#arma3_scripting
1 messages ยท Page 293 of 1
And what did you do?
[_group, _target, _range, 7, "MOVE", "SAFE", "YELLOW", "LIMITED", "COLUMN"] call CBA_fnc_taskPatrol;
_target = spawnpos of group. All worked in previous version.
_target is a position 2d array?
sorry, can you paste the full code?
well it's a function i just created,
_target = _target call CBA_fnc_getPos;
[_group, _target, _range, 7, "MOVE", "SAFE", "YELLOW", "LIMITED", "COLUMN"] call CBA_fnc_taskPatrol;```
And that function is called with what parameters?
[group this, group this call CBA_fnc_getPos, 200, 7, "MOVE", "SAFE", "YELLOW", "LIMITED", "COLUMN"] call CBA_fnc_taskPatrol;
I put this in the init box and it works
ok... let me try again.
k, just tried it local (was on dedicated server before) and it seemed to work, ill investigate why it didn't work on the server.
If you supply a position array to CBA_fnc_taskPatrol, it has to be a 3D position.
Dunno why, to me it should handle both
["_position",[],[[],objNull,grpNull,locationNull],3],
The 3 means 3d array
Yea, I'm guessing my server admin that updated the repo fucked it up.
There was a bug with CBA_fnc_getPos. It would report the array reference instead of a copy.
So bad code that relies on the array reference will be broken now
Dunno if that is what's happening here.
Seems to work now.. idk what happened but it works now. Thx for the help anyway.
How can I do that when a civilian die mission is fail or hint a message?
I know, but any civilian, not specific !alive my_civilian, neither civilian not present (all civilian not present)
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#EntityKilled is the more proper way ๐
for example, 50 civilian, 1 civilian die and then mission fail or you see a message: "a civilian die"
just use
addmissioneventhandler ["Entitykilled","_this call your_fnc"];
to call your_fnc which contains the code for bis_fnc_endMission
No its triggered if any unit is killed. but it's calling the function and inside the function you can use if(side (_this select 0) == civilian) then {code}
what mean select 0?
wait I PM u
Thanks @tough abyss for your help!
๐ de nada
๐ฎ
I need ideas for civilian ai script. Anyone got any good pointers / examples?
I think it should also include animals and probobly run on the server (hc manages normal ai). Probobly best to just spawn them around the players ?
In what aspects? Do you want the AI to act like normal civilians? Or rebelious civilians?
See that's a great idea. Thanks
Glad i could help? ๐
lol
They should probobly be open to rebellion, also they are kind of more like an ambient feature, which is supposed to distract the players. So the players would not shoot on sight and be cautious.
So, sort of like a Takistan Milsim sorta thing?
Yeah, it's for "Insurgency"
I need a bunch of ideas and features, maybe some good examples, before i start working on it
Where is it based?
Currently chernarus, but I want to have Tanoa(vanilla) and Takistan as well
Once all the features have been completed.
Cherno, you could have some sort of russian-ish millitary style, so some AI are equiped with some russian made pistols etc, or AKs
These ideas are if you're doing modded btw
The military combatants are already there, just need some cool civilians / animals
Taki, AI with suicide vests, AKs and random spawning IEDs (I know that doesn't really sit in with AI, but it could look like the AI placed them?)
Are you doing hostile vehicles at all?
Yeah
You could find a mod for a "Home-Made Pickup with a PKP" and do a small spawning rate for those? ๐
I'm not really sure tbh, but those are some basic ideas
Yeah for taki IED's and suicide vests sound good
how I can delete variable, that added via setVariable?
Set it as blank? Or if you've got a true/false variable, set it to true/false by using setVariable again
setting a variable to nil "deletes" it for most uses
I use allVariables and I want to delete variable from this array
in A3 setVariable broadcast nil value
I've never worked with allVariables before, so i can't really help you there. Sorry ๐ฆ
missionNamespace setVariable ["something", nil];
Or whatever namespace you used allVariables on
I set variable on object
i don't think you can delete it from the allVariables array as it deals like a diagnostic output. As Sa-Matra mentioned, you can set variables to nil and they won't be in the array afaik. If you want to be safe, put allvariables into battleye-filters
I'll try, thanks
if i understood right, he just wants a variable to be invisible in the allVariables-Array but not delete its value
I'm having this weird glitch only on dedicated servers, I play the mission and it runs the failure condition, I select the same mission again right after and it fails immediately at the start. Is it not reinitalizing variables?
Hmm, that's weird. Try going to the server admins topic? That could help
what variables?
if(!MissionActive) exitWith {};
if (EndScreen) exitWith {};
EndScreen = true;
publicVariable "EndScreen";
playMusic "Failure";
sleep 2;
Command sideRadio "MissionFailed";
["Command", "Mission failed, bring it next time!"] call BIS_fnc_showSubtitle;
sleep 1;
["End2",False,True,False] call BIS_fnc_endMission;
I tried to circumvent the issue with a boolean, but it looks like it's somehow being saved
called from here
private _BluforAliveCount = {alive _x} count _this;
private _displayCount = _BluforAliveCount - 1;
[[_displayCount],"GUI\update_blufor.sqf"] remoteExec ["execVM",0,false];
if(_displayCount == 1) exitWith
{
[[],"LastMan.sqf"] remoteExec ["execVM",0,false];
};
if(_displayCount < 1) exitWith
{
[[],"BluforFailure.sqf"] remoteExec ["execVM",0,false];
};
BluforPlayers = [];
BluforPlayers = allUnits select {side group _x == west};
BluforPlayers call missionStarter_fnc_remainBlufor;
which starts from here
and yess I know allUnits doesn't inclead dead ones
but I could possibly use the function for something else
@tender fossil I think BI forums has their own hiring scripters thing so I'm pretty sure ti's allowed
It does nowadays? Wait, I need to check that out lol
Yeah found that out, thanks for the tip! I have totally missed it ๐ @plucky beacon
no prob
Well anyways, I'm looking for experienced and advanced scripter with possible full time job with decent pay and/or stake of company ๐
Especially familiarity with Arma UIs is needed
write that stuff in the forums...
Yeah, I will ๐
so many smilies
^^
@tough abyss No, we had to quit because of real life happenings. Our scripter can't continue due to his health, and I was thinking about trying once more with new team and this time funding from the start unlike earlier
Eg. my dad and grandpa committed suicide and scripter lost his mother (father had died earlier) and we also both fell sick, but I've recovered now, so I got that going for me
@tough abyss
So just gotta stand up and try again
Yeah, I'm doing quite well now and Arma keeps bringing joy to me, hopefully to others too in future (by us) ๐
shit got real at suicide
DriftingNitro is the smiley police
one is fine, twice is a coincidence, three times is "OMFG stahp nobody smiles that much wtf you think you're doing"
So you keep count?
only within a short timespan
Tbh I don't even notice anymore.
Some of them are cool, but generally they're just annoying.
I really like this one:
๐ค
๐ ๐ ๐ผ โ ๐ฌ ๐ฆ ๐พ
they're dumb
but the kids these days
Hopefully emojis aren't implemented into arma
ใ is
at least it still qualifies as text
I like some of them
I knew who placed these reactions without checking.
๐
hahaha
:turd:
๐ฉ
: poop:
wait why is your poop diffrent from my poop
Biology
because: I am the best.
My poop is the best. It will make your head spin.
๐ฉ ๐บ ๐ฒ ๐ง
dangit
I demand a SpamChannel
I was going to do one maor
@lavish ocean Can we (i) get a SpamChannel? ๐
give him a spam channel
๐ธ ๐ผ ๐ช ๐ฆ ๐ท ๐ผ ๐ด ๐ท ๐ฉ ๐ซ ๐ฎ ๐ฑ ๐น ๐ช ๐ท
that only he and mods can access
oh my
Only blue names
do vets have a special channel of their own?
You're out, Drifting
Nope, no special Channel.
heck if I know what actually qualifies someone to be a vet anyway
besides making something really popular
step 1: don't be a scrub. step 2: don't be a scrub for a really long time
lucky for me I don't take baths
oneoh is a scrub
I am no Bush, wth?
savage
Dscha is a hack, don't trust him.
Looking at BRM insurgency, looks like somone placed down 800 markers and has a line that spawns a trigger on every one of them
Why can't I have the determination to do this :S
Anyway, what were the civilians like in the arma 2 insurgency?
sush @little eagle sush
@peak plover say bye to performance ๐
Dwarden did hint at a Veterans only /VIP, "5. for now this server is only for public chats, VIP/private channels maybe later (as separate server)"
@peak plover "Count" allUnits?
a bit faster then forEach
{systemChat str _x;true}count [1,2,3];
Count does not only count the array
You can also use it to do stuff with the array, or add conditions
BUT:
Read also the "Make it fast." part ๐
Excessive cleverness is doing something in a really clever way when actually you could have done it in a much more straightforward but slightly less optimal manner.
The whole quote.
Can someone help me with this script
I have it working
But the chars ร รร is just a space
Is there any way to make the game display them
Letters*
Nwm solved it myself ๐
Does anyone know why this dosent work? http://pastebin.com/z8NQ2nA3
replace player with _x ๐
player will always be the client that the code is running on ^^
while _x will be an element in playableunits
it will run once and only when in SP
SP?
single player
if (isMultiplayer) then {
while { true } do {
{ removeAllWeapons _x } forEach playableUnits;
sleep 0.1;
};
};
something like that
the code block for forEach is on the wrong side
for the lazy ๐
*count
Dident you say it only worked in SP?
yes because you had if (!isMultiplayer) exitWith {}
Where did you copied that code from?
Then why did you use ! ?
When you don't even know what i does oO
strange.
Anyway:
https://community.bistudio.com/wiki/Category:Scripting_Commands
You should save that page.
Cause i saw the ! in another script
[11:30 AM] Dscha: *count
any reason why you'd go forcountinstead offorEach?
And thought i neede to have it
Why not Marcel?
He doesn't need the _forEachIndex and count is a bit faster.
because forEach is more intuitive and the 0.00001ms performance difference is meh ๐
Thanks anyway
0.00001ms is 0.00001ms
(5 bucks are 5 bucks, if you know what i mean ๐ )
hehe
You think "count" would be a problem? XD
If you blindly use it, yes
There isn't many situations you could just stick count in place of forEach and not expect errors
And if you're asking basic questions, it's probably going to happen ๐
There isn't many situations you could just stick count in place of forEach and not expect errors
Erm, wut? oO Any case where you don't need _forEachIndex = count can be used without any probs
No
Wich not?
It must return nothing/boolean
Which unless you read the docs closely, will probably throw people off
Just gimme an example what you mean.
Sec, on mobile
yepyep, take your time.
Ah, got ya. true.
I mean sure it's better, but best to not cause more problems if you're just getting the basics ๐
(e.g. if you doesn't even know what ! does^^)
Heck, I've been stung by it enough times, I stick a true at the end of all my count loops unless it's obvious (too lazy to check returns on the wiki Most of the time)
๐
btw.: Result would be [1] in the example above, when arr2 = [1,2,3] ๐
false also works at the end
You talk to me about micro optimisation
Save the bytes
I keep telling commy they are going extinct
!!
We need to spam the chat, or he'll comment on count vs forEach
๐
Using count instead of for each is dumb and you should feel baf
"Micro optimisation" more like Nano Optimisation :D
But good to know that count can execute code. Thought it could only be supplied with an array and an optional condition
Idea. Lets use forEach to count stuff
Alteast that would more vaild then using count to loop over items :>
Also as I recently found out true is a function call. So you are swapping the variable assignment from forEach for a function call. If that get's fixed someday count may even have a higher benefit that it does now
My script is slow as is, some people just aren't rich enough to afford forEach in it's simplicity.
๐ซ ๐ฌ ...sometimes compromises have to be made
if your script is "slow" I doubt you should be looking at forEach vs count ... ๐
Yeah, it's probobly distance
It's just nearObjects does not return units in vehicles, and I'm not sure if it's even faster if I check all the nearObjects and then ask it some questions ๐ฆ
hey just a simple dumb question - how do i detect in an if-case if a player has disconnected to terminate the script
(_player in allPlayers)
oh so simple - thanks nigel
Hey guys, is it possible to hide / turn on//off a reflector inside an object ? Like I have a spotlight with a reflector, and I want to make it blink at a certain time via script, is that possible ?
What's a reflector?
This is a light declared in the config under the aggregateReflectors array
It's a spotlight defined with memory points
Good thing I only get pinged for very important things.
I think i tagged dscha once
๐ฎ
does OnPlayerDisconnect EH also trigger if a player looses connection or presses alt+f4?
๐ ty
Does anyone use that one? I thought HandleDisconnect is better in all regards since it actually passes the old player object.
We're using HandleDisconnect, just had this commandname in mind
Sooo, I have drawline3d and drawicon3d working perfectly fine, but when I switch the camera, the lines stay but the icon dissapears.
creating after switching to the custom camera results in line showing up and icon not
Doesn't sound like it's working perfectly fine then.
Sorry for not being of any help.
when in doubt, read the wiki again
private ["_var1","_var2","_var3","_var4","_var5"];
_var1 = 0;
_var2 = 0;
_var3 = 0;
_var4 = 0;
_var5 = 0;
is 0.001ms slower than
private _var1 = 0;
private _var2 = 0;
private _var3 = 0;
private _var4 = 0;
private _var5 = 0;
The first one also contains redundant information.
private ["_var1"]; //nil
Yes, the private command has no return value.
What's redundant ?
private _var1 = 0;
private _var2 = 0;
private _var3 = 0;
private _var4 = 0;
private _var5 = 0;
_var1 = 1;
_var2 = 1;
_var3 = 1;
_var4 = 1;
_var5 = 1;
0.0039 ms
private ["_var1","_var2","_var3","_var4","_var5"];
_var1 = 0;
_var2 = 0;
_var3 = 0;
_var4 = 0;
_var5 = 0;
_var1 = 1;
_var2 = 1;
_var3 = 1;
_var4 = 1;
_var5 = 1;
0.0052 ms
Duplicate information that is copy pasted. The variable names
Please elaborate
Let's say you have this:
private ["_var1","_var2"];
_var1 = 0;
_var2 = 0;
And you want to add _var3
You have to write down _var3 two times
Yes
Yes, I guess that's where the extra speed comes from
It comes from not having to iterate through an array of strings. Avoiding redundancy on the other hand improves maintainability of the code.
So the keyword is better on both fronts.
It's just I've been using private for the longest time and I doubt the reality of my own excistance after acquiring the thruth.
Sure, the variables are initialized only once by doing private _xyz = 0;
There is no initialization of variables in SQF. private sets the variables home scope.
The only performance difference is from having one less command that iterates through an array of strings. That's all.
I wonder what made BI go with the private array thing in the first place
it's just weird
SQF doesn't use any keywords besides = (asignement) and private. They probably wanted to avoid keywords for simplicity of the language.
I guess
Interesting
Sure but by telling him private ["_xyz"] SQF reserves the variable _xyz for the currents scope and you do that in once step together with the value assigment by using private _xyz = 0 rather than in 2 steps. Or am I totally wrong?
must be their interpretation of non-programmer friendly ๐
Two steps, sure. But there is no "initialization" internally. The overhead is from doing one additional command (C++ function call) and the input validation (is "_xyz" a SQF string?).
And creating the array in case of private ARRAY vs. private STRING.
I personally don't mind the performance difference, but I can't stand the redundancy. Pain in the ass when changing variable names (oops, forgot to change the private array at the function top).
Yea, I also personally prefer setting the access modifier on the first variable initialization / assigment.
What's the "-" equivalent to append
redundancy comes to play again
Yeah, but there is no alternative here.
#define POP(arr,var) (arr deleteAt (arr find var))
POP(_array,_element);
that's not what a pop's supposed to do though
depends
Isn't it the reverse of pushBack?
pop removes the last item of an array
Ok, name it differently then
or, is supposed to ๐
prepend = {
params ["_array","_element"];
_array deleteAt (_array find _element);
};
[_array,_element] call prepend;
that does something completely different than what the name suggests
that looks wrong
Hmm, you are right
always
array2 = ["gear","crap","pos"]; array2 deleteAt (array2 find "crap")
//0.0018 ms
array2 = ["gear","crap","pos"]; array2 = array2 - ["crap"]
0.0022 ms
The second one cannot be used if you rely on pointers, but removes all duplicate "crap" from the array.
The first one does only remove one "crap".
(the first one)
Hmm, that's true. Can't get rid of all the crap with that one
#define POP_RAND(array) (array deleteAt floor random count array)
Found this in CBA
useful ๐ค
heh yea I'd imagine it's not used often ๐
Alzheimer
That reminds me, does ace have something that generates documentation for functions?
You mean the function header?
Well ya they all have headers, but do you use anything to write pages of documentation in webpage format
Like something that reads the headers
Like 98% of the ACE functions are for internal use only.
Hmm
Cba had their own thing?
I think it's this one.
https://github.com/CBATeam/CBA_A3/blob/master/tools/make_docs.bat
this? Idk. It's not what I do usually.
anyway to hide the action menu through script? like not deactivate but put it on hide mode like in the background. i was thinking of quickly adding, removing and executing an action wiht "hideOnUse" true but was wondering, if there is a cleaner way
this removeAction 0;
I think that could work
Well
You'd have to get the actionIDs
๐
that is just to remove an action
Np ๐
3 smilies but used across two users, counter checks out
is there any significent performance differance between createVehicle and createUnit ?
Pointless question, since both commands do entirely different things.
In theory I can createVehicle a unit as well
the master hpp for all arma dialogs should be placed in ui_f right? I can't find it.
I removed private ["var]; when unccessary or replaced with private var = value;
improved script speed 30%
before, took me around 1 second to run the script, now takes me 0.7 seconds
You should've just put a spawn before it.
that sounds a bit too good to be true
Hey guys, anyone knows where the master file for all arma dialogs are located? I remember it should be a config.cpp somewhere but cant actually find it
ui_f
config.bin
commy2 - Today at 2:56 PM
Good thing I only get pinged for very important things.```
@little eagle Yeah, correct.
๐ซ ๐บ
๐
๐ธ ๐ท ๐พ ๐
ah alright thanks @peak plover
Hello, is there a way to disable placing map markers in certain channels, but not disable said text channels?
You could remove the marker if in said channel
I believe
Make a loop
Or maybe use onDraw EVH
Check if a marker is placed, then check if in currentChannel
but then i could not send chat..
Exactly
yeah, might actually want to disable chat completely...
Im making something for you right now
try this https://hastebin.com/palefaroji.cs
actually gotta change something
Should work https://hastebin.com/amobiyigaq.php
Will set the text of the marker to ""
so no text
if not in a channel that are not in the _blacklistedArray
so sidechat would be 1 command would be 6 global would be 0
All the channel numbers can be found on the BIS Wiki
@sharp jay
thanks
or you can make a function and set postInit = 1
class handleMapMarkerPlaced { postInit = 1; };
Let me know if it works
i will just try to put it in init
sure
Btw guys, is it possible to use a binarized file on a mp mission that I made myself and would it have any benefits?
Like a config file
You cannot disable the side chat or the side and global chat for the admin
I said it.
Alright, I don't think that is what he wants though
I don't know. Just stating facts.
yeah, might actually want to disable chat completely...
ah
Btw guys, is it possible to use a binarized file on a mp mission that I made myself and would it have any benefits? @little eagle
Alright
Specify "binarized file"
Like a binarized cfgfunctions
The only config you can use in a mission is the description.ext aka. mission config.
You can binarize config.cpp's
Alright
And inside them can be a CfgFunctions class.
Afterwards you have a config.bin
None of these can be used in a mission.
On an extension they can though right?
I don't think the description.ext is actually binarized in a packed .pbo mission, but I'm not sure.
alright
Extensions can do anything, but you won't get the game to recognize a CfgFunctions class that is inside a mission, but not in the description.ext without memory editing.
aalright
Arma requires good GPU, perfect game to distribute some bitcoin miners.
hhaha wut?
Forget about it.
arma is not that gpu heavy
Even better. They won't even notice.
New?
is it possible to spawn a module during the mission
Yes
is it just a vehicle with the module classname?
For example the time multiplier module
_center = createCenter sideLogic;
_group = createGroup _center;
_module = _group createUnit ["ModuleTimeMultiplier_F", [0,0,0],[],0.5,"NONE"];
_module setVariable ["TimeMultiplier", mission_time_accel];
iiiinteresting
createCenter is not needed in A3
perfect
_group = createGroup West; <- Enough
It's a legacy command. Center is automatically created for you.
looking through functions like this https://community.bistudio.com/wiki/BIS_fnc_moduleCurator kinda odd there isn't anything there at all, must be obsolete
is the first paramter in brackets the name of the module?
Curator implies zeus
ya that was just sort of a side note, it's got no documentation in game or out
must be int he file itself
You can click the config button in the editor
but anyway, is the first parameter in brackets the variable name?
And scroll thorugh them until you find your module
P:\a3\modules_f_curator\Curator\Functions\fn_moduleCurator.sqf
module = _group createUnit ["moduleCurator_f", [0,0,0],[],0.5,"NONE"];
player assignCurator module;
well this does what I want, and the setvariable are the parameters of the module itself I'm assuming
Try looking at MCC, I know they've done this before
thats what I thought too
oh
nothing I guess
don't even know how it worked
shit you don't even need to create a module
assigning a curator makes a module already
wait what no
only if there is already an unassigned zeus module
hm
not sure if this is even worth the effort atm, I don't even need it I was just curious
more or less I was thinking of a backup script I would paste in the debu anyway
so that really wouldn't ahve been the issue
I think commy psoted that too
thanks
in zeus?
i don't think zeus can change module attributes?
assignCurator does that thouhgh
wait hang on
I'm talking about changing attributes of the module to include all unofficialaddons
"TV"
https://community.bistudio.com/wiki/Category:Scripting_Commands
tvAdd
tvClear
tvCollapse
tvCount
tvCurSel
tvData
tvDelete
tvExpand
etc
Erm, yes.
?
Actually been looking like crazy, didn't find that but sorry ๐
Note: Don't use the "watch" lines in the DebugConsole as a TempStorage for Scripts
http://images.akamai.steamusercontent.com/ugc/92726196742504662/D5A8497CAE19F4495679B9E887D53D00563AF18C/
Yeah, i thought the same. It's like an drug addiction. You know its not good for you and your health, but you always come back for a quick kick in the nuts.
SOOO TRUE
+Mostly just playing around.
Yeah, time is the mission time not uitime, and the game is paused when its unfocused. Unless you start it with -nopause, or play MP.
does XEH also overwrite the new EH subclasses?
class CAManBase: Man { class EventHandlers: EventHandlers { class XXX { init = "..."; fired = "..."; reloaded = "..."; }; }; };
its does for the normal EH without the subclasses
@little eagle bux suggested to ask you as you wrote the new system
*each, Sry german t9
@tough abyss
It animates the door, just as it would, when you use the actionMenu entry "Open/Close Door"
It can easily be modified to open/close it with some steps in it (like: 1. step -> 25%, next another 25% etc
(Sidenote: We talk about that: http://pastebin.com/V5w2fDW2 )
Okay guess it has To do with animationphase
Line 13/14 -> (quick and dirty example)
if( (_CTarget animationSourcePhase _Target +"_Source") >= 0.5 )then { _CTarget animateSource [_Target +"_Source",0];}
else { _CTarget animateSource [_Target +"_Source",1];};
->
*EDIT
//in KeyHandler (keyDown EH) _Shift = _this select 2;
if( _Shift )then { _CTarget animateSource [_Target +"_Source",((_CTarget animationSourcePhase _Target +"_Source") - 0.25)];}
else { _CTarget animateSource [_Target +"_Source",((_CTarget animationSourcePhase _Target +"_Source") + 0.25)];};```
Thanks, i will take a look at it asap. ๐
*Edited
I will bind it To the mousewheel, would be easier to use i guess ๐
Trial and error ๐
If so: Add 2 different ones:
One to open/Close Door fully and one for Steps
*updated PasteBin
Does the activation script in a trigger run on every client, or only once?
hu?
it runs on every client if you do not restrict it with player in thislist i guess
ok, thank you
iirc Trigger are local now
they are? cool didn't know that ๐
ah, wait
kk, I'm doing it in the editor
but I'll just check if ((vehicle player) in thisList) then {...};
Remember: Check was "only" every 0.5s
yeah, I had problems with that on a different occasion :P
only just noticed the code in the description on this channel is broken ๐
๐
@jade abyss I just rewrote ur script to make it work with mousewheel, should work fine http://pastebin.com/ptsbgi2r
๐
@tough abyss you can disable the pausing, but it only happens in SP missions anyway.. (-noPause)
does one still have to script dispersion for rockets (infantry launched or from vehicles) (aka random offset) or does dispersion from cfgAmmo work for it by now?
accuracy
you're talking about different things I think
yep
fire a rocket in Arma = always flies straight from the tube
while in reality in helos they have a dispersion on purpose to hit an area
similar for infantry launchers - in reality many factors influence how exactly the vector turns out to be the rocket leaves the tube
Does anyone know why this script snippet doesn't work properly? It just ejects one player (the one who called the function) instead of all passengers.
_heli = vehicle player;
{
if((assignedVehicleRole _x) isEqualTo ["cargo"]) then
{
_x action ["GetOut", _heli];
};
} foreach (crew _heli);
Hi all. I'm trying to make own extension and I have 1 problem: arma doesn't see my dll from @mod folder, but from root directory it works fine. Why?
Tried to disable BattlEye?
disabled
i see, thanks quik
@safe forum Statically link your extension
If you dll is dynamically linked the other dlls need to be in system or arma3 root directory.
How can I pass a local variable from a vehicle to a script?
I have _ lights = false; in my vehicle init and __shine = _vehicle getVariable ["lights", ["Not set", var]] select 1; in my script but it doesn't work
Your local variable ceases to exist as soon as init code ends
You probably wanted entity variable (setVariable)
keep in mind that init field executes for each client separately and each new player that joins
What I want to do is have a variable for each vehicle if the emergency lights are on or off. A scirpt should check if the lights are allready on and if yes delete the lights
Any idea how to do this?
just setVariable on the vehicle when the lights are created ?
I write this in init of specific unit:
FiredH = this addEventHandler [["fired", ffaa_armas_c90], {EHScrtp = _this execVM "c90_fired.sqf"}]
*ffaa_armas_c90 = weapon class name.
c90_fired.sqf
c90_used=true;
In game editor trigger with condition:
c90_used;
some one know what is wrong with script?
Hey guys, I'm trying to make a tree view list with players, I have this ```sqf
private _topCategory = _ctrlTree tvAdd [[], "CATEGORIES"];
private _playerCategory = _ctrlTree tvAdd [[_topCategory], "PLAYERS"];
// -- List Player categories
private _factions = [ "BLUFOR", "INDEPENDENT", "OPFOR", "CIVILIAN" ];
{
private _treeFactionCategories = _ctrlTree tvAdd [[_playerCategory,0], _x];
} forEach _factions;
{
private _playerAdded = switch side _x do {
case west: {
_ctrlTree tvAdd [[_treeFactionCategories, 0], name _x];
};
case civilian: {
_ctrlTree tvAdd [[_treeFactionCategories, 3], name _x];
};
case independent: {
_ctrlTree tvAdd [[_treeFactionCategories, 1], name _x];
};
case east: {
_ctrlTree tvAdd [[_treeFactionCategories, 2], name _x];
};
};
} forEach allPlayers;
It doesnt show any players
Gives this error 23:34:51 Error in expression <name _x]; }; case civilian: { _ctrlTree tvAdd [[_treeFactionCategories, 3], name> 23:34:51 Error position: <tvAdd [[_treeFactionCategories, 3], name> 23:34:51 Error Type Any, expected Number
@velvet merlin
does XEH also overwrite the new EH subclasses?
No, it uses it's own class.
I'm not sure if I should use _forEachIndex or not, but when I tried that it only gave me problems.
You should use side group _x
Why?
It's funny how no one seems to use side group _unit even though it matters, yet everyone seems to use units group _unit where it's pointless.
side OBJECT reports SIDE_ENEMEY for renegades and SIDE_FRIENDLY for captives.
So you mean private _playerAdded = switch side group _x do {?
I don't see how that matters in this case
It matters because
side OBJECT reports SIDE_ENEMEY for renegades and SIDE_FRIENDLY for captives.
What does that mean?
side player // west
player setCaptive true;
side player // side_firendly
player addRating -3000;
side player // side_enemy
OKey but I have it set to a very high rating
And in this case it does not help my problem
Syntax:
control tvAdd [pathParent, text]
Parameters:
control: Control
[pathParent, text]: Array
pathParent: Array - Tree View Path of parent item or [] if no parent exists
text: String
I believe that is what im doing
looks to me like the pathParent is wrong
What should it be, I can't wrap my head around it?
Probably _treeFactionCategories being undefined
It's being defined though
private _treeFactionCategories = _ctrlTree tvAdd [[_playerCategory,0], _x];
It says any, expected number
and the other number is hard coded 3
So it's undefined or a different type
diag_log
diag_log [_treeFactionCategories];
if you use this ^ array version, it will log undefined variables too
it logs to any
but i dont see how that is possible
since it adds the faction categories to the tree view
shrug
?
Like it's being defined here { private _treeFactionCategories = _ctrlTree tvAdd [[_playerCategory,0], _x]; } forEach _factions;
ok i think i now, it's in another scope so that might be why
i dont know if foreach is treated like another scope
It is.
then ye thats my problem lul
Wut?
private _treeFactionCategories = {
_ctrlTree tvAdd [[_playerCategory,0], _x];
} forEach _factions;
eye cancer warning.
But that stores only the last return value of tvAdd. Is that correct?
Since its foreach after
forEach returns the return value of the last iteration.
I never used it.
very few seems to have used it lol
i dont think this is correct to do this
it returned 3
could always store in pubvar but that is aids i guess
?
public variable
ui is a local thing.
you mean it will give me errors for storing in missionNamespace?
Anyone got any thoughts of what I could use?
is this still bad coding in arma3: sqf waitUntil { count _trigger < 1; };
_trigger isEqualTo []?
no I mean waituntil without any sleep.
Well I don't think that will have a big impact
Run a performance test in debug console
waitUntil {
count _trigger < 1;
sleep 0.5;
};```
many years ago Killswitch teached me that waituntils need sleep especially if the check is not "time sensitive" so to speak. I just wanted to double check if something has changed since those days or is the above code just some newbie making mistakes.
nah, nothing changed.
But: I am not sure, if waitUntil checked every frame or not. gimme a sec
Quoting Kju:
By default the cycle time for the condition check is per frame.
So yeah, add a sleep to it Snake (unless you rly rly rly rly rly rly rly rly rly rly need it)
that's a lot of checks
@rotund cypress currently messing with RscTree. Heres the code im using atm and the one I used in my marker filter.
SRTS_fnc_CommandRefresh =
{
SRTS_currentGroups = [];
{
if (side _x == side player) then
{
SRTS_currentGroups pushBack _x;
};
}forEach allGroups;
_tree = ((findDisplay 77000) displayCtrl (77200));
{
_name = groupId _x;
_trunk = _tree tvAdd [[],_name];
_tree tvSetData [ [_trunk], _name];
_units = units _x;
_count = count _units;
for "_i" from 0 to (_count -1) do
{
_branch = _tree tvAdd [[_trunk],name (_units select _i)];
_tree tvSetData [ [_trunk,_branch],name (_units select _i)];
};
} forEach SRTS_currentGroups;
};
Aah nice, i got it all figured out but thanks!
Its weird that so few people seem to use treeview
It's a headache for sure. Gives the opportunity for a lot of stuff to be going on inside one control
That means: You can edit your text now and change it. Its a pita to read code like that in Discord.
... still awaiting edit
there you go buddy, read in style
perfect =}
๐
@little eagle so it causes double execution if you have
class UNIT: XXX { class EH: ... { class SUB { fired = "stuff"; }; }; };
andclass Extended_Fired_EH { class UNIT { MY_TAG = "stuff"; }; };
right?
this means you are only to use XEH now:
- if you need any of the advanced features it has over BI EHs
- if you are fine to force a XEH dep
correct?
Is this possible to sync a waypoint with a trigger in a script?
NVM.. found it https://community.bistudio.com/wiki/synchronizeWaypoint_trigger
@velvet merlin make the BI code go fired ="if(CBA not loaded) then do shit)"
ez peasy
isClass(configFile >> "CfgPatches" >> "acre_main") then {
// do acre2 stuff
};
yes ofc. its easy to work around it.my question is to learn if XEH still handles it by itself or no more
Is there a way to make BIS_fnc_infoText last longer?
It says only 3 seconds.
It doesn't take time as a parameter, but you could make a copy of the function and change it.
Does anyone have an idea how to place a number of units at random positions in a building?
You'd have to copy the function and increase the sleeps. It's in functions_f.pbo in GUI\fn_infoText.sqf
@civic maple https://community.bistudio.com/wiki/buildingPos may help
Yeah there's sleep 2; near the end, before //fade away section
oh ok, thanks!
oh, interesting
You don't have to extract the game files to get the function. You can just open the functions viewer and copy paste the code.
@velvet merlin I can't really follow the logic of why you would do that, but yeah, it would fire the event twice.
I think.
The old configs are annoying to work with. I consider them deprecated and just use CBA_fnc_addClassEventHandler
well so far we have passive CBA support (not required) - yet with the subclass system instead EH, the XEH defs seem no longer needed (unless as said one needs/wants additional features provided by XEH)
If you already use the subclasses, then there is no reason to use XEH.
I'm using BIS_fnc_typeText with an integer custom position of the text (not the left,center,right variables)
When positioning the text on my screen it looks great, but when someone else tries it on his own PC it goes off the screen border.
Is there anything to do with that?
Buy a bigger monitor.
For real?
Idk, use a shorter text?
it doesn't matter, I position the text till it perfectly fits my screen...
How?
[
["South To The Takistani Border","<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t><br/>"],
["DD/MM/YY","<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t><br/>"],
["HH:MM","<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t>", 50]
] , *0.96, 0.75*, "<t align = 'center' shadow = '1' size = '1.0'>%1</t>"
] spawn BIS_fnc_typeText;```
those between the * sets the pos
iirc: The SIZE you choose depends on choosen the UI-Size of the client (very small, small, normal, mole, blind person)
Probably. Ui is bad enough, the function probably doesn't account for it.
Try it with: size = '(0.03 * safezoneH)'instead of size = '0.7'
(test around with the numbers. +Welcome to the world of UI
the default UI size is normal?
um, yes?
I think it's SMALL actually
(or however its beeing called, just check in your settings what you got and ask other what they have)
Not sure, tbh.
I have mine since... erm... ever... on Very Small
Mine was small for ever lol normal seems very big
Might also depend on resolution. It also changes when you change resolution.
right
well I checked with a few friends and they all have different sizes and it depends on the resolutions
๐
I asked: Is there a way to make BIS_fnc_infoText last longer? It says only 3 seconds
Dedmen said: You'd have to copy the function and increase the sleeps. It's in functions_f.pbo in GUI\fn_infoText.sqf @anden3 https://community.bistudio.com/wiki/buildingPos may help
Then Greenfist said: Yeah there's sleep 2; near the end, before //fade away section
I did those, but where do I place the function in my mission?
I'm having some nice gains optimizing scripts with params, pushback and private
Anything else that might help out with performance ?
[1, 2, 3] call {
params ["_one", "_two", "_three"];
};
// 0.003 ms
[1, 2, 3] call {
private _one = _this select 0;
private _two = _this select 1;
private _three = _this select 2;
};
//0.0034 ms
[1, 2, 3] call {
private ["_one", "_two", "_three"];
_one = _this select 0;
_two = _this select 1;
_three = _this select 2;
};
//0.0045 ms
High speed, Low drag
Eh, not by much.
It's worth it for the readability imo. Also params handles out of bounds, default values, type validation, passing single elements not in arrays.
That's where the benefit comes from mainly.
It's really useful
I think that if I do this and everything else that's possible
I can in the end, result in a lot faster script
What are the best sources to learn UI creation and handling in Arma considering that I'm total newb with them?
The wiki
There's one that's even better
Click on this link to find out what it is:
And ofcourse the wiki is 100% required
I think that Moricky's example is a bit too complicated to start with.
I always get the following error: http://prntscr.com/efks1n
This is the code in my description.ext
class CfgSounds
{
class Siren
{
name = "Siren";
sound[] = {"\Siren.ogg", 30.0, 1};
titles[] = {};
};
};
Nope doesn't work
did you resave the mission to make sure the changes registered? gotta do that when doing stuff in the description.ext
@split coral Use Moricky's example to see how a specific part of it is made. Then remake the part. For example, start by making a background
@bleak schooner
```sqf
code here
I'd appreciate any help with this: https://forums.bistudio.com/topic/202546-setting-a-sliders-position-using-the-onload-event/
Why are you getting _slider but not using it? I had Problems myself with the sliderSetRange syntax you use. Try the other one where you use _slider
And I think you can get _display in _this in the onLoad event
Something like this?
_dialog = _this select 0;
_slider = _dialog displayCtrl 80003;
sliderSetRange [_slider, 0, 10];
sliderSetPosition [_slider, 5];
Or this: ```SQF
_dialog = _this select 0;
_slider = _dialog displayCtrl 80003;
_slider sliderSetRange [1, 10];
sliderSetPosition [_slider, 5];
The following works: ```SQF
NEV_fnc_onLoad = {
_dialog = _this select 0;
_slider = _dialog displayCtrl 80003;
_slider sliderSetRange [1, 10];
_slider sliderSetPosition 5;
}
Thank you for your help, @still forum!
@little eagle ty
how does one grab all terrain objects (at mission start) the most performance friendly way these days (dynamically regardless of loaded terrain)
k
@slim yacht does it have anything to do with Arma scripting?
it's a common side effect of arma scripting yes
@velvet merlin I'm guessing nearestTerrainObjects without the distance sorting
Hey what differs closeDisplay with closeDialog, tried closeDisplay without any luck. Wiki is a bit shady on it...
Well.. Dialogs and Displays are two different things...
@Greenfist#3021 ty
@tough abyss it is to add setVar and addEH to certain buildings
Dialogs are displays
Anyway, closeDialog closes active dialog, closeDisplay can close any display, be it dialog or any other open display.
Closure doesn't happen instantly though, only on next simulation of the display, so if you have 2 dialogs, closing inactive one will simply set to to be closed as soon as it becomes active.
@rotund cypress
This mission end on mission start bug is my worst nightmare
I've been able to reproduce it at least. Run mission through, mission ends, load mission again on server (without restarting server) and the mission fails as soon as we get in game (sometimes only some players and not others).
kju, you could just do it during the "briefing", performance loss would be unoticable, and I doubt you can make a script that takes longer than 5 seconds
What do you use for tasks/ending?
It's a remote exec globally to a script that runs a song then ends it
And the remote exec runs once, called from the server when a timer runs out
Maybe i should remote exec to clients only
Can you share the exact line?
I guess it just resumes the last mission which is supposed to instantly end?
but hooow I disabled saving
if the mission ends on server does it end for all players too?
would disabling serialization do anything?
@plucky beacon did you check your and the server logs?
138MB? gj
I'm downloading it from the server now
because I can't exactly clipboard that
16:07:53 File GUI\dialogs.hpp, line 314: '/RscTitles/NitroInfo/controls/structuredText.w': Missing ';' at the end of line
16:07:53 File GUI\dialogs.hpp, line 315: '/RscTitles/NitroInfo/controls/structuredText.h': Missing ';' at the end of line
16:07:53 File GUI\dialogs.hpp, line 314: '/RscTitles/NitroInfo/controls/structuredText.w': Missing ';' at the end of line
16:07:53 File GUI\dialogs.hpp, line 315: '/RscTitles/NitroInfo/controls/structuredText.h': Missing ';' at the end of line
16:07:53 File GUI\dialogs.hpp, line 314: '/RscTitles/NitroInfo/controls/structuredText.w': Missing ';' at the end of line
16:07:53 File GUI\dialogs.hpp, line 315: '/RscTitles/NitroInfo/controls/structuredText.h': Missing ';' at the end of line
16:07:54 File GUI\dialogs.hpp, line 314: '/RscTitles/NitroInfo/controls/structuredText.w': Missing ';' at the end of line
16:07:54 File GUI\dialogs.hpp, line 315: '/RscTitles/NitroInfo/controls/structuredText.h': Missing ';' at the end of line
16:07:54 File GUI\dialogs.hpp, line 314: '/RscTitles/NitroInfo/controls/structuredText.w': Missing ';' at the end of line
16:07:54 File GUI\dialogs.hpp, line 315: '/RscTitles/NitroInfo/controls/structuredText.h': Missing ';' at the end of line
16:07:54 File GUI\dialogs.hpp, line 314: '/RscTitles/NitroInfo/controls/structuredText.w': Missing ';' at the end of line
16:07:54 File GUI\dialogs.hpp, line 315: '/RscTitles/NitroInfo/controls/structuredText.h': Missing ';' at the end of line
all these errors only show up sometimes
15:59:12 Error position: <_setText ctrlSetText format["%1",[(Timer>
15:59:12 Error Undefined variable in expression: _settext
15:59:12 File mpmissions\__cur_mp.Bozcaada\timer.sqf, line 35
15:59:12 Error in expression <lapsed_time = serverTime - _start_time;
_setText ctrlSetText format["%1",[(Timer>
this repeats constantly
this is what the file is mostly
this one was definately one of those failures too
All these hpp errors only show up on the second load
or more specifically, every other
@tough abyss - been a while but pretty sure this works
_fnc_WeightInfo =
{
_uni = uniform player;
_vest = vest player;
_weightBarCbo = ((findDisplay 1501) displayCtrl (27));
_maxWeight = getNumber(configFile >> "cfgVehicles" >> (backpack player)>> "maximumLoad");
_container = [_uni,_vest];
{
_uniWeight = getText(configFile >> "cfgWeapons" >> _x>> "ItemInfo" >> "containerClass");
_weight = toArray _uniWeight;
_count = count _weight;
_numtotal = "";
for "_i" from 6 to (_count-1) do
{
_num = _weight select _i;
_str = toString [_num];
_numtotal = _numtotal + _str;
};
_number = parseNumber _numtotal;
_maxWeight = _maxWeight + _number;
}forEach [_uni,_vest];
_plrLoad = (loadUniform player) + (loadVest player) + (loadBackpack player);
_loadFull = _plrLoad * 100;
if (_loadFull > 0) then
{
_barPercent = _loadFull / _maxWeight;
_weightBarCbo progressSetPosition _barPercent;
} else
{_weightBarCbo progressSetPosition 0;};
};
hes saying it's different units of measurement between loadX and getContainerMaxLoad
i believe i ran into that problem when i wrote this
but this _uniWeight = getText(configFile >> "cfgWeapons" >> _x>> "ItemInfo" >> "containerClass");
returns a string "supply40" or supply60
iirc
that number is the same units that loadvest uses
Search for LoadAbs in this Discord, we had a Convo about loadAbs a few days/weeks ago. Can't remember what the result was
I have the following script to attach emergency lights to my vehicle. This works, but in MP other people can't see the lights. Anybody knows what the issue might be?
Script: http://pastebin.com/6TVRBvXy
@tough abyss loadAbs player returns in points, not percent of possible load
Anyone know the name of the mempoint for the turret of a technical?
that sounds more like a modeling question
how would I script a trigger, so that if any player leaves the area, only that player is teleported back to a location.
Hey everyone, had a question regarding a piece of code I'm trying to get working. What it's supposed to do is create persistency over disconnect and connection for loadouts of players
onPlayerConnected "profileNamespace getVariable 'PlayerLoadout' call {player setUnitLoadout _this};";
what about handleDisconnect
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#HandleDisconnect
you can reference the old unit
Oh wow. This makes my headaches clear up a bit.
Ah yes.
wouldn't I have to use this locally thought 'profileNamespace' or could I do : with profileNamespace do { } ; in some fashion or another?
Im not familiar with profilenamespace
imho you should use missionNameSpace.
(Think about it as a Temp Storage, wich gets cleared after you leave the Server/Mission)
I was originally going to try uiNamespace, but ran into too many problems. I guess if you could give me an example?
Well. That's exactly what I'm doing now is using the HandleDisconnect event handler. Still ran into the same issues.
HandleConnect = addMissionEventHandler["HandleDisconnect",{
with profileNamespace do {
profileNamespace setVariable ['PlayerLoadout', getUnitLoadout player];
};
}];
that's what I have setup there. Then in the initPlayerLocal : profileNamespace getVariable "PlayerLoadout" call {player setUnitLoadout _this};
Dscha did you see my earlier question?
I have this all assbackwards though. Handle Disconnect would be for each player disconnecting, I presume this is entirely ran on the server side of things.
handleDisconnect EH MUST be assigned on the Server, just4Info.
@plucky beacon erm
That?
how would I script a trigger, so that if any player leaves the area, only that player is teleported back to a location.
yeah, it's ran on the server.
@plucky beacon
https://community.bistudio.com/wiki/inArea
Maybe a hacky way but:
While loop (1s)
While inArea true -> TempSafe Pos.
if False ->Teleport back to TempSafe Pos
@subtle ore
with profileNamespace do {
profileNamespace setVariable ['PlayerLoadout', getUnitLoadout player];
};
}];
no need to do that
with profileNamespace do {
PlayerLoadout = getUnitLoadout player;
};
Is what you'd use the with for
@dusk sage Oh god, I must be blind. yes, this works I suppose. But I guess there is still a locality issue. since I'm using it in combination with the handle disconnect event handler.
Just stick with profileNamespace setVariable ['PlayerLoadout', getUnitLoadout player];, ignore with entirely
You don't want to be using player. Their old object is passed into the event for you
Ah, yes. I thought I had replaced that. Letme take a swing at that
Sweet! That works.
Random question:
Would the variable "this" ever exist in uiNamespace?
If you define it there, otherwise no.
Ah cool. Thx!
You sure? Isn't it a protected Var?
This is truly weird.
How so?
"This" is this weird inbetween thing. For example in userActions conditions and statements. This and _this coexist in the same thing, while it should be _this select 0 and select 1 to follow the EH convention of passed arguments.
But it predates .sqf, so no wonder.
Cannot use local variables in the init box.
Exactly.
So they use a global one.
The init box is really weird.
It's very inconsistent in what you can and what you can't do.
Arma ยฏ_(ใ)_/ยฏ
I should rewrite it and make a new one using 3den attributes for CBA or something.
One where you can use locals and it doesn't complain about return values.
Oh yes. The complaining about having to have return for [] spawn is annoying
Sounds fun, I'll probably do that then.
any better suggestions that this get all houses of any terrain in a performance friendly way?
_terrainCenterPosition set [2,0];
_distance = worldSize;
_allHouses = nearestTerrainObjects [_terrainCenterPosition,["HOUSE"],_distance,false];```
centerPosition is not the center. it's just the default position for the editor window to start with. Well, pre-3den.
I.e Chernogorsk on Chernarus.
Calc the center using worldSize / 2?
yeah i know its not reliable. i guess your suggestion is the right one indeed
Also, the nearest* commands are all circles. so you have the problem of approximating the area of a square using only circles. Fun math to be had: the answer: you can't cover 100% without overlap ^^
this is why i keep worldSize and not 50%
its too much but i guess it should really matter
QuickQ: Whats your plan with those Houses?
custom damage handling
Setting a Var on those?
I used a system once to scan the entire map for specific objects, such as all lighthouses or chruches for landmarks.
setVar yes but more importantly handleDamage
Had to use the approximation method as a full worldSize coverage just broke the game.
In the end I settled for a precalced database and decided against runtime parsing.
well you still had to use the old nearest* commands, or already test with nearestTerrainObjects?
No, that was old school style NearestObject with empty array as filter ๐
setVar with Island Objects could create some Probs (e.g.: Clients didn't received the Var, when the Building was too far away)
well terrain objects should be local to the server, no?
NearestObjects with House_F Filter, or? (don't think there is an more "friendly" way)
Oh @little eagle : while you are already fixing the editor. Can we please have
_var ++; ?
its not class based filters Dscha
I don't think I can add stuff like ++ without access to the source code.
Once can dream...
But only once.
Saving it up for something really great.
A million more wishes please.
There's always a clause for that one.
sure you can add new operators without source code but it's a bit trickier, probably rather fragile, and not necessarily in line with bis' preferences. probably not ++/-- though because of reasons
_dir = random 359;
What's wrong with [359-360[ degree?
heh was about to comment on how your brackets were the wrong way around
Puh. Dunno why I always mix these up.
also you should use a comma like so [359,360[ :p
What is this, math class?
it is now
random 1
[0,1[
personally i prefer the [0,1) notation though
I think that is what they taught me a long time ago, but all Physics books use [[
QuickQ: Was it possible to start an .rtm directly from Script?
Animation?
nvm, doing it another way. No need for rtm stuff anymore.
I think it would be simpler to just remove the code validation of the normal init box
And obviously make it bigger...
I'd appreciate advice on this: https://forums.bistudio.com/topic/202546-setting-a-sliders-position-using-the-onload-event/
@tough abyss Use the binary syntax of sliderSetPosition
CONTROL sliderSetPosition blah
@little eagle I already do, look at the last post.
What's the problem then?
Finding a more efficient way of doing it, if there is one.
I don't see what and how.
Hey, is there any way to limit a vehicle speed without using a loop/setvelocity combination?
Not rly, no.
ps: a non-AI vehicle
no
hmm :/ should be a new feature command^^
Too bad no one knows how PhysX works.
The fkn Uberhandbreak should be disabled first, before we anything else -.-
(Or at least get a command for it -.-)
Or fix flip tanks.
or removing PhysX at all.
I approve.
(wich would fix alot of probs ๐ )
Sure would.
I mean... whats the sense of beeing able to push other Cars away, but have a 90% chance of blowing up, because the PosUpdate is "not so good" and it ends up with flying/exploding/glitching/mating Vehicles ๐ฆ
What's the point if you flip on head.
The other could unflip you by punching you
๐
wich ends up like this (with every involving Vehicle):
https://s-media-cache-ak0.pinimg.com/originals/7a/3d/8b/7a3d8b9f707370e7d465227aaf7c646b.jpg
How to make a vehicle stop within 1m and have insane throttle down on helos? Simply jump out! ๐
How to transform a Tank into a FlyingFortress:
Simply just get in and drive a few meter over obstacles.
http://i.imgur.com/zIegZ6y.png any ideas?
allMissionObjects "Ruins" doesnt show event thought its obviously a ruin type
Is it a placed Object?
Yep
I needed editor placed objects specifically, otherwise i'd just use nearObjects ๐ฆ
I guess maybe doing array subtraction with nearestTerrainObjects could work... but it would also be nice if the command just worked 100% ๐
wich model is it (ifa, right?)
yea but the same thing applies to vanilla stuff
Was testing with the military cargo house ruins, same thing. Didn't actually try destroyed buildlings turned into ruins
Hey guys, I got a problem with spehres. I've placed bunch of them (as a spawnpoints) but some just randomly move themselfs. Always on the same spot. I cheked that theres nothing in their init and placement radius is 0. Has anyaone else had this probelm?
Have you checked, if that particular object is in the allMissionObkject Array? @Adanteh#0761
Nope, haven't yet. Wasn't too important right now so kinda skipped past it
allMissionObjects ""
Yep, i knew it:
Place a intact Building -> cursorObject setDamage 1 -> allMissionObjects "ruins": [5c5beb00# 10: cargo_house_v2_ruins_f.p3d]
@austere granite
I wonder how that works on JIP too ๐
Should
If the destroyed object will then show up as Ruins or not