#arma3_scripting

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subtle ore
#

Lol.

tough abyss
#

iirc intro outro and mainmenu all have diffrent ones so 46 being only mission should be accurate

distant egret
#

@subtle ore Just to double check you where executing it from the server right?

subtle ore
#

@distant egret correct

distant egret
#

k :/ should work ๐Ÿ˜›

subtle ore
#

/shrug , i am going to try again this eveniny

distant egret
#

k

subtle ore
#

Heh. It's supposed to be challenging. You die, spectate or leave and take a ban. Bans would be cleared daily. Lol

distant egret
#

Why you want to ban someone if he dies?

#

You don't like failures?

#

๐Ÿ˜›

subtle ore
#

Yes of course. It's more entertaining to see people struggle and want to stay alive rather than expecting to respawn

#

Flips the whole attitude around of teams

distant egret
#

Is this for like a event or?

subtle ore
#

Not necessarily

#

Was planning on throwing this into public for a few days and see what happens.

#

Of course i have a helper function to differentiate between manual bans and killed bans

#

But. It may prove to be very interesting, and promote tactility and teamwork

distant egret
#

@subtle ore what about glitch kills then? like you run in a rock and you die? And what about Teamkill.

lone glade
#

what? those still happen?

distant egret
#

just example

lone glade
#

I got slightly injured a few weeks ago climbing through a window, but that was my fault really (there were stuff on the other side)

subtle ore
#

@distant egret team kill handled, if a player was killed by something not a player it'll return the killer or instigator null

lone glade
#

collision deaths are a lot less frequent now

distant egret
#

but yea it can happen had it in our last op someone tried to vault on top of a rock but he got inside of it...

subtle ore
#

So checking they didnt die from fall damage. Not a valid player killed by

#

Thinking about checking that @distant egret

#

Lineintersects or something like that

distant egret
#

Yea guess you could yea.

#

Don't know if people would like it though. But like you said as test.

#

It would introduce a lot more caution.

subtle ore
#

Yep. For those who want an extreme challenge they will get it

distant egret
#

and make the gameplay slower if you like that ๐Ÿ˜›

subtle ore
#

That is the goal

distant egret
#

going through the missions too quick?

subtle ore
#

The more precise you are with planning things out, the better

#

Yep. Either that or they run and gun

#

"Oh, i will just respawn"

distant egret
#

@subtle ore I get it, our punishment is just that you have to drive back xD

#

But banning them idk how I feel about it.

subtle ore
#

It's cleared automatically after one day anyways

#

So i don't feel so bad

distant egret
#

Yea understand

#

but idk just is weird. You don't have full control over it because you won't be there all the time.

subtle ore
#

Very true.

distant egret
#

In operations we have the one life rule but we as admins can unkill someone if it was a bug or just something stupid.

subtle ore
#

I will try and scrub away the possibilities of dying to bugs. During the tests i guess i could check in every once in a while. Log everything

#

See what needs to be changed, what needs to be added. Etc.

distant egret
#

Yea good luck, I just know that my guys won't agree with such system xD

subtle ore
#

Lol. I understand, it's going to be a good experiment for those who are willing to participate

distant egret
#

Back to scripting...

subtle ore
#

Lol. Yep.

distant egret
#

Does setOvercast sync with clients? Wiki down can't see xD

subtle ore
#

iirc it syncs every 5 minutes

distant egret
#

ah.

subtle ore
#

But forceWeatherChange forces sync

distant egret
#

ah k cool. and that is from server to all clients?

subtle ore
#

Yep

distant egret
#

and it would also work as JIP?

#

so if I executed the commands and then someone joins he get's the same weather.

subtle ore
#

Hit or miss imo

#

Last connected client may be caught up to the last sybc

distant egret
#

I know that ACE removed parts of their weather system.

#

because the syncing is now done correctly by arma but not 100% about it

subtle ore
#

ACE still allows jip weather sync though

distant egret
#

k, but you don't need to use the ACE weather settings for that?

still forum
subtle ore
#

Hmmm "remains from" ?

distant egret
#

Clients will overtime start using the value the server has. what time period?

subtle ore
#

@distant egret pretty sure thats the time between each sync, would become more accurate over time

ionic orchid
#

wish I could set different times for each client

#

(and not have the server try to correct it ever few seconds)

subtle ore
#

Possible iirc

tough abyss
#

time should be local or not?

lone glade
#

it doesn't try to correct "every few seconds) check the code

subtle ore
#

If it was every few seconds...

#

We'd have a huge issue on our hands

lone glade
#

let's say your network wouldn't like it

tough abyss
#

syncing those values shouldn't be a huge traffic, imagine unit positions are much more expensive on the netcode

subtle ore
#

Sure

#

But still

#

Bad bad bad

lone glade
#

nah, actually unitPos are pretty light

tough abyss
#

and what is not light about those weather values?

subtle ore
#

Why would that be?

lone glade
#

what would what be?

subtle ore
#

unitPos being light

lone glade
#

well, no idea, it's just that looking at the traffic and frame data it's light

tough abyss
#

[x,y,z] + some anim data per network frame

subtle ore
#

Wait a sec. Arent the anim cache stored local to the server though?

#

So its not redundant?

tough abyss
#

but overcast 1 float value
same for fog, rain, wind

#

anims are local

subtle ore
#

That what i thought

tough abyss
#

sure but what anim state the unit currently is in will be transfered over the network to all clients

subtle ore
#

I would hope so

tough abyss
#

but i don't get why weather sync should be bad :S thats just like 5 or 6 floats transfered each network frame

#

not even every frame would be required

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ยฏ_(ใƒ„)_/ยฏ

subtle ore
#

/shrug

cloud thunder
#

forceWeatherChange is a frame killer

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at least momentarily

subtle ore
#

Not even a few seconds

cloud thunder
#

maybe ok for a one time thing but for dynamic weather i would not reccomend and It would have to be run from server again when someone JIP's. I imagine if you have a lot of players on server and a lot othings going on at that moment It could possibly kill the server..

subtle ore
#

Yep. Bad idea dynamic. Not bad one time event

agile pumice
#

how easy would it be to stop players from animating inside their vehicle? (ambient animations/gestures)

subtle ore
#

Uhhh.

player switchMove "";
#

Pretty sure there is also an animStateChanged eh

agile pumice
#

totally forgot about google's cached pages XD

austere granite
#

player switchMove "";

#

you dont want to do that in vehicles

subtle ore
#

@austere granite true.

agile pumice
#

i didnt think so, not surprised it isnt working,

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I really just want to eliminate the "head bobb"

subtle ore
#

Why? Bi has already removed the facepalm

agile pumice
#

the facepalm?

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I'm trying to look at memory points in the model with a certain amount of precision, kind of hard when the camera's moving all about

subtle ore
#

Inside the vehicle the lod view is different

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You are going to need to add it to the vehicle

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The "facepalm" was an anim made to look like you were wiping your forehead

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But it eventually got removed

agile pumice
#

oh alright, I think I know what you mean

median aspen
#

Hello guys...i just have my own 2 servers with a begin programmer... he is on the good track..but we need some help.

I have now 2 wasteland servers (malden and tanoa) and a programmer...but its a scripter and doesnt have the brains for the 3d editor thing. To change things on the server.

Like exemple: put 2 more verhicle stores and 2 more garage s in the map.

