapon class name "itemmap".```
broken forge
#

I'm trying to create a delievery script which uses the "format" command as well as the "selectRandom" command, and would like to use the "createMarker" command on whatever the outcome the "selectRandom" command comes up with how would I do this...

#

this is what I have so far:

_warehouse = format["warehouse%1"];
_delivery = selectRandom _warehouse;

#

would that even work?

tough abyss
#

A question for my own sake off your code -- I see percentages a lot in quotes, what does that define?

broken forge
#

Lets say I have three warehouse buildings on a map, one is named warehouse1, next is warehouse2 and the third is warehouse3

carmine sonnet
#

_array = [1,2,3,4,5];
_text = format ["Numbe is: %1",(_array call BIS_fnc_selectRandom)];
hint _text;

tough abyss
#

Oh, I see now.

#

It defines everything past the percentage as a random variable defined with _array?

carmine sonnet
#

try it in your editor debug you will see how it works

#

just copy and paste it in

tough abyss
#

I'm not at home right now, but I'll jot this down for myself.

broken forge
#

variable number one might say, so "warehouse%1" basically means the buildings share a common name "warehouse" just followed by a number

carmine sonnet
#

yeah _text in my example would be "number is: 1" if number one is randomly selected.. could be "number is: 4" or whatevers in the array

tough abyss
#

That's what I thought. Thanks for the information.

broken forge
#
_delivery = selectRandom _warehouse;
createMarker ["markerName", position _delivery];
#

would that create a maker on whatever the selectRandom command selects?

native hemlock
#

That's not how format and selectRandom work.

#

You haven't given format any value to replace the %1 with, and you can only use selectRandom on arrays.

broken forge
#

woops, I forget how I did it with the elevator script that EagleDude and myself worked on.

native hemlock
#

So two alternative options, first you could have an array with all of the full warehouse names, then use selectRandom to get one and create the marker from there.

Alternatively, you could just use random and round the number to fit within your allowed values, and then use format to place the number into the warehouse string, and finally create the marker from the formatted warehouse string.

broken forge
#

could you show me an example of the alternative way?

#

I understand what you're saying, but at the same time I don't, if that makes any sense, lol

native hemlock
#

Not at the moment I'm on mobile, but just look at the notes on the wiki for random, it will tell you how to get a random number between a range of values.

broken forge
#

k

carmine sonnet
#

I can show you as its not that time consumeing what will the markers need to show next to certain warehouses?

broken forge
#

just a simple marker on the map over the warehouse that gets choosen

carmine sonnet
#

Im asking how will the script know hte location of the warehouse?

broken forge
#

I guess where the warehouse is on the map? the warehouses are spread around and are named warehouse1, warehouse2, warehouse3, and so on

carmine sonnet
#

the map marker needs a postion ๐Ÿ˜›

#

you can find that postion in sevral diffrent ways

broken forge
#

what's the easiest way, this is going over my head for some reason, I think I'm having a mind blank, lol

carmine sonnet
#

go around the map and copy your current postion I guess (copytoclipboard str (getpos player))

#

chose a few locations youi want the markers to appear

blissful wind
#

wait wut

broken forge
#

is there a way that it'll automatically generate the position of the buildings on start of mission? I'm trying to get this script to work with other maps as well

blissful wind
#

yes there is

broken forge
#

that way if another community member uses the script all they'll have to do is use the same naming format/convention

carmine sonnet
#

there is you probs dont want to run search if you dont have to though so you might limited the locaitons to a certain area of the map

blissful wind
#

_myLocations = ["warehouse1", "warehouse2", warehouse3" ];
_myMarkerLocation = _locations call BIS_fnc_selectRandom;

#

place an empty marker with those names

broken forge
#

k, how would I use _myLocations with the "format" command?

blissful wind
#

i think @carmine sonnet already told you if you scroll up

carmine sonnet
#

no postions are not string

blissful wind
#

well grab the information inside the variable myMarkerLocation and turn it into a string with format

#

then use to display whatever text

broken forge
#

k, so then if I wanted to add more warehouses I'll have to edit the array, got it

blissful wind
#

if you want to create more locations yes but you can spawn in lots of warehouses in the same location

#

at random places or pre defined places within that marker x radius

broken forge
#

k

#

and I just found the script for the elevator doors:

_doorLName = format ["ElevatorDoor%1L", _door];
_doorRName = format ["ElevatorDoor%1R", _door];

elevObj animate [_doorLName, 1];
elevObj animate [_doorRName, 1];
carmine sonnet
#

your all over the place here

#

lol

#

..

blissful wind
broken forge
#

well I just put that there so you guys could see how we were able to generate all the door names without an array with all the names of the doors in it, lol

#

Anyhow back on topic, lol:

_myLocations = ["warehouse1", "warehouse2", warehouse3" ];
_myMarkerLocation = _myLocations call BIS_fnc_selectRandom;
blissful wind
#

thereยดs a mistake there

#

itยดs _myLocations

#

but you get it

broken forge
#

so with the this code, how would I go about putting a marker on the warehouse the BIS_fnc_selectRandom picks?

blissful wind
#

_myNewMarker = createMarker ["name of the marker", _myMarkerLocation];

broken forge
#

k, thanks

blissful wind
#

_myNewMarker setMarkerShape "ELLIPSE"; and so on....

broken forge
#

it's been a hot minute since I've scripted, lol, I've been modeling buildings for so long, lol

carmine sonnet
#

that would not work as _myMarkerLocation is string

#

so these markers are on the map already?

#

that makes it really easy

broken forge
#

no

blissful wind
#

no?

broken forge
#

the buildings are on the map and they're named

blissful wind
#

are you placing empties ?

broken forge
#

if you ever played Altis life and did the delivery jobs, I'm trying to go off of that

blissful wind
#

@carmine sonnet it works

#

i know i just made a delivery mission yesterday

broken forge
#

k

blissful wind
#

where you have to sling a load to an AI and drop it within a range etc

#

just use an empty marker

#

you can use that info to generate random locations

carmine sonnet
#

_myNewMarker = createMarker ["name of the marker", getMarkerPos _myMarkerLocation];

#

that would work ๐Ÿ˜ƒ

blissful wind
#

yea ok you have to grab the value with getMarkerPos

#

but its still there

#

๐Ÿ˜‰

carmine sonnet
#

position: Array or Object - format position: Position3D, Position2D or Object

blissful wind
#

I have it in mine im working on right now

#

and I do grabthe value with getMarkerPos just didnยดt type that in... ooops ๐Ÿ˜›

carmine sonnet
#

kinda important lol

blissful wind
#

figure out yourself you damn kids

#

hahaha

broken forge
#

so do I get the markerPos by this: _myNewMarkerPos = getMarkerPos _myMarkerLocation;

carmine sonnet
#

are they map markers though you have no said that yet lol

#

but if they are yes

broken forge
#

This is what I have so far, and the names in _myLocations array are the names of the buildings on the map, there are no markers on the buildings. Am I suppose to create an empty marker on each building for this script to work?

_myLocations = ["warehouse1", "warehouse2", "warehouse3" ];
_myMarkerLocation = _myLocations call BIS_fnc_selectRandom;

_myNewMarkerPos = getMarkerPos _myMarkerLocation;
_myNewMarker = createMarker ["Destination", _myMarkerLocation];
"Destination" setMarkerType "hd_objective";
carmine sonnet
#

marker pos needs to go where it says _mymarkerlocation on the createmarker line

#

if there is an empty marker there already you dont need to create one either you could just set the text of the existing marker

#

something like this:
if (!isNil "myMarker") then {
myMarker setMarkerText "";
};

_myMarkerArray = ["warehouse1", "warehouse2", "warehouse3" ];
myMarker = (_myMarkerArray call BIS_fnc_selectRandom);

myMarker setMarkerShape "ICON";
myMarker setMarkerType "hd_dot";
myMarker setMarkerText (format ["Current Warehouse: %1",_myMarker]);

#

really cant tell you anything else as you dont seem to know what the variables in the script are.. kinda hard to make any progress

broken forge
#

the _myMarkerArray variables? If so they are the names of the three warehouses placed on the map.

carmine sonnet
#

they can't be objets are not string

#

they must be marker locaitons

#

myCar = this;
_myMarker = "markerOne";

broken forge
#

k

carmine sonnet
#

so they will not be the buildings themselves that much I can tell you

#

could be config entry paths to a tabel of locaitons

#

duno without seeing it

broken forge
#

k, thanks, I'll go and try this out, I've created the empty markers on the buildings and named them, and then used what you texted a few messages ago.

carmine sonnet
#

that should work

broken forge
#

thanks again and sorry for the trouble, it's been a good 4-5 years since I've dived into scripting like this for ArmA

carmine sonnet
#

np

#

sounds like your probs best makeing your own thing anyway if your not sure about what your looking at

#

might be easyer

broken forge
#

k

carmine sonnet
#

you'll need to maker the marker name a global variable and delete it beforeing running the script if your gonna run it sevral times (doing it your way that is)

#

other than that cant really think of much to add sure you can prettyfy it yourself

proven pike
#

@empty harbor

native hemlock
#

Why ping him?

vague hull
#

Any way to to Show a unit inside a dialog like the DayZ SA in the inventory?

thin pine
#

Control type 80 iirc

#

3d model in rsc

vague hull
#

Yeah but how to access that object.. I need to edit the soldier loadout

#

But thanks in the first place

thin pine
#

Well i don't think the unit is a valid player so gear commands probably won't work

#

You'll probably need to go the ASOR gear selector method

austere granite
#

Ez question. What's the cleanest way to get waypoints to actually be on the place that's clicked on the map. I got the following code, but if you place it on a location that has rocks or trees it has a habbit of moving to a different location again. NO idea why the fuck this happens in arma, but w/e

addMissionEventHandler ["MapSingleClick", {
    params ["", "_position", "", "_shift"];

    if (missionNamespace getVariable [QCGVAR(ctrlPressed), false]) then {
        VAR(_group) = group PRA3_Player;
        if ((leader _group) isEqualTo PRA3_Player) then {
            while {(count (waypoints _group)) > 0} do {
                deleteWaypoint ((waypoints _group) select 0);
            };
            VAR(_waypoint) = _group addWaypoint [_position, 0];
#

using setWaypointPosition didn't help

velvet merlin
#
  1. if you remove all waypoints, it will add [0,0,0] (at least before A3), so best to add the current position as first waypoint after the delete all
#
  1. the position adjustment is likely due to AI pathfinding - nothing you can influence itself
#

what you can do is cache the position and if the waypoint is off too much, recreate it with a random offset - repeat until success (or x tries)

jade abyss
#

aw cmon... since when is items player CaseSensitive?? -.-

#

and since when is it "Medi__kit" and "ToolK__it" -.-

#

dpfsgndpisfgndfsgn

willow basin
#

Noticed that Monday as well.

elfin bronze
#

hey, i have a problem with params. I do : ```
_plate = "ABC";
_model = "Offroad";

_BtnSend buttonSetAction "[parseNumber ctrlText 3782, ctrlText 3783, _model, _plate] call KL_fnc_vehTicketAction";


But in my KL_fnc_vehTicketAction i have : ```params ["_amount","_reason","_model","_plate"];```

I get : amount,reason,any,any 

Any idea ?
jade abyss
#

Cause the model doesn't take local vars.

#

_BtnSend buttonSetAction "_plate = 'ABC'; _model = 'Offroad'; [parseNumber ctrlText 3782, ctrlText 3783, _model, _plate] call KL_fnc_vehTicketAction";
Test that out.

#

If it doesnt works -> Make the 2 Vars global.

#

like "UM_Plate" / "UM_Model" -> in _BtnSend -> _Model -> "UM_Model" etc
@elfin bronze

#

@willow basin Was sitting here for about an half hour... scratching my head like a monkey.. wondering why one items player works, the other one not...

elfin bronze
#

Ok thank you

tough abyss
#

anyone here play Exile and knows why the zeus interface won't ever load even tho there is a module in place? and in SP test it even says curator owner not set?

blissful wind
#

did you link it ?

little eagle
#

items player is not case sensitive

#

but in is. it's always been like that

cedar nebula
#

@tough abyss because the curator owner is not set

tough abyss
#

even when I put my uid in there

#

for my I&A mission I don't even need to link it

cedar nebula
#

you need to give a name to the unit you want to use as zeus and then write the namer into the 'owner' field of the Zeus Module

tough abyss
#

yes, that would be my player uid

#

setting it a player won't work because there is no lobby in Exile

fallen skiff
#

I have made my first script! It's a bare bones dialog. Suppose someone wants to see it in action for themselves, how do I pack it up for distribution?

little eagle
#

you upload it ?

#

Steam, PWS, Armaholic

#

We (BWA3) use google drive. We (CBA,ACE) use github, but I guess that doesn't help in this case

fallen skiff
#

you mean all the files in the folder? description.ext, dialogs.hpp etc etc

#

maybe I haven't actually got it in the right form yet

little eagle
#

Well, if it's using a description.ext it's probably a mission.

fallen skiff
#

yes I think it's a mission, with a little addaction dialog

#

it's in mpmissions, folder named pax3.VR

little eagle
#

If it's a finished mission you export it via 3den. There will be a <mission_name>.pbo somewhere (no idea)

fallen skiff
#

oh yes that rings a bell

little eagle
#

"Export"

fallen skiff
#

will that include all the other files?

little eagle
#

in 3den

#

yes, but don't rename it during export

fallen skiff
#

k i'll try it now

#

the exported mission runs, but it doesn't include the dialog I scripted

little eagle
#

are you absolutely sure that you didn't rename it? the name has to be the exact same, otherwise all files except mission.sqm are lost

#

cause this game is *****

fallen skiff
#

not renamed, i checked -- I think the problem is confusion between the mission being in both user/documents path and steam path

#

the Eden editor opens my mission from the user/docs path

little eagle
#

I'm not sure about which files appear where. I don't make missions

fallen skiff
#

good idea

#

what I'm trying to do is be ready to show someone my working dialog, perhaps mission is not the best way to do it?

little eagle
#

they would download, insert and run the mission. that sounds right, doesn't it?

fallen skiff
#

yes, once I figure out how to do it correctly ๐Ÿ˜ƒ

#

but if I sent someone the whole subfolder -- I mean: E:\Steam\steamapps\common\Arma 3\MPMissions\pax3.VR -- they could run it right?

#

it contains mission.sqm and all the files necessary to run my dialog

little eagle
#

they could. but that sounds annoying.

#

you cannot upload folders anywhere, so you'd have to zip or rar it

fallen skiff
#

ok i'll ask in mission makers for more elegant way

lean tiger
#

What's the snazziest way to update JIP clients with changing variable assignments?

proud python
#

@tough abyss Invade&Annex has a piece of code "addcuratorEditableObjects" in all the scripts where units are spawned, so that these can then be zeus controlled. Exile might not have (i dont know)

tough abyss
#

hm I'll go through the mod then and see what they did

little eagle
#

What's the snazziest way to update JIP clients with changing variable assignments?

publicVariable and setVariable public I'd say.

meager granite
#

So there is still no reliable way to move out dead body out of a vehicle?

#

I know of hacky approaches of moving invisible unit into the seat occupied by dead unit but it gets very complicated with dead vehicles as only moveInAny lets you move unit into destroyed vehicle

#

Simple - to be able to loot them

#

And I'd like not to move them out right after they die (while they still have "ai brain")

little eagle
#

_unit setPosASL getPosASL _unit doesn't work?

#

idk

#

That's what I would've done

meager granite
#

No you cannot move out dead bodies with setPos

little eagle
#

getUnitLoadout -> deleteVehicle -> createVehicle -> setUnitLoadout -> setDamage 1
is the best I can come up with then

#

but I guess deleting players is not a good idea

austere granite
#

Removing dead units from vehicles is very difficult technology. Arma 4 seems a bit optimistic

topaz vector
#

Didn't know 4 was out yet

tough abyss
#

It's not.

meager granite
#

You will need at least i7 6700 to be able to remove bodies out of vehicles with Arma 4

austere granite
#

but thats bordering on ridiculous, just to get body from vic aka arma scripting in general?

buoyant heath
#

If you weren't worried about bodies in destroyed vehicles, I'd suggest adding the unit's inventory to the vehicle's

buoyant heath
#

You'd remove it from the body

velvet merlin
#

Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this")

austere granite
#

sweet

blissful wind
#

lots of games do it like @buoyant heath just wrote, i was going to suggest that aswell

buoyant heath
#

Speaking of inventory stuff, is there any halfway decent way of figuring out which container is open in the inventory? ie: which vehicle/box/backpack you opening from the ground list?

meager granite
#

There is no reliable way

blissful wind
#

isnt there an eventhandler for that ?

meager granite
#

I've been asking to extend InventoryOpened to include both opened containers for 2 years now

buoyant heath
#

Well, brute force it is then.

#

You'd think there'd be a way to check the control for which inventory it's pulling data from

meager granite
#

Unlikely, probably hardcoded without any traces in the dialog

buoyant heath
#

On a scale a 1 to horrifying, how would you rate: forEach container in range - add an item to the container, and see if that item shows up in the list

meager granite
#

Full horrifying as you cannot remove single item after you add it

#

You can do some black magic trickery by having an invisible unit do "TakeMagazine" on it to remove it back but this is horrifying ^ horrifying

buoyant heath
#

Ah, this is scaling exponentially. Very ~nice~ terrible.

#

Wouldn't a custom item work with removeItem afterward?

meager granite
#

Before set\getUnitLoadout in order to fully save player inventory (including weapons with attachments and loaded magazines inside backpacks) I had to have invisible server unit which was entering and exiting invisible vehicle each frame which would create needed weapon, add needed attachments and magazines and then do DropWeapon into target backpack to 1:1 recreate saved inventory.

#

removeItem works only on units, not containers

#

entering\exiting vehicle each frame was needed to skip DropWeapon animation

little eagle
#

Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this")

#

thanks... now do it for CfgAmmo, where it would actually add something new and usefull

torpid oriole
#

Hey there,

is it possible to change the "typing speed" in the fnc_type Text function?
The wiki lists "#define DELAY_CHARACTER 0.06;" or "#define DELAY_CURSOR 0.04;" but they are either not working or I am just to stupid to implement them proberly (my money is on the latter)
https://community.bistudio.com/wiki/BIS_fnc_typeText

native hemlock
#

That #define is probably just there because of a bug with the wiki export function. I don't think there is a way around that define, so I think your best option is to open the file for that function, then copy and paste the script into a new file you make and change the delay value.

little eagle
#

you cannot change those without editing the file. They are macros and replaced when the function is preprocessed

torpid oriole
#

Thank you very much for the input!

halcyon crypt
#

@grizzled cliff if you can provide some documentation for the whole architecture of intercept and how things interact with each other then someone will probably step up to keep things alive. ๐Ÿ˜ƒ

#

My interest is there but it's lacking deeper documentation that's keeping me from actually doing something with intercept ๐Ÿ˜ฆ

steep matrix
#

new: u:getunitloadout CONFIG

torpid pond
#

Someone know how to make when passing the cursor (hover) will change the image? On dialogs

torpid pond
#

@halcyon crypt ยฟAny funtional example?

tender root
#

try using onMouseEnter and onMouseExit

#

sth like: (not pretty but short ๐Ÿ˜€ )

#

onMouseEnter = "(_this select 0) ctrlSetText 'HoverImage.paa';";

#

onMouseExit = "(_this select 0) ctrlSetText 'NormalImage.paa';";

#

if those two wont work, use onMouseMoving and use the second Param

#

@torpid pond

torpid pond
#

Thanks @tender root

#

I'll test now

tender root
#

np

broken forge
#

how would I go about using the "format" command within setSimpleTaskDescription?

#
if (!isNil "myMarker") then {
    myMarker setMarkerText "";
};

_myMarkerArray = ["Varnville", "Kohler", "Keysville"];
myMarker = (_myMarkerArray call BIS_fnc_selectRandom);

myMarker setMarkerShape "ICON";
myMarker setMarkerType "mil_dot";
myMarker setMarkerText (format ["Current Warehouse: %1", myMarker]);

task = player createSimpleTask ["Deliver Package"];
task setSimpleTaskDescription [
    "Deliver the package to (format [' %1', myMarker])",
    "Deliver Package",
    "Destination"
];
task setSimpleTaskDestination (getMarkerPos myMarker);
task setTaskState "Created";
player setCurrentTask task;



_unit = "C_Nikos_aged" createVehicle getMarkerPos myMarker;
_unit setDir 270;
_unit addAction ["Drop-Off Package", "deliverEnd.sqf"];
wet pecan
#

Is it possible to move radio triggers to the ace interaction menu, instead of the 0 menu?

torpid pond
#

@tender root Doesn't work...

#

Anyone can help?

    class top: RscText
    {
        idc = -1;
        style = ST_PICTURE;
        text = "top.paa";
        x = 0.125;
        y = 0;
        w = 0.75;
        h = 1;

        onMouseButtonDown = "hint 'Hola'";
        onMouseEnter = "(_this select 0) ctrlSetText 'topActive.paa';";
        onMouseExit = "(_this select 0) ctrlSetText 'top.paa';";
    };
#

doesn't work ๐Ÿ˜ฆ

shut prairie
#
Error in expression <loc = _this select 3;
            _unit _this select 4;
            _message = f>
  Error position: <_this select 4;
            _message = f>
  Error Missing ;
Error in expression <loc = _this select 3;
            _unit _this select 4;
            _message = f>
  Error position: <_this select 4;
            _message = f>
  Error Missing ;
#
        case 6: {
            if (side player != east) exitWith {};
            private[""_message"",""_loc"",""_unit""];
            _loc = _this select 3;
            _unit _this select 4;
            _message = format[""!!! PMC Emergency Number: %1"",_msg];
            hint parseText format [""<t color='#FFCC00'><t size='2'><t align='center'>Incoming emergency<br/><br/><t color='#33CC33'><t align='left'><t size='1'>From: <t color='#ffffff'>%1<br/><t color='#33CC33'>Coordinates: <t color='#ffffff'>%2<br/><br/><t color='#33CC33'>Message:<br/><t color='#ffffff'>%3"",_from,_loc,_msg];

            [""PmcMessage"",[format[""Emergency of %1"",_from]]] call bis_fnc_showNotification;
        }
&&& MORE CODE BELOW &&&
#

Where is the error coming from?

tough abyss
#

forgot =, after _unit. exactly where it told you.

wispy kestrel
#

I'm trying to get the vehicle respawn modules to fire code when the vehicle respawns but I'm having som locality issue I believe. When the vehicles respawn the code is not visible to the clients (on dedicated). (_this select 0) remoteExec ["RP_fnc_MobileRespawn_Respawn"]; is what I have in the Expression field of the module and this _this addaction["<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\gear_ca.paa'/><t color='#FF8000'> Virtual Arsenal</t>", {["Open", true] call BIS_fnc_arsenal},[],1.5,true,true,"","(isTouchingGround _target && speed _target <= 0.5)"]; nul=[] execVM "IntLight.sqf"; zeu_1 addCuratorEditableObjects [[_this],true]; is the function. the add action does not appear for the clients. Help please ๐Ÿ˜ฉ

fallen skiff
#

problem with dialogs.hpp class RscPicture: I thought that .paa files could have their transparency set? No matter where I put the number ( 0 < (float) < 1), in dialogs.hpp or in the settings for .paa image with Texture Viewer, the result in the running script has the exact same transparency even if I set it to 1 for completely opaque

#

should i be adding something to this statement?

#

text = "mypic.paa";

fallen skiff
#

seems to be working now, probably just a save thing (grumble)

digital ibex
#

Anyone have idea why ctrlSetBackgroundColor and ctrlSetActiveColor doesnt apply to control buttons even if I commit change? (Text & Action can be overriden without problems)

tender root
#

@digital ibex tried it with another control type like RscText ?

#

(Just to make sure you're using the command in the right way)

digital ibex
digital ibex
#

Yup it's BIwiki with outdated page or Bohemia that messed with command and did something bad. It didnt work on any button classes but at least its working for CT_STATIC which refers to background back. I'll just do transparent buttons with alpha background and use CT_STATIC controls to give it colors, thanks anyway.

tough abyss
#

Is there anyway to have inline code comments in the debugger?

#

When debugging I have to remove all comments from my source files, which is a bit annoying ๐Ÿ˜ฆ

little eagle
#

Is there a bug with positionCameraToWorld and return NaN? Maybe when used together with Track IR?

vague hull
#

cant help with that :/

#

is there a way to set Backgroundpictures for listbox entries?

shut prairie
#

Thanks @tough abyss

tough abyss
#

Trying to check if the side of a unit is the same as its killer, this is not working though. Any suggestions ?

if !(side _unit isEqualTo side _killer) then
{
    playSound selectRandom ["tm1_killed_team1","tm1_killed_team2", "tm1_killed_team3", "tm2_killed_team1", "tm2_killed_team2", "tm2_killed_team3"];
    sleep 1;
    playMusic selectRandom ["Death1","Death2","Death3", "Death4", "Death5", "Death6"];
}

little eagle
#

side group _unit

#

side OBJECT returns SIDE_FRIENDLY when captive and SIDE_ENEMY when being a rogue

#

So ALWAYS use side GROUP

#

Oh and make sure you are operating in suspendable (scheduled) environment when using suspension commands (sleep, uiSleep, waitUntil), becas

#

because they are unusable otherwise and event handlers like "killed" are executed in unscheduled environment by default

#

there should be an error message in RPT and on screen

tough abyss
#

Ok so instead of sleep I should use waituntil?

distant egret
#

WaitUntil is also suspended

#

Spawn your code in the eventhandler

tough abyss
#
testFunc = {
params ["_unit"];
params ["_killer"];

playSound selectRandom ["tm1_killed_self1","tm1_killed_self2","tm1_killed_self3", "tm1_killed_self4", "tm1_killed_self5","tm1_killed_self6","tm1_killed_self7","tm1_killed_self8", "tm1_killed_self9", "tm1_killed_self10", "tm1_killed_self11","tm1_killed_self12","tm1_killed_self13"];
sleep 1;

if !(side group _unit isEqualTo side group _killer) then
{
    waitUntil {
        playSound selectRandom ["tm1_killed_team1","tm1_killed_team2", "tm1_killed_team3", "tm2_killed_team1", "tm2_killed_team2", "tm2_killed_team3"];
        playMusic selectRandom ["Death1","Death2","Death3", "Death4", "Death5", "Death6"];
       }
}
};
distant egret
#

Is that in your code block for you eventhandler?

tough abyss
#

One sec I will edit it

distant egret
#

ah i see

#

so you use somthing like this for eventhandler?
mySoldier addEventHandler ["Killed",testFunc]

tough abyss
#

This is what I am doing in debug console

{ 
 if (side _x isEqualTo WEST) then 
 { 
  _x addEventHandler ["Hit", {[_this select 0, _this select 1] call testFunc;}]; 
 }; 
} forEach allUnits; 
 
distant egret
#

ok

#

change call to spawn

#

Spawn allows suspension

broken mural
#

In the description.ext, what the hell does
__EXEC (MISSION_ROOT = __FILE__ select [0, count __FILE__ - 15])
mean?

distant egret
#

also your params on top can be in 1 array params ["_unit","_killer"];

little eagle
#

use this for proper code line:
` <code> `

#

and this for a code block:
```
<code>
```

broken mural
#

No one saw that >u>

#

Thanks Commy!

little eagle
#

__EXEC is a preprocessor config only command

#

it allows the execution of SQF code when the config is preprocessed

#

__FILE__ is another preprocessor command that also works in SQF

#

it reports the file name

#

the select is probably meant to cut of "description.ext`

#

which is exactly 15 characters. So you end up with a config entry named like the path to the description.ext

#

pretty smart, but idk for what it would be used

broken mural
#

I think its actually being used for things like #include referential path (mission_root + "GUI/" for example).. assuming Im interpretting it properly.

#

to allow for more preprocessing execution, perhaps?

little eagle
#

the default path would be sufficient. and this would be the exact same as the default path

tough abyss
#

Hi, i been developing in Java/c for a while now as well as a few other languages. what the ebst way to pick up the syntax?

little eagle
#

practice?

broken mural
#

Get the tools (like VSCODE with SQF language pack, pbo manager) and start making scripts. add a scroll menu item, give it a priority, attach a script, learn what other missions do and start adding on to your script pool.

#

I have a playground mission where i test random crap.

shut prairie
#
this addAction[localize "STR_Shops_PMC_Item",life_fnc_virt_menu,"pmc_item",0,false,false,"",' license_pmc_pmcgeneral && playerSide isEqualTo east']; 
this addAction[localize "STR_Shops_PMC_Clothing",life_fnc_clothingMenu,"pmc_clothing",0,false,false,"",' license_pmc_pmcgeneral && playerSide isEqualTo east'];
this addAction[localize "STR_Shops_PMC_Weapon",life_fnc_weaponShopMenu,"pmc_weapon",0,false,false,"",' license_pmc_pmcgun && playerSide isEqualTo east'];

I think i screwed something up, any help?
It's saying
Error Missing ;

#

I have more init code if you need

tough abyss
#

Thanks @little eagle and @distant egret for the help.

shut prairie
#

I can't see where the semi colon (;) i need to put goes...

#
this addAction[format["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "pmcgeneral" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "pmcgeneral" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"license_pmc_pmcgeneral",0,false,false,"",' !license_pmc_pmcgeneral && FETCH_CONST(life_pmclevel) >= 1 && playerSide isEqualTo east ']; 
little eagle
#

I don't either. horrible formatting. fix that and you'll probably find it ; )

shut prairie
#

Horrible formatting?

#

It's discord's fault

little eagle
#

nope, your code. use a newline after each comma and indent stuff inside brackets

shut prairie
#

Well,

#

I took Tonic's init code for his rebel shop

little eagle
#

I bet you'll find it yourself if you do

shut prairie
#

and modified it to use east stuff.. instead of civilian

#

So #blame @sullen pulsar

little eagle
#

Then Tonics formatting is shit. He's no saint

shut prairie
#

Ik

#
Error in expression < !license_pmc_pmcgeneral && FETCH_CONST(life_pmclevel) >= 1 && playerSide isEqu>
  Error position: <(life_pmclevel) >= 1 && playerSide isEqu>
  Error Missing ;
little eagle
#

Looks like the FETCH_CONST macro is undefined

#

did you include the macro library?

shut prairie
#

In what file?

#

FETCH_CONST Works for the rest of the mission

little eagle
#

in your script

shut prairie
#

It's an init code for an NPC

little eagle
#

you cannot use macros in init boxes

#

you can use macros only in preprocessable files

shut prairie
#

Oh

#

What should i do to fix it?

#

Trying to grab the variable after FETCH_CONST

little eagle
#

don't use the init box or evaluate the macro yourself

#

that's your two options

shut prairie
#

Ok,

#

the FETCH_CONST Macro..

#

#define FETCH_CONST(var) (call var)

little eagle
#

what a waste

shut prairie
#

Ok well, i'm new to scripting..

#

How would i go about fixing it?

little eagle
#

you do the same the preprocessor would do by hand

#

you replace
FETCH_CONST(var) with (call var)

#

and var can be anything

shut prairie
#

This..

this addAction[format["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "pmcgeneral" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "pmcgeneral" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"license_pmc_pmcgeneral",0,false,false,"",' !license_pmc_pmcgeneral && FETCH_CONST(life_pmclevel) >= 1 && playerSide isEqualTo east ']; 
#

To..

#
this addAction[format["%1 ($%2)",localize (getText(missionConfigFile >> "Licenses" >> "pmcgeneral" >> "displayName")), [(getNumber(missionConfigFile >> "Licenses" >> "pmcgeneral" >> "price"))] call life_fnc_numberText],life_fnc_buyLicense,"license_pmc_pmcgeneral",0,false,false,"",' !license_pmc_pmcgeneral && (call life_pmclevel) >= 1 && playerSide isEqualTo east ']; 
#

?

little eagle
#

looks good to me

shut prairie
#

Alright, will test

tough abyss
#

For addAction, how do I get it to use the new Apex interactions with the egg timer thingy e.g. "Hold down spacebar to download intel"

#

Or is that a different interaction class ?

distant egret
shut prairie
#

Do you have to have the Apex DLC to use that?

distant egret
#

no its in the base game

shut prairie
#

Kk

forest jasper
#

someone wanna help me create rainbow wave text color ...

tough abyss
#

_vehicle say3D [_randomRadioChatter, 1];

Works fine but I can only hear it when in 3rd person view of the vehicle. When I goto first person I can barely hear the radio chatter. Any ideas?

#

As a passenger

slate vale
#

Hey everyone, I have a question about a script help (the altis life framework by tonic). There is this file called fn_restrain.sqf for cops where basically cops can restrain other people, I want to do that the cops needs the item handcuff in his inventory (I have already added it). But I don't know what I should add in the if statement so it looks for items, I watched the repair script it was like life_inv_toolkit but I don't think it's the same for items. Any idea?

blazing zodiac
#

if ("BreachCharge_Remote_Mag" in Magazines Player) then {

slate vale
#

so items are magazines+

austere granite
#

Depends on the classname of the time.

#

item*

blazing zodiac
#

Many times, you may have to play around with it a bit

austere granite
#

they can be items

#

or magazines

#

or whatever

#

toolkit is in items player iric

slate vale
#

The item doesn't have classname, it's just a normal name on it called handcuffs that's how all the items are like redgull

blazing zodiac
#

It has to have a classname

slate vale
#

It's not a item that u have in the inventory

#

I don't mean by that

#

I mean item by the one you have in like your tablet, not sure if you have played altis before but if u have you can open like a tablet and you can have items and they only have a string

#

don't really know how to explain it lol

blazing zodiac
#

Thats probably the display name

#

You'll need the classname

#

You may need to look through the config

slate vale
#

it's not that kind of item

#

it's not an item like a toolkit

#

it's a cargo item basically

#

you won't be able to help me if you haven't used tonic framework or played on altis

blazing zodiac
#

Like a virtually inventory?

slate vale
#

kind of

#

like

#

you can't have in it the bag or clothes

#

it's just a item that u can see and use for like drink

blazing zodiac
#

yea so a basically a virtual inventory

slate vale
#

yeah

#

it would probably be it

blazing zodiac
#

not sure then, you'd have to look at how tonic set that up

slate vale
#

okay

#

i'm trying to look through his files but i don't see him use anything like that

blazing zodiac
#

It's probably saved as a an array somewhere

#

as an*

slate vale
#

i'll keep digging

blazing zodiac
#

You could use the in command

#

once you find it

slate vale
#

okay ty

blazing zodiac
tender root
#

Is there anywhere a full list of camCommands ?

fallen skiff
#

I'm trying to do a little dialog triggered by addAction (scroll wheel menu); it triggers correctly, but freezes the game. enableSimulation = true; is not working. What might I be doing wrong?

torpid pond
#

Anyone can help me?

Doesn't work:

    class top: RscText
    {
        idc = -1;
        style = ST_PICTURE;
        text = "top.paa";
        x = 0.125;
        y = 0;
        w = 0.75;
        h = 1;

        onMouseButtonDown = "hint 'Hola'";
        onMouseEnter = "(_this select 0) ctrlSetText 'topActive.paa';";
        onMouseExit = "(_this select 0) ctrlSetText 'top.paa';";
    };
torpid pond
#

Hello?

austere granite
#

Quite sure those events don't work on ctrlText

#

But might be wrong

shut prairie
#

@slate vale in Core pmenu I think, there's a use item sqf file

#

That file

#

Or,

#

Find where the restrain action is

#

Add a check to see if the person has a handcuff

#

(I'd provide a snippet of code that I use for painkillers... Except I'm on my phone)

#

If so, take the handcuff then run the code

broken mural
#

so I'm trying to get an RPT to create after I do something in the editor, but it's not populating. Any idea why?

#

Trying to capture a position which is set on a trigger ๐Ÿ˜’

native hemlock
#

What do you mean "an RPT to create after I do something"? As in you want to write something to the RPT?

broken mural
#

diag_log format ["this setDir %1; this setPosASL %2;", getDir player, getPosASL player];

#

and its suppose to give me the value in the rpt. I do not have an up to date rpt.

native hemlock
#

And are you looking in %userprofile%\AppData\Local\Arma 3?

broken mural
#

Yes. Last 2 files created in there are 4 hours ago; rpt and mdmp

proud python
#

anyone knows a good link regarding cba/custom script macros? Just trying to understand a lot of magic i stumbled apon.

broken mural
#

note to self; never turn off logs in parameters again.

sharp jay
#

Anybody have a link to a drag script so i can drag incapacitated players?

open vigil
#

๐Ÿ˜‰

sharp jay
#

yeh, but one that works for incapacitated units

proud python
tough abyss
#

Hi guys how can i see a groupid in game while using mission editor?

halcyon crypt
#

@proud python it will create a global var that isn't "tied" to a component

proud python
#

what are the implications of a global variable being tied to a component? accessability from another component?

halcyon crypt
#

yep

#

guess so

proud python
#

what does define a component in this case?

halcyon crypt
#

every folder in there is a component

proud python
#

and a standard SQF global variable wouldn't be accessable from another component? is that due to the pbo structure or some definition in the code?

halcyon crypt
#

a standard global var is available everywhere but CBA's macros prevent you from having to type the tag and component name

#

ACE_someGlobalVar vs GVARMAIN(someGlobalVar) or inside a component ACE_advanced_ballistics_someCompVar vs GVAR(someCompVar)

proud python
#

got it, thanks a bunch!

tough abyss
#

I'm a noob at SQF, I'm trying to add a waypoint so far i got this "_de = B_soldier_AR_F addWaypoint[[0,0,0],0];" but when i click playgame i dont see the little distance marker in game telling me to move there. How come? thanks ๐Ÿ˜„

indigo snow
#

B_soldier_AR_F is normally a classname, did you name an object like this?

tough abyss
#

No it was preset, i just hovered over the soldier and saw that thought that way his ID

#

Do i give a unit/group a name by using the "Varible Name" box?

indigo snow
#

Thats not his ID

#

thats his classname

tough abyss
#

Whats his ID? is it his name? i thought that could possibly be problamatic if the new unit spawns and both are call "Gerry Adams"

proud python
#

well if you spawn the same soldier (classname) multiple times they kinda need different IDs so you can handle them all individually

halcyon crypt
#

@tough abyss if you spawn a unit with createUnit you can get a reference (ID-ish) for it like so private _unit = group player createUnit ["SoldierWB", position player, [], 0, "FORM"];

#

if you place them using the editor you can give them a name in the name field for that unit

quiet bluff
#

kick specific user in script?

#

with custom message

halcyon crypt
tough abyss
#

I havent got passed the mission editor yet so im doing this all in the init box of a unit. which is why im asking how to find out there name if im in mission editor?

halcyon crypt
#

you can give an unit a (variable) name in name field in the dialog when you double click the unit, should be above the init field ๐Ÿ˜ƒ

#

in the init field you can use this as the unit though

tough abyss
#

ahh i see thanks for the help man ๐Ÿ˜ƒ

tough abyss
#

Im trying to set a way point with this guy and i get he eerror "Type object, expected group" but what i dont under stand is on the wiki it says that even if a player is by itself he is still in his own group. How come my player is an object not a group?

velvet merlin
#

how to determine if a projectile has penetrated a target?

track it via firedEH, while alive loop to track position and see if it intersects (same position as the target) and still lives after - any better ideas?

halcyon crypt
#

^ got to love discord for it's proper quoting system ๐Ÿ˜›

tough abyss
#

Afternoon all, for the following example.

tskKillGirl = player createSimpleTask ["Kill Girl"];

Is this compatible with Multiplayer missions or coop, using the "player" object?

austere granite
#

Not MP compatible, there are no girls in arma

dusk sage
#

got em

little eagle
tough abyss
#

Thanks, two issues I am having with my demo script, if it runs more than once it overwrites the previous demo task because of a naming issue, perhaps I can do some sort of random number for the task name?

#

Secondly the addAction is not working ๐Ÿ˜ฆ

little eagle
#

or increment a counter

#

I mean, random numbers most likely won't collide

#

But I dont trust randomness

tough abyss
#

The issue is here

private _demoTask = [west,
                    ["demotask"],
                    [_targetDescription,"Demolitions"],
                    getMarkerPos _demoMarker,
                    1,
                    2,
                    true] call BIS_fnc_taskCreate;

with demoTask , I should make it something like "demoTask2490184"

little eagle
#

"demotask1"

#

"demotask2"

#

"demotask3"

#

etc

tough abyss
#

Yes but the issue is I call the function separately ๐Ÿ˜ฆ

#
[targetB, "Place bomb here also"] call demoFunction;
little eagle
#

help me

#

is targetA a object?

tough abyss
#

Ah yea sorry

little eagle
#

then do something like this?

#
_demoTaskId = "demotask1";
targetA setVariable ["demoTaskId", _demoTaskId, true];
#
_demoTaskId  = targetA getVariable "demoTaskId";
#

?

tough abyss
#

Not quite getting you, how about passing as array and for looping.? Do you think that would be better?

#

e.g.
[[helo1, helo2], "Place explosives on these"] call demoFunc;

tough abyss
#

Thanks @little eagle I got it to work

#

Can't get the holdAddAction to work though, is it because I am using remoteexec on the debug console?

     [
        _thisTarget,
        _targetDescription,
        "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
        "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
        "_this distance _thisTarget < 3",
        "_caller distance _thisTarget < 3",
        {},
        {},
        {[_demoTask, "SUCCEEDED",true] spawn BIS_fnc_taskSetState;},
        {},
        [],
        12,
        0,
        true,
        false
    ] remoteExec ["BIS_fnc_holdActionAdd",-2,_thisTarget];

little eagle
#

yeah. _demoTask undefined

#

or wait

#

no idea

tough abyss
#

Yea that variable is set elsewhere, the issue is there is no action option displaying. No errors are being outputted.

#

is there a method where i can spawn a unit with in a waypoint?

little eagle
#

remoteExec syntax is wrong

#

<params> remoteExec ["fnc_someScriptedFunction", targets, JIP];

#

JIP .. boolean

#

but you write "_thisTarget"

#

also targets = -2 means that it won't work in SP or as local host

#

@tough abyss createVehicle accepts a position.

tough abyss
#

createUnit has a position type but not sure how to link it to a waypoint

#

ahhhh

#

thanks ๐Ÿ˜ƒ

#

SQF is unlike any other language i have used before. is it OOP?

little eagle
#

no

#

well kinda

#

you can attach variables to game objects

#

but it's not really OO

tough abyss
#

okay.

#

Swore i asked this before
Added: setVariable extended with support for addressing specific targets (dev from oct 2015)
Anyone know if this setvariable change made it into stable & the syntax ?

#

What should I set targets to keep my options open? 0 ?

little eagle
#

not in stable afaik

tough abyss
elfin bronze
#

hey, i try to addAction on vehicle but it's not global and my firend doesn't have the addAction, it's possible to have the addAction global ? I think i can do with remoteExec but maybe it's not good ?

little eagle
#

] remoteExec ["fnc_someScriptedFunction", -2, JIP];

#

what? you have to fill in the blanks

#

remoteExec it, @elfin bronze

tough abyss
#

Ah, I thought they were optional args

little eagle
#

no, lol

tough abyss
#

I don't really know what to put in the rest of them :S

little eagle
#

I just c&p it from the wiki, because no one rembers which arg is which

#

explains it all

#

I think your problem is that you use the -2 channel as targets

#

// runs everywhere but server

#

you ARE the server in SP and in local hosted MP

tough abyss
#

Still not getting it

        true, 
        false 
    ] remoteExec ["BIS_fnc_holdActionAdd", 0, >
19:23:20   Error position: <remoteExec ["BIS_fnc_holdActionAdd", 0, >
19:23:20   Error Type Any, expected String, Bool, Object, Group ```
#

        [
        _thisTarget,
        _targetDescription,
        "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
        "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",
        "_this distance _thisTarget < 3",
        "_caller distance _thisTarget < 3",
        {},
        {},
        {[_demoTask, "SUCCEEDED",true] spawn BIS_fnc_taskSetState;},
        {},
        [],
        12,
        0,
        true,
        false
    ] remoteExec ["BIS_fnc_holdActionAdd", 0, JIP];

Is it meaning the argument for remoteExec are bad or the arguments for the function being remotely executed?

little eagle
#

JIP is undefined

tough abyss
#

So it is not a constant?

little eagle
#

no, it's a variable. a placeholder on the wiki

tough abyss
#

Ah

#

AHHH

#

I get it now

little eagle
#

heureka moment

tough abyss
#

I blame IntelliJ it was showing it as a constant like WEST / EAST etc

#

๐Ÿ˜ƒ

little eagle
#

JIP is not

#

there is didJIP , didJIPOwner and exportJIPMessages

tough abyss
#

Ok no errors now but still no interaction ๐Ÿ˜ฆ

little eagle
#

Is ยดBIS_fnc_holdActionAdd` white listed?

tough abyss
#

How do I find that out?

#

What is white listing?

little eagle
#

no idea. I don't use remoteExec exactly because of this white listing nonsense

#

functions can be allowed or disallowed to be used with remoteExec

#

but I have no idea what the defaults are

tough abyss
#

This bit in the wiki

"_this distance _target < 3",                                                        // Condition for the action to be shown
    "_caller distance _target < 3",                                                      // Condition for the action to progress

Should that be a string or code wrapped in braces?

little eagle
#

the condition has to be code in string format. at least for the addAction command. not sure about the holdAction function

#

I get it

#

you are doing it wrong

#

"_this distance _thisTarget < 3",
"_caller distance _thisTarget < 3",

#

_thisTarget is undefined in this scope

tough abyss
#

Ok will try that

little eagle
#

you can only use the magic variables mentioned on the wiki

#

other vales will have to be passed as arguments

#

which is one of the magic values

#

welcome to SQF

tough abyss
#

Ok reverted it back to the wiki, still nothing though not even in the rpt logs

little eagle
#

does it work by calling the function instead of using remoteExec?

tough abyss
#

Ill try that

#

Nope, still nothing

little eagle
#

that's good though

tough abyss
#

Consistency ๐Ÿ˜ƒ

little eagle
#

means that there is no problem with remoteExec

#

that would be more annoying

#

what's the script currently?

tough abyss
vague hull
#

How to disable the underline of the texts in RscActiveText controls?

little eagle
#

"_this distance _target < 3",
"_caller distance _target < 3",

#

replace that with
"true", "true",

tough abyss
#

Yay it works now

#

So something wrong with those two arguments.

little eagle
#

I guess you have to adjust these

#

you could debug it using:

"systemChat str (_this distance _target); true",
"systemChat str (_caller distance _target); true",
#

which would print these distance into the chat

#

they have to be โค for the actions to show

#

< 3 god damit

tough abyss
#

Ok for some reason it works with 4 when using a helicopter but 3 it doesn't :/

#

Ch47 huron

#

{[toString[_demoTask], "SUCCEEDED",true] spawn BIS_fnc_taskSetState;},

It is complaining about this when completing the interaction, what would be the best way to print the string of the task do you think?

little eagle
#

_demoTask isn't defined in this scope

#

you'll have to pass this as argument

tough abyss
#

Does anyone know if all object data (ex: magazines on the floor and/or on person(player that has already joined)) are sent to all joining players at startup/login?

meager granite
#

Yes, everything is sent to JIP player

tough abyss
#

thanks

meager granite
#

@tough abyss Why did you think it might not be sent though?

tough abyss
#

@meager granite to be honest, i am developing my own game, i am just trying to figure out what the best way would be to send all the necessary information without wasting bandwidth

little eagle
#

don't look at anything Arma if youre making your own game....

tough abyss
#

just because Arma may appear( or actually is) buggy doesnt mean it hasnt been thought through...

#

i have been developing this for quite some time now and i have nothing but respect for these developers

little eagle
#

ยฏ_(ใƒ„)_/ยฏ

#

Arma is my favourite game

tough abyss
#

what does that mean? you do not know why i said that or you dont know?

little eagle
#

it means: "no comment"
I don't have to add anything to that

meager granite
#

I don't think Arma does anything extraordinary here, as far as I know it just sends client snapshot of the world and instantly starts sending it new non-JIP packets

little eagle
#

Yeah

tough abyss
#

I am not 100% sure what JIP is... but i think i get the bigger picture

meager granite
#

Join in progress

tough abyss
#

ah

#

@little eagle I am a big fan of Arma myself... i wish they would step into the world of VR

meager granite
#

Arma 3 never will, VR is impossible with current FPS

#

Unless you want to stick to training missions only

tough abyss
#

I am talking about the VR headsets( Vive, Oculus) not Arma's Virtual Reality (right?)

meager granite
#

Yes that's what I meant too

tough abyss
#

Well, it is certainly possible... the biggest problem is bandwidth

#

in short, 24/7 50 people would be around 3.5TB/month

#

thats without any fancy coding techniques

#

I am just interested in a more persistent environment, he is doing mission based

little eagle
#

VR sounds and looks to me like a gimmick

tough abyss
#

I own a Vive headset... and for me, i have yet to get 'immersed'... however... i can see myself being swept away with generation 2 headsets.... this thing is real and i can predict, you being an Arma fan... by the time gen2 arrives(1-2years), you will get one...

little eagle
#

I will never play a game or watch a movie or whatever with something like that. The concept is stupid imo

tough abyss
#

Don't judge till you tried it

little eagle
#

Not interested, sorry

blissful wind
#

VR is stupid ?

tough abyss
#

@little eagle No problem, not here to sell it to you ๐Ÿ˜‰

little eagle
#

VR is stupid ?
yup

blissful wind
#

lol

tough abyss
#

@blissful wind people are skeptical, and thats unfortunate, but i can understand it (certainly because of the current price ๐Ÿ˜ฎ )

little eagle
#

ยฏ_(ใƒ„)_/ยฏ

#

don't listen to me though. I don't own a smart phone and am not on face book. So what do I know about what will be successful in the future

blissful wind
#

im not on fb either

austere granite
#

VR needs 120 FPS mostly

blissful wind
#

but truth is every single thats new its usually stupid

tough abyss
#

@austere granite VR needs a lot of things, but not 120FPS ๐Ÿ˜‰

blissful wind
#

but then it kicks off and its normal

tough abyss
#

lets hope so @blissful wind

#

i wish i could fast foward my life with 2 years ๐Ÿ˜›

blissful wind
#

proper eye tracking would be great tho

#

and speech reckog

tough abyss
#

and FOV, RES, Wireless, No lens flares etc etc ๐Ÿ˜›

blissful wind
#

lol

#

would be awesome to code just by speech and eye tracking

tough abyss
#

VR is in its alpha shoes right now