And the biggest thing we wanna change is. Normaly you have 3 teams: blufor,opfor,inde standard no one see eachoter until you group up...and play together against others. But we wanna make only for blufor and opfor teams that they can see eachother.....pls help us if you want too...invite me then..thnx

astral tendon
#
{
while {player distance testguy < 10} do {
sleep 1;
hint selectRandom ["close2","close3","close4","close5"] 
};
sleep 1;
};
};
#

i need this code to be played only once the condition "player distance testguy < 10" is meet, what i need to add?

agile pumice
#

waitUntil

astral tendon
#
{
waitUntil {player distance testguy < 10};

sleep 1;
hint selectRandom ["close2","close3","close4","close5"];
sleep 1;
};
};
#

it still runs, i need to remove it from the while loop?

little eagle
#

Formatting is important.

agile pumice
#
hint selectRandom ["close2","close3","close4","close5"];```
#

dont need anything else

astral tendon
#

generic error

little eagle
#

The spawn is needed.

agile pumice
#

yes, thats correct, sorry

#

scheduled ๐Ÿ˜ƒ

#
    waitUntil {player distance testguy < 10};
    hint selectRandom ["close2","close3","close4","close5"];
};```
astral tendon
#

done

#

just one ting

#

if i put that on a script file so i dont use the spawn, that waitUntil will hold back other codes behind it?

#

how do i make it only hold that hint?

#

like this

waitUntil {player distance testguy < 10};
sleep 1;
hint selectRandom ["close2","close3","close4","close5"];
sleep 1;
waitUntil {player distance testguy < 20};
sleep 1;
hint selectRandom ["far1","far2","far3"];
sleep 1;
};
#

the second hint does no show because of the first waituntil

simple solstice
#

you need to spawn it

#

if you want it to be separate

astral tendon
#

even on a script file?

simple solstice
#

yes

#

it doesn't matter

#

a script file can spawn other scripts

astral tendon
#

i though that spawn was only to fix the unschedule enviroment

simple solstice
#

lol

#

I guess you need a read on scheduler

astral tendon
#

right, that is working

#
waitUntil {player distance testguy < 10};
sleep 1;
hint selectRandom ["close2","close3","close4","close5"];
sleep 1;
};
[] spawn{
waitUntil {player distance testguy < 20};
sleep 1;
hint selectRandom ["far1","far2","far3"];
sleep 1;
};
Hint "this is running"```
#

that will work for MP COOP and JIP playes?

agile pumice
#

well

#

I wouldn't use that second condition

#

because it will hint both

#

did you mean more than 20?

#

why not do < 10 and >= 10?

astral tendon
#

its just a test

#

i am not even going to use that

#

i just need to check if the code is running only once

#

thats why there is those numbers and sleep

#

this is the real code i am going to use

#
sleep 1;
waitUntil {triggerActivated dub_1};
[] spawn dub_PT_1;
};
subtle ore
#

again

#

with the fucking triggers

astral tendon
#

yes triggers

subtle ore
#

no triggers

astral tendon
#

but they are to only control when exacly the dub is going to play

tough abyss
#

why not just use the trigger activation field if you use triggers anyway?

#

are you trying to make it complicated?

astral tendon
#

i had problens early on with JIPs

tough abyss
#

that won't solve jip

astral tendon
#

it will

#
sleep 1;
waitUntil {triggerActivated dub_1 AND !triggerActivated dub_2};
[] spawn dub_PT_1;
};```
#

that will avoid dub_PT_1 to be executed

#

that is a list of sequence audios for the plot on the mission

#
uisleep 2; 
playSound "Play605"; 
uisleep 2; 
playSound "10MC500"; 
uisleep 2; 
playSound "10md500"; 
uisleep 4; 
playSound "10MT500"; 
uisleep 1;
_civscreen = civscreen;
_civscreen say3D "civsrunning";
uisleep 2;
playSound "Play607"; 
uisleep 4;
playSound "10MC501"; 
uisleep 4;
playSound "Play608";
uisleep 4;
playSound "Play610"; 
uisleep 3;
playSound "CmdA501";
uisleep 8;
playSound "Play609";
};````
tough abyss
#

i don't even..

#

whatever works for you

jade abyss
#

Lappi, it's useless to argue with him^^

austere granite
#

i like weird trigger locality tbh ๐Ÿ˜„

astral tendon
#

what is the counter part to "Player" being that is other player and not your self?

#
sleep 1; 
waitUntil {player distance testcar < 10}; 
[] spawn dub_PT_2; 
};````
#

for exemple, this only works if the local player and not other player get on that distance

subtle ore
#

of course

#

in MP player is referencing the local player unit

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in sp it's referencing the one unit you have set to player

#

otherwise if you executed it locally to the player then you can use player in this case

#

trgigers, once again are nasty with this shit

astral tendon
#

this is not a trigger

#

you are triggering for nothing.

subtle ore
#
[] spawn 
{
    if(local player) then
    {
        waitUntil{player distance testcar < 10};
        [] spawn dub_PT_2;
    };
};
astral tendon
#

now this will fire once any player gets closer on testcar?

subtle ore
#

Once, yes.

astral tendon
#

but, in case of a JIP player, it will fire aguain even ahead on the mission?

#

i tested with my friend this

#
sleep 1; 
waitUntil {!Alive truckbomb}; 
[] spawn dub_PT_1; 
};```
#

it will fire when a JIP player joins

#

becasue that truck will be already dead on the mission

subtle ore
#

you are doing this in the initPlayerLocal correct?

astral tendon
#

yes

#

on the init.sqf seens to have some strange side effects

subtle ore
#

of course it does

#

have you even looked at what the event scripts do invidually?

#

anyways

#

I doubt these scripts run after resapwn

#

check if you're forcing respawn on start

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or if it's not being executed when your friend joins

#

there shouldn't be any JIP issues if it's in the initPlayerLocal

#

because initPlayerLocal is only concerned with the player that has joined, not any other players.

astral tendon
#

thats make sense since that waitUntil was never fired once

subtle ore
#

waitUntil will only fire once

#

I've just tested it, it fires

astral tendon
#

the
dub_PT_1;
is inside initPlayerLocal

#

is this

dub_PT_1 = {
uisleep 2; 
playSound "Play605"; 
uisleep 2; 
playSound "10MC500"; 
uisleep 2; 
playSound "10md500"; 
uisleep 4; 
playSound "10MT500"; 
uisleep 1;
_civscreen = civscreen;
_civscreen say3D "civsrunning";
uisleep 2;
playSound "Play607"; 
uisleep 4;
playSound "10MC501"; 
uisleep 4;
playSound "Play608";
uisleep 4;
playSound "Play610"; 
uisleep 3;
playSound "CmdA501";
uisleep 8;
playSound "Play609";
};````
subtle ore
#

jesus christ

astral tendon
#

there is a way to the server to call it then?

subtle ore
#

still wouldn't matter

#

you're spawning the code after the fact

#

yes of course, have you read up on locality in arma 3 yet?

astral tendon
#

i cant, wiki is dead

subtle ore
#

you can execute things on the server indipendent of the player

#

of course you can't

#

but for as many times as you've ran into this problem I thought you would

astral tendon
#

i tried early to find about some kinda of server init or something

#

what is it called?

subtle ore
#

initServer.sqf

#

event script

#

in root of mission

astral tendon
#

so, on the initServer.sqf it will can call the dub_PT_1 if i put this line

sleep 1; 
waitUntil {!Alive truckbomb}; 
[] spawn dub_PT_1; 
};```
subtle ore
#

sure

#

get rid of that awful formatting though, jesus christ

astral tendon
#

thats the result of copy and paste from the editor

subtle ore
#

no excuse

astral tendon
#

that player rule still aplies to the initServer.sqf

sleep 1; 
waitUntil {player distance testcar < 10}; 
[] spawn dub_PT_2; 
};```
subtle ore
#

here

#

letme write this for you

#
[] spawn
{ 
    sleep 1; 
    {
        waitUntil{_x distance testCar < 10};
        [] spawn dub_PT_2; 
    } forEach allPlayers;
};
#

really not the best, but I guess it works.

astral tendon
#

i see

#

thats good, i will save this exemple for more work around that.

#

and you will be happy for the fact i am not ussing triggers

#

well, nevermind. it did not worked on a server

#

it worked on a single player but not on MP

#

only this one did not played

{ 
    sleep 1; 
    {
        waitUntil{_x distance testCar < 10};
        [] spawn dub_PT_2; 
    } forEach allPlayers;
};```
#

and also the

sleep 1; 
waitUntil {!Alive truckbomb}; 
[] spawn dub_PT_1; 
};````
does play for my friend
peak plover
#

Is there an out of body camera ? like move the cameara out of the player body, but still control the player?

chilly wigeon
#

Anyone know what the deal is with the second return value from diag_codePerformance is all about? If it's set to run 100k cycles and only runs 300, what does that mean to me?

#

Oh, in standard fashion I figured it out the second I asked. It's the number of cycles it can run in a second, and correlates to the duration

subtle ore
#

๐Ÿ‘

tough abyss
#

๐Ÿ˜›

astral tendon
#

does Terminate also stop scripts with sleep?

simple solstice
#

@astral tendon you just spawned the script x times number of players

#

if you want to play the sound remotely

#

remove the forEach

#

and do

#

[] remoteExec ["dub_PT_2", -2]

#

and switch the _x to player

#

I would also recommend that you put sleep in the waituntil, it doesn't need to check so often

astral tendon
#

im trying someting diferent, how do i stop the dub_PT_1?

simple solstice
#

you need to terminate it

#

but if you want to do that

#

you need to name the spawn

astral tendon
#

how i do it?

simple solstice
#

blah = 0 spawn {}

astral tendon
#

hum i did not get it

#

someting like this?

still forum
#

@chilly wigeon It has a limit on max execution time to not freeze your game forever. It stops executing when that time is up or it ran the set number of cycles.
If it runs less than the number of cycles it should've then it stopped because the time was up. The less cycles it runs the less precise is the result

simple solstice
#

lol

#

the {} are brackets for the code

astral tendon
#

blah = 0 spawn {dub_PT_1}

#

this?

still forum
#

Why the blah = 0 part?

indigo snow
#

Definitely not that

still forum
#

most people do [] spawn {} You have to pass a value in on the left side. You can choose 0 if you want.
But if you don't need to store it in a variable then don't do that

#

Yes terminate stops scripts with sleep.. Actually it only does that

astral tendon
#

in case i need to terminate dub_PT_1

#

but he says i need to name the spawn

still forum
#

"name the spawn"
"Put the result into a variable"

astral tendon
#

this is how it is called

sleep 1; 
waitUntil {!Alive truckbomb}; [] spawn dub_PT_1;
};````
still forum
#

jup

#

dub_PT_1_running = [] spawn dub_PT_1 then... If you really need to terminate it

astral tendon
#

that seens to work

#

so i put like this on the initplayer.sqf

sleep 1; 
waitUntil {!Alive truckbomb}; dub_PT_1_running = [] spawn dub_PT_1;
};```
#

then if i need to stop it
terminate dub_PT_1_running

#

is all right?

distant egret
#

@astral tendon if you want to stop dub_PT_1 Yes.

astral tendon
#

my problen was when a JIP player connects he run the dub_PT_1 (that truck was already dead) then what happens is that sounds plays wile he was on the base, with this i can try to avoid that

#

maybe put on onPlayerRespawn.sqf

distant egret
#

Jup, but you can also just run the code on the Server side?

#

that way you eliminate JIP

astral tendon
#

i tried but it all went sideways

distant egret
#

ah k

astral tendon
#

seens like i can only trust on local files to work

#

all those codes related to dubing or sounds are stored in initPlayerLocal.sqf

#

is there a file for when the player connects? the wiki still dead

still forum
#

@astral tendon You could also just check if the player did JIP and then stop the script

astral tendon
#

true

distant egret
#

onPlayerConnected.sqf

still forum
#

initPlayerServer.sqf

#

eh.

#

BIKI says initPlayerServer

distant egret
#

He doesn't want it server side

#

or rather he can't

still forum
#

onPlayerConnected is a eventhandler. It's not a script file that's auto executed

#

initPlayerLocal.sqf fires when you join

distant egret
#

ah ye

astral tendon
#

so i tink playerlocal will do the job

distant egret
#

I'm lost without wiki ๐Ÿ˜ฆ

astral tendon
#

the code will look like this

sleep 1; 
waitUntil {!Alive truckbomb}; 
dub_PT_1_running = [] spawn dub_PT_1;
if (didJIP) then {terminate dub_PT_1_running};
};```
#

good to go?

distant egret
#

didJIP? where is that defined?

indigo snow
#

New command

distant egret
#

really

#

shit...

indigo snow
#

Better of just using an if statement directly, though

#

Instead of spawning and then checking to remove, check if it should start in the first place

astral tendon
#

that is on the initPlayerLocal.sqf

#

now i see my mistake

distant egret
#

but that would also terminate if someone JIPed before the truck died.

astral tendon
#

in case if a JIP player join when the truck still alive, the dub_PT_1 will never execute

#

once it dies

distant egret
#

Yea

astral tendon
#

now i remember that didJIP does not unchek once the player already respaned

#

so he is a JIP forever with this command

#

then it can work if i put on the outside

#

so it will execute only once

#

just the ```if (didJIP) then {terminate dub_PT_1_running};````alone

distant egret
#
};```
#

would do that

#

so it will run only if someone JIPed and truck is not alive

astral tendon
#

but what if he not JIPed?

still forum
#

@astral tendon

dub_PT_1_running = [] spawn dub_PT_1;
if (didJIP) then {terminate dub_PT_1_running};

Wtf? Spawn it and then kill it if JIP... How about not even spawning it in the first place if didJIP?

distant egret
#

my problen was when a JIP player connects he run the dub_PT_1 (that truck was already dead) then what happens is that sounds plays wile he was on the base, with this i can try to avoid that - You couple minutes ago.

still forum
#

You can probably check the time how long the player was connected

#

all your events from the past should trigger within the first 10 seconds

#

so if JIP and less than 10 seconds on the server. Don't execute script

astral tendon
#

lets say, a player playing normaly

distant egret
#

Ah no I see it... You have a waitUntil for the truck being dead.

still forum
#

You could also use an eventhandler

#

when truck dies then play music.

#

Instead of if truck is dead and I didn't play music yet then play music

#

The eventhandler will only fire when the truck dies. Not later and not sooner

astral tendon
#

i am using the truck as a exemple

#

just for test

distant egret
#

eventhandler would work on anything ๐Ÿ˜›

#

(that can die)

astral tendon
#

that !Alive truckbomb can be any other code

distant egret
#

such as, player inArea Trigger?

astral tendon
#

or
triggerActivated

distant egret
#

Yea

#

That's why its better to do it server side

#

and remoteExec to clients the sound functions with JIP disabled

astral tendon
#

i tried once but it all went clockwise

#

in the end i had to make way more complicated code just to make sure it execute for other players

distant egret
#

remoteExec isn't complicated.

still forum
#

Same for trigger. Instead of a trigger has been activated some time in the past. Just make that trigger execute your code once

astral tendon
#

in my test, triggers still executes even if the player joins later on the mission

still forum
#

Maybe it wasn't set to trigger once

astral tendon
#

it was

still forum
#

And.. Just don't trigger on clientside then

#

trigger serverside only. The server won't rejoin the mission and run old triggers

astral tendon
#

then the code inside it does not execute for other players that are not the host

simple solstice
#

and you use remotexec

still forum
#

remoteExec.

#

If it doesn't. Then make it so.

astral tendon
#

interesting, i will save that

#

if i had that early i could solve it faster.

#

of couse, i need my friend to test with me.

distant egret
#
//initServer.sqf
[] spawn {
  sleep 1; 
  waitUntil {!Alive truckbomb}; 
  remoteExec ["dub_PT_1",0];
}

This would do it I believe, but remoteExec can be used in triggers too.

still forum
#

jup. should do it too

#

But he said before he can't run scripts on the server?

distant egret
#

why not xD?

astral tendon
#

the server is supouse to call the codes in the initPlayerLocal.sqf

distant egret
#

server can't go in there

still forum
#

well it could.. But that's not..

#

intelligent

#

@astral tendon I assume you set the dub_PT_1 variable in initPlayerLocal?

astral tendon
#

yes

#

is this

uisleep 2; 
playSound "Play605"; 
uisleep 2; 
playSound "10MC500"; 
uisleep 2; 
playSound "10md500"; 
uisleep 4; 
playSound "10MT500"; 
uisleep 1;
_civscreen = civscreen;
_civscreen say3D "civsrunning";
uisleep 2;
playSound "Play607"; 
uisleep 4;
playSound "10MC501"; 
uisleep 4;
playSound "Play608";
uisleep 4;
playSound "Play610"; 
uisleep 3;
playSound "CmdA501";
uisleep 8;
playSound "Play609";
};````
still forum
#

Then that code is in the dub_PT_1 variable. Not inside initPlayerLocal

#

The server doesn't care about where you defined a variable

#

using remoteExec you tell the client to execute code

#

the server doesn't care in any way

distant egret
#

if you use -2 for targets and you local host it does it run it for the host? because it doesn't run it for the server.

still forum
#

afaik. yes. but I don't use remoteExec much

distant egret
#

I use it but it's just from/to HC

astral tendon
#

another problem is this

#

```[["civkilled",["-1 respawn tickets",""]] call BIS_fnc_showNotification] spawn BIS_fnc_MP; ````

#

its on the initPlayerLocal.sqf

#

it is supouse to show this notification to everyone in the server if a civilian got killed

#

but, it only shows to the killer

distant egret
#

I'm guessing it's in a eventhandler?

astral tendon
#

yes

#
addMissionEventHandler [
    'EntityKilled',
    {
        params ['_killed','_killer','_instigator','_effectsUsed'];
        if ((side (group _killed)) isequalto CIVILIAN) then {
            if (!isNull _instigator) then {
                if (_instigator isEqualTo player) then {
                    if (diag_tickTime > (missionNamespace getVariable ['tag_var_killedCivSound',-1])) then {
                        _delay = 1;
                        missionNamespace setVariable ['tag_var_killedCivSound',(diag_tickTime + _delay),FALSE];
                        
if (side player == west) then {playSound selectRandom["civkill","civkill2","civkill3","civkill4","civkill5","civkill6","civkill7"];};
if (side player == sideEnemy) then {playSound selectRandom["Berserk1","Berserk2", "MissionFailedBeserkCIVs"]};  
[[west, -1] call BIS_fnc_respawnTickets] spawn BIS_fnc_MP;
[["civkilled",["-1 respawn tickets",""]] call BIS_fnc_showNotification] spawn BIS_fnc_MP; 
[if ([west, 0] call BIS_fnc_respawnTickets ==1) then {["warning",["If you kill more Civilians the mission will be failed!",""]] call BIS_fnc_showNotification}] spawn BIS_fnc_MP;              
[if ([west, 0] call BIS_fnc_respawnTickets ==0) then {playSound "MissionFailedCivsDead"}] spawn BIS_fnc_MP;                                    
                    };
                };
            };
        };
    }
];
#

thats it

distant egret
#

That's not how you use BIS_fnc_MP really.

#

I believe

#

[params, functionName, target, isPersistent, isCall] call BIS_fnc_MP;

#

you have everything in one element.

#

also BIS_fnc_MP is old

astral tendon
#

what is the equivalent to it?

distant egret
#

This function is now provided for backward compatibility only. Please use the engine based commands remoteExec or remoteExecCall instead.

#

remoteExec/remoteExecCall

#

call one for you as you call BIS_fnc_showNotification]

astral tendon
#

that also works to a player to other player?

distant egret
#

yea

#

it's the same as BIS_fnc_MP but engine based and works better.

astral tendon
#

remoteExec [["civkilled",["-1 respawn tickets",""]] call BIS_fnc_showNotification];

#

like this?

distant egret
#

params remoteExecCall [functionName, targets, JIP]

#

["civkilled",["-1 respawn tickets",""] = params
BIS_fnc_showNotification = functionName

astral tendon
#

did not make it

distant egret
#
remoteExecCall ["BIS_fnc_showNotification"]```
astral tendon
#

error

distant egret
#

what?

astral tendon
#

missing ]

distant egret
#

๐Ÿ˜ฆ

#

updated in top ^^

astral tendon
#

now it worked

distant egret
#

๐Ÿ˜› copy/paste error's are a human thing.

astral tendon
#

i know, i do that all the time.

still forum
#

Riders of the Storm

astral tendon
#

there is a killer on the road

#

also, i noticed that in MP the AI i placed spawn in randon possotions some times or even inside one or another

#

is there a way i can fix that?

distant egret
#

Tell them to move xD

astral tendon
#

also they have that on their init
[this,(selectRandom ["STAND_U1","STAND_U2","STAND_U3"]),"ASIS"] call BIS_fnc_ambientAnim;

#

also, isn't the uisleep also supouse to stop a script if you pause the game or alt+tab it?

still forum
#

opposite

#

that's the speciality of uiSleep that it doesn't pause

astral tendon
#

in my

uisleep 2; 
playSound "Play605"; 
uisleep 2; 
playSound "10MC500"; 
uisleep 2; 
playSound "10md500"; 
uisleep 4; 
playSound "10MT500"; 
uisleep 1;
_civscreen = civscreen;
_civscreen say3D "civsrunning";
uisleep 2;
playSound "Play607"; 
uisleep 4;
playSound "10MC501"; 
uisleep 4;
playSound "Play608";
uisleep 4;
playSound "Play610"; 
uisleep 3;
playSound "CmdA501";
uisleep 8;
playSound "Play609";
};```

the sleep still counts and even if the audio stop the sleep keeps couting
#

fak

#

i dont know were i got that wrong info

cunning nebula
#

hmm anyone know for sure if object variables persist after the object/unit has respawned ?

little eagle
#

You can make other objects respawn when dead with this command:

respawnVehicle

And they won't keep any variables.

cunning nebula
#

yeh, tought so

little eagle
#

Playable units keep their variables though.

#

Unless the player logs off and the slot becomes empty (ai disabled).

#

Then the unit is temporarily deleted and a new one is made with a new object namespace.

#

Is made once someone (else) takes the slot.

#

I think the only thing that persists even when ai is disabled is the vehicle var name, even when changed with command. So you can do some wonky work arounds to keep variables even then.

#

And even when they don't have a var name from the editor name field.

simple solstice
#

@astral tendon put the server on loop back mode

#

run two windowed Armas

#

and you don't need a friend

tough abyss
#

Is there a way to get all global variables attached to a mission?

still forum
#

how do you attach something to a mission?

#

how do you attach variables to anything even

distant egret
#

setVariable?

tough abyss
#

Say I load up a mission, which has 5 scripts. Is there a way to get all global variables in those scripts?

still forum
#

read them

tough abyss
#

Hopefully that's more clear.

still forum
#

you can check how many variables are in missionNamespace.
But that won't tell you how many of them your scripts cause

#

if you use a OFPEC tag thugh you could filter the list of variables in missionNamespace by your tag and thus find how many variables with your tag exist

#

why do you wanna now that?

tough abyss
#

Just a random question ๐Ÿ˜›

still forum
#

allVariables missionNamespace

#

have fun

tough abyss
#

Thanks.

#

@still forum - I regret everything.

still forum
#

As expected

little eagle
#

There kind of is a way to attach variables to a mission. But it requires you to add a dummy 3den attribute sadly. I always thought about adding support for this to CBA.

#

Not enough use cases I think though.

cunning nebula
#

@tough abyss delay the execution of those scripts

#

save the array of allVariables before you run them

#

then save the same array afterwards

#

substract them

#

and you should have a better list

tough abyss
#

@cunning nebula - what if it's not my mission, and I've not control over its scripts.

cedar kindle
#

what is the end goal?

#

sounds like an XY problem

tough abyss
#

Creating a debug tool, I guess?

austere granite
#

@still forum pls add isNotEqualTo command.... :p

#

i hate !(_var isEqualTo [])

still forum
#

LUL ๐Ÿ˜„

subtle ore
#

๐Ÿค” not !

still forum
#

NO :u

austere granite
#

_var != []

#

!_var isEqualTo []

#

see my problem

#

suddenly the not goes OUT

#

๐Ÿ˜„

#

and != is not (lel) the same as ! isEqualTo

subtle ore
#

You're making this more complicated than it is.

little eagle
#
_var isDifferentFrom []
subtle ore
#
coolGuys isNotGoodEnoughOrEqualAmountOfCoolness []
austere granite
#

Commy understands me

#

isNotEqualType

#

isNotEqualTo

#

THANKS DEDMENNNNNNNNNN

subtle ore
#

๐Ÿค”

#

Why are you making this so complicated

little eagle
#

He broke. SQF broke him.

subtle ore
#

๐Ÿ‘ฝ ๐Ÿšฌ

still forum
#

@Adanteh#0761 Make a PR

jade abyss
#

@Adanteh#0761 ?

austere granite
#

HAHA

jade abyss
#

Noice

subtle ore
#

jesus christ

austere granite
#

YOU CANT TOUCH ME

still forum
#

Yes

austere granite
#

IM INVULNERABLE

#

MUHAHAHAHAHAH

jade abyss
#

br0kn

austere granite
#

who is your god now!

jade abyss
#

@austere granite
me

#

๐Ÿ˜‰

austere granite
#

;_;

little eagle
#

@austere granite

jade abyss
#

๐Ÿ–• ๐Ÿ˜„ ๐Ÿ–•

little eagle
#

Works. You scrubs.

austere granite
#

it's like some sort of polytheistic thing we have going on here

#

2manygods4me

jade abyss
#

obey us

#

and poke Commy

austere granite
#

@still forum i don't know c++ at all. No idea how to into that

subtle ore
#

:scream:

still forum
#

._.

little eagle
#

I am the one true god. Dscha is a golden cow or however the story goes.

austere granite
#

that's why i'm bugging you and stack about intercept-python, duh.

subtle ore
#

Andanteh is the new god

austere granite
#

An

#

I bet you know music theory

subtle ore
#

Heh

austere granite
#

Andante > music people

#

Adantech > technology people

subtle ore
#

๐Ÿค”

#

I did learn music theory when i was younger, don't know if that applies here

little eagle
#

cdefgahc

subtle ore
#

@austere granite

austere granite
#

@austere granite

little eagle
#

slick

subtle ore
#

Sweet. I can make an italic mention

#

@austere granite

#

No bolding or anything

#

But i guess it looks cool

little eagle
#

Great channel best words.

subtle ore
#

Yep.

austere granite
#

this is what SQF does to you

subtle ore
#

๐Ÿ‘ ๐Ÿ‘„ ๐Ÿ‘ is definitely the best

austere granite
#

needs more triggers though

subtle ore
#

Triggers? are you insane

#

Ban every mention of trigger here

#

Banish them to a far land where they can never be seen

little eagle
#

Could be worse. Modules

still forum
#

C++17 Modules?

subtle ore
#

shivers

still forum
#

Or Arma Modules

little eagle
#

Yes.

subtle ore
#

:alien: :smoking:

little eagle
#

This is why no one comes to this channel to ask for help anymore.

subtle ore
#

Yep.

quartz coyote
#

Hello

Can someone tell me why this isn't working on dedicated server ? ?

{parseText format ["One point for <t color='#FF0000'>RED</t><br/>Score : <br/><t color='#0000FF'>BLUE</t> %1<br/><t color='#FF0000'>RED</t> %2<br/><br/>Flag Touch : <br/><t color='#0000FF'>BLUE</t> %3<br/><t color='#FF0000'>RED</t> %4", WScore, EScore, westtouch, easttouch]} remoteexec ["hint"];
still forum
#

hint doesn't take CODE

subtle ore
#

If that was just a regular forrmat that might work

#

But the brackets, makes it code

quartz coyote
#

right so what do I put to remoteexec-it

#

[] .

#

?

still forum
#

take away the {}

#

maybe replace by ()

quartz coyote
#
(parseText format ["One point for <t color='#FF0000'>RED</t><br/>Score : <br/><t color='#0000FF'>BLUE</t> %1<br/><t color='#FF0000'>RED</t> %2<br/><br/>Flag Touch : <br/><t color='#0000FF'>BLUE</t> %3<br/><t color='#FF0000'>RED</t> %4", WScore, EScore, westtouch, easttouch]) remoteexec ["hint"];```
#

right

#

i'll try that

still forum
#

Normally I'd say read wiki.. But.. ._. I miss wiki

quartz coyote
#

hehehe

lone glade
#

use the cached version

#

formatting is broken on it but it works

native siren
#

Hello ppl. I have a short question is ther any way to change weapon color without mods?

still forum
#

no

native siren
#

Thanks. Just wanted to be sure.

still forum
#

short question. short answer.

native siren
#

That's all I need ;]

still forum
#

But I expect you mean weapons that a soldier holds in his hands right?

native siren
#

Yes

#

rocket launcher

still forum
#

jup. Then the answer is no.
You can retexture vehicles and static weapons though. "weapon" is a very general term ^^

native siren
#

I thought you cannot do it I just needed to be sure ๐Ÿ˜›

distant egret
#

So I got these functions,

    class sys_missionStart {
        file = "etr_public_servermod\sys_server\sys_missionStart";
        class init {postInit = 1;};
        class setDate {};
        class setWeather {};
    };
};```
The init function has ``call ETR_missionStart_fnc_setDate;``. However it doesn't run it's code. Can postInit only go in it's own function? Or am I being stupid again?
still forum
#

"Can postInit only go in it's own function" No

distant egret
#

When I run call ETR_missionStart_fnc_setDate; in the debug console it works

still forum
#

check in debug console if the function variable is define........

#

RPT? script errors?

distant egret
#

Nope

#

I had the function name wrong first it had an error about that but when I fixed no trace of it

#

also just running ETR_missionStart_fnc_init; it works.

#

just put a diag_log in to check if it runs.

#

I'm using setDate might not like it in postInit?

#

ow it works now :/

still forum
#

๐Ÿช

distant egret
#

k it works now also without the diag_log wtf....

#

this is a server side mod right, but will it execute for both server and HC? (as HC also uses server side mod)

#

guessing yes

subtle ore
#

I would say yes.

distant egret
#

k

#

easy fix ๐Ÿ˜›

subtle ore
#

Yeah, but don't think it's going to be automatically utilize your hc

distant egret
#

idk ill just put a if exitwith in it

astral tendon
#

@simple solstice kicked from the server same steam user already in the game.

copper raven
#

Dedi?

strong shard
#

@astral tendon paste:
kickduplicate = 0;
In server.cfg

#

Why BI wiki still down?

astral tendon
#

i tried that

#

still cant

strong shard
#

@astral tendon 5 sec, need remember my config for MP testing

astral tendon
#

i done it

#

i removed the
loopback = true;

astral tendon
#

now i have another problem that i cant join in progress, afther download the mission i get back to the menu

plush cargo
#

Is there any other location for scripting commands other than the wiki? Never realized how dependant on it I am ๐Ÿ˜ฆ

subtle ore
#

@plush cargo not unless there is a google cached or you downloaded an offline variant

little eagle
#

my memory

#

๐Ÿ˜ฆ

subtle ore
#

Why has it been offline for more than a day?

little eagle
#

Idk, but it must be a conspiracy.

lone glade
#

must be trying to stop me finishing arsenal

#

but it's fully functional now ๐Ÿ˜„ , mostly

plush cargo
#

Damn I have off today and really wanted to finish some shit ๐Ÿ˜ฆ

#

just took me 5 mins to remember that _unit join _group should be [_unit] join _group

little eagle
#

Use the ingame debug console for hints about the syntax of commands.

subtle ore
#

Three days and i am almost dead without the wiki

#

The autocorrection driving me insane in the debug console

astral tendon
#

{_x playMove "ApanPknlMrunSnonWnonDf";} forEach thisList; how do i make that a local call?

subtle ore
#

Roque you aren't helping my headache

astral tendon
#

sorry, i am not a medic.

subtle ore
#

@lone glade woohoo!

little eagle
#

what I did today
That's like 15 tabs in some lines

lone glade
#

not my fault ๐Ÿ˜„

plush cargo
#

@lone glade isn't editing existing BIS modules fun :p I'm doing the same rn.

lone glade
#

no, it's not BIS module

plush cargo
#

ahh i thought you were changing the existing arsenal

lone glade
#

i'm not that much into self inflicted suffering

plush cargo
#

"that much", yeah obv you're into it a lil bit or you wouldn't be coding in the first place

solemn mason
#

Does anyone here know how setUnitTrait ["camouflageCoef", _x];
works?
Which _x increases the units chance to stay hidden from enemy detection?
(_x > 1) or (1>_x>0) or even (1>_x) ?
I've tried testing this but my test setup showed no effect whatsoever.

lone glade
#

0<1, it's a value for unit detection for one of the AI FSMs

#

0 being no change and 1 being max effectiveness

solemn mason
#

that is bonkers, so I can only decrease the effect of the units camo but not buff it ?

#

*default is 1

lone glade
#

you absolutely sure it is?

solemn mason
#

I've checked on a fresh spawned unit(s) player getUnitTrait "camouflageCoef"

lone glade
#

oh wait, it's a different one that i'm thinking about, i'm thinking about the config value for uniforms

solemn mason
#

yea I saw them the higher the less effective they are from 0 to unlimited

lone glade
#

now that I think about it, if you're on dev branch get and setUnitTrait are broken due to enum errors

solemn mason
#

I'm on profiling

lone glade
#

should work then, try checking with targetKnowledge on yourself

solemn mason
#

my setup is a Blufor unit checking by "knowsAbout" and spawning Opfor facing away with varing coef on VR. => no effect

lone glade
#

it's a bad test, AI will instantly spot your other unit, there's 0 environmental camo on it

#

try in a forest / place with high grass and the unit laying down

solemn mason
#

I've done a similar non scripted approach on altis but the results were varying couldn't get good results there too. guess I'll try again with the script.

lone glade
#

ah, I was thinking of the camouflage value in config, and indeed lower is better

plush cargo
#

there is another trait that works well with camocoef, cant look it up to be sure what it is :/ but I believe that with camo coef they will still realize a unit is there but not be able to find him, you can see the ai trying to target but cant find it.

solemn mason
#

the audibleCoef? haven't played with that yet, one step at a time

plush cargo
#

could be that one

astral tendon
#

playmove is not suported to MP?

#

i cant make it work

lone glade
#

hm... any idea if I can save an array in a listnbox? I can't use array indexes as values for each rows, if there's a change in the original array it fucks up

noble pond
#

hard to help without more context

#

why would you need na array inside the listbox itself?

#

each slot is only made for one thing to go inside it

lone glade
#

if you don't know about the subject don't try to answer ๐Ÿ˜›

noble pond
#

oh trust me i know a lot on the subject buddy

#

but you don't want to tell jack shit on what it is you are trying to do

#

don't expect help if you have a crappy attitude about it

#

don't bother posting if you don't actually want help with your question.

#

you should think about the reply carefully and consider what you are saying before you throw it out there.

lone glade
#

first of all, it's a listnbox.
I'm trying to retrieve a nested array ref from an array, I'm currently setting each nested array index in each row, I was wondering if there was a better way than refilling the whole listnbox since if I modify the original array the index isn't right anymore

lone glade
#

ahh, that's right, controls can work as namespaces too, found my solution

lone glade
#

nope, was legit asking

astral tendon
#

if (isServer) then { [[delet_1,"GUARD"],BIS_fnc_ambientAnim ] remoteExec ["call"] }

lone glade
#

put that code in a func and call it directly

astral tendon
#

i tried my best to make animations work right in MP, but noting, the animation does play but the unit gets misaligned turned to the wrong direction or is in another place

lone glade
#

@astral tendon what do you mean misaligned?

astral tendon
#

the unit spwaned in other place

#

or even inside one on another

#

and they are looking to the wrong direction

lone glade
#

have you checked the args for the func?

astral tendon
#

dont even know what are you talking about

#

i just copy and paste all exemples i find around

lone glade
#

the arguments the BIS func takes

astral tendon
#

all they have the same problem

lone glade
#

i'll send you the func header in pm, since it's quite long

subtle ore
#

Omfg, never copy and paste the examples and expect them to work pertectly for your needs

#

Especially when you have no idea what it does or what you need them for

#

Wtf

lone glade
#

@subtle ore i'm crazy or you can't nil vars inside a control varspace? it tells me it's reserved O.o

subtle ore
#

@lone glade Hmmm. Not quite sure on that one.

devout niche
#

Hello I have a quick question, for case selection would something like this work? Case 3 to 5 bla bla

lone glade
#

nope

devout niche
#

Alright, thanks, wiki is down right now lol

subtle ore
#

Wtf, I thought discord names like that were outlawed around here

lone glade
#

to skip cases you have to do

case 3;
case 4;
case 5: {
// execute code for case 3 to 5
};
subtle ore
#

fucking annoying as all hell

devout niche
#

Well I'm sorry

#

Thanks Alganthe

subtle ore
#

if you were sorry you'd change it

astral tendon
#
  while {true} do {
_thisguy = _this select 0; 
     (_thisguy) domove (getPos Player); 
     sleep 5; 
  }; 
};```
#

still says that _thisguy is not defined but the defination is right there

lone glade
#

_thisGuy isn't passed as param

#

_this is empty

subtle ore
#

falls to knees in defeat once again

lone glade
#

one day, one day

subtle ore
#

One day, Roque will stop using triggers. Will stop running loops in unscheduled.

#

ONE DAY

astral tendon
#

That have nothing to do with triggers, stop being a salt miner for a moment.

subtle ore
#

A salt miner? That one is new

lone glade
#

tell me, what's the career path for salt miners?

subtle ore
#

last time I checked, it actually turned out in 40,000 a year in one mining spot. Lool

subtle ore
#

@tough abyss jesus, you never stop with this legacy shieett

#

๐Ÿ‘

astral tendon
#

what kinda of black magic the AI have that they can get in on a locked vehicle afther a doGetOut?

subtle ore
#

Yep. Unfortunately.

#

Roque, you and your triggers will do noting more than cause frustrations

#

Last time i checked it stung pretty badly

astral tendon
#

i am going to put my frustrations into a trigger, at least it will fail.

subtle ore
#

Why, you know it's always going to fail

astral tendon
#

fak

subtle ore
#

Errr...they like to spin the wheel around a bit

#

looks like someone trying to get out of their driveway after a hangover

#

Interesting.

#

You're saying that was supposed to be a thing?

#

as in, not accessing inventory on a ladder. Was a bug...?

#

wtf

#

odd.

astral tendon
#

lol, i never tried to opem the inventory wile on a ladder.

#

Fixed: Lights on vehicles with disabled simulation would turn on after loading the game

#

omg, i actually was anoyed by this but i tough it would be something on my side. usualy only players see the lights, not the host.

subtle ore
#

well you've got a fix on dev then

#

grats

little eagle
#

there are more than a handful of people here who like to flash how smart++ and knowledgeable they are
Knowing more than you is no big achievement.

wraith solstice
#

so im trying to use "_addons = activatedAddons; " to get a list of addons for ACEcheck pbo, punching it in debug console but nothing is happening, ctrl p only returns the _addons etc

#

and I cant access the wiki so i cant even confirm im using the right thing :/

little eagle
#
copyToClipboard str ("true" configClasses (configFile >> "CfgPatches") apply {configName _x});
#

activatedAddons does not do what you think it does. It's essentially useless, because the list is not complete unlike what I wrote. Sorry for knowing more than certain thin skinned people.

wraith solstice
#

yay that worked. Your the man Commy

#

is there a way to delete out a3 native pbos?

little eagle
#

is there a way to delete out a3 native pbos?

copyToClipboard str ("true" configClasses (configFile >> "CfgPatches") apply {configName _x} select {_x select [0, 3] != "a3_"});

Something like this. I can't check right now.

wraith solstice
#

oh nice. Been busy just noticed it was down yesterday/today, any reason?

little eagle
#

fixed a missing }

wraith solstice
#

yep that worked

astral tendon
#

in my
C:\Users\Roque\AppData\Local\Arma 3\MPMissionsCache
i need to keep deleting my mission file so i can keep testing, but i cant delete that wile arma is opem, is there a way to do that with out i have to close arma all the time?

little eagle
#

Google "unlocker"

still forum
#

@wraith solstice Yes. There is a reason. Go to Biki and it tells you the reason right in the center of the screen

wraith solstice
#

maintance yeah

still forum
#

๐Ÿ‘

little eagle
#

Poor programmer sitting 36 hours on maintaining a wiki site.

tough abyss
#

someone just for got to turn of the maintenance mode

astral tendon
#
 { 
 while {true} do 
  { 
  playMusic "track_4"; 
  sleep 109 
  } 
 };``` 
how do i call it with remoteExec?
distant egret
#

"track_4" remoteExec ["playMusic"];

cedar kindle
#

loap?

astral tendon
#

```"track_4_loap" remoteExec ["terminate"];````what is wrong in this one?

still forum
#

terminate doesn't take string

astral tendon
#

i see, i tough that the "" were required for the remoteExec to work.

arctic sable
#

looking for forum post, any info on the wiki coming back up?

indigo snow
#

Youll need a function for that, roquq. Every client will have a different handle for it im fairly sure

little eagle
#

I doubt RE even supports terminate. You can't logically transfer SCRIPT type over the network.

distant egret
#

But he doesn't need to remoteExec it because that script is run on the server.

cunning nebula
#

make a function to terminate it

#

or simply use a variable in your while condition

#

function is probably better since terminating the script will not magically stop the music

#

also, why "loap", not "loop" ?

noble pond
#

lol. what is a 'loap'?

little eagle
#

loaf

#

soap

still forum
#

loafsoap or soaploaf.. I don't think the latter tastes good. But the first one might look fancy

noble pond
#

๐Ÿ™ƒ

little eagle
#

They're quickly rewriting it.

still forum
#

Gravity is 9.81 afaik

#

I already have a list of all existend SQF commands handy

little eagle
#

good riddance. Let's redo it right this time.

still forum
#

I also have those handy

noble pond
#

lol dedman paranoid?

little eagle
#

I have them as templates in my text editor.

still forum
#

No. dedmen*. #Intercept

#

isn't that beautiful?

#

macros everywhere

#

Actually. Intercept could really be the solution.. We wanted to add documentation for every script function. Basically copy from BIKI.
If anyone would've done that it would contain a copy of biki basically

little eagle
#

2000 lines of defines
one function call

#

You're involved in it. Who would suspect the one that brings it up first?

#

rip sqf

#

But those know it the best. If anything it kills the new scum.

young current
#

Well modders do complain a lot all the time. Easier to dev if you cut them loose.

peak plover
#

Biking downs?

noble pond
#

that is true commy it does

#

strategic move by bis?

#

i think so xd

peak plover
#

LMAO

still forum
#

Legacy modders?
You mean these people that use typename or _this select or private ["_var"]?

noble pond
#

i am one of those people that uses _this select still lol

still forum
#

Yes they should definetly be purged.

peak plover
#

Legacy modders, more like fps thieves!!!

still forum
#

the worst are the guys that use onEachFrame. Instead of the stacked EH

peak plover
#

Ewww

still forum
#

Or people who use myVar = condition ? 1 : 0

peak plover
#

I can already feel it happening. This will kill arma

still forum
#

@tough abyss execute it inside a onEachFrame handler ๐Ÿ˜‰

#
myStuff = {onEachFrame myStuff;}
onEachFrame myStuff;
queen cargo
#

question is actually ... does one wants a command reference or an actual wiki
personally i think a command reference with info pages for eg. events would be better

little eagle
#

Not every command needs a page. remoteExec(Call) should share one.

#

group, units, leader, createGroup should all be on one page.

#

spawn, terminate, scriptNull, canSuspend. All should be on one page aswell.

#

I challenge the convention.

#

The list could still exist, but link some to the same page.

#

select NUMBER and select CODE should not be on one page.

#

T_T

#

Yea.

still forum
#

if then elseif is actually kinda bad if you rember that the elseif condition will always be evaluated no matter if the first one is already true

little eagle
#

They made it work for switch, they can get it to work for elseif.

still forum
#

That's not possible in the SQF engine

little eagle
#

Does vbs have removeItemCargo etc?

still forum
#

condition of switch will also be evaluated when you enter the code block of the switch statement

#

no

#

#Intercept. Throw it at me

little eagle
#

elseif

still forum
#

wait a sec must think

little eagle
#

Make the directCall a intercept command.

still forum
#

would just call isNil.. Intercept doesn't want to have access to the real directCall thingy

little eagle
#

an*

still forum
#

I think elseif is possible

little eagle
#

directCall has proper return value, isNil has not.

still forum
#

We have that one.. #CBA

#

Yeah.. That is exactly what the real directCall thingy in engine could do :/ But that's too deep for Intercept

#

Or.. Well....

#

It's too deep for Intercept core.. Intercept CBA could do that I guess

little eagle
#
params [["_CBA_code", {}, [{}]], ["_this", []]];

private "_CBA_return";

isNil {
    _CBA_return = [_x] apply _CBA_code select 0;
};

if (!isNil "_CBA_return") then {_CBA_return};
#

There.

still forum
#

WOAH... I wonder what I get as result when I call a function with an assignment at the end from Intercept..

little eagle
#

I want those.

still forum
#

I can give you the CPUStress one

jade abyss
#

y u still talking?

little eagle
#

Dedmen, void

#

iirc

still forum
#

Intercept get's game_value though..

#

Our isNil could just be.........................

#

Nope.

subtle ore
#

I will give you a cookie Dedmen

#

๐Ÿช

little eagle
#

hmm

subtle ore
#

It's oatmeal raisin :D

still forum
#

it set's variable and then calls isNil with that function as code

#

I guess I'll have to give access to the real in-engine directCall function then.

little eagle
#

How do they name it internally? DC was from cba_oa or older.

still forum
#

Evaluate

little eagle
#

I like it. Name it like that.

#

Or shorten to eval

#

eval {blah};

#

I fear it will be all zombies.

#

Rated for 12yo won't allow ripped off body parts.

#

Children have too much money.

lone glade
#

in china*

#

no bones either

#

no ghosts too, anything that refers to the afterlife

subtle ore
#

They already had a problem with Sweden

#

Yes, regarding ragdolls

#

Arma 3 alpha had "manipulation of the dead"

lone glade
#

never let them see rimworld

#

they would shit bricks

subtle ore
#

Lool

little eagle
#

muscles are more spooky than skeletons.

young current
#

Oh SC is build on RV now?

#

just joking since looks similar to the animation mishaps seen on Arma

#

its still the same modified Cryengine as far as I know

#

xD

cedar kindle
#

@subtle ore source please

queen cargo
#

@still forum in theory elseif could be realized using code so that it is not auto-evaluated unless needed

still forum
#

@tough abyss "if you want to sell your title in europe, blood must be green, no children or women, no limbs, etc" The no women thing is more eastern europe tho.

#

@queen cargo Jup. Can just take CODE instead of BOOL.
I know. But the VBS one doesn't

#

@little eagle does it happen that directCall get's called from unscheduled sometimes?

little eagle
#

Maybe.

#

It doesn't do much then. Just add dumb overhead. But it could be and then should work.

still forum
#

can use canSuspend to reduce the overhead

little eagle
#

Why though? Just don't use it when not needed.

still forum
#

just safety to keep good performance when called from usched

little eagle
#

It's not like the function is used much now that we figured out isNil does the same. ยฏ_(ใƒ„)_/ยฏ

still forum
#

right now Intercept is quite slow whenever it calls SQF code. Because it has to go through that wrapper with if statements and getVariable and all that crap

tough abyss
#

Thatโ€™s blasphemy

still forum
#

Stop using legacy crap.
SQF->SQS or Intercept->SQF

#

I guess I have an Idea for a new project now..

little eagle
#

Release TFAR 1.0.

still forum
#

ok.

dim notch
#

They already had a problem with Sweden Arma 3 alpha had "manipulation of the dead"
Wasn't that Germany, not Sweden?

little eagle
#

Sweden could've saved us from crappy ragdolls.

subtle ore
#

@dim notch one of those nordic countries, looking for a source now

dim notch
#

I'm fairly sure it was Germany, none of the Nordic countries has censorship laws that would cause a problem while Germany has had these issues for decades

subtle ore
#

I wish google had a wildcard option for searching shit

#

Germany is traditionally nordic in my book

dim notch
#

Usually they made a separate version for German markets but Bohemia wanted to avoid it with Arma

#

I see

subtle ore
#

Meh, this is super weired. All i can find on it is iran being pussies over the whole futuristic csat and nato conflicts

#

That and pubg results are clouding it all

#

It's weird because it was a fuss being discussed when i was playing arma 3 alpha, but this should be moved to #offtopic_arma

little eagle
#

pbug articles are probably paid to appear as google results when looking for Arma. That crap is everywhere.

subtle ore
#

Figures.

austere granite
#

Germany is traditionally nordic in my book but why

#

it's literally.... germanic

#

Although i do support the "Countries where they eat salmiak" definition of Nordic

subtle ore
#

Germany had vikings that invaded France just as much as Sweden. So why not

austere granite
#

Source on that? Never heard about serious germanic viking tribes. Germanic pagan tribes? Sure

#

Coastal raids and shittttt? not really

#

anyway, that's very offtopic. Germany in general is very harsh with their censorship on games.

subtle ore
#

Pagans? No they were definitely vikings. Letme give you a source on that

austere granite
#

For example HOI4 has a free DLC.... to display hitler portraits, which you don't get if you live in germany

#

not showing blood is another big one

#

The same applies to Australia on that one

#

Another nice one is in Steel division for example, if you have the german version the logos for nazi divisions are just shown as number, instead of their actual logo

subtle ore
#

Still kind of odd stuff

small iron
#

Regarding the ORBAT module/display, how would I indicate that specific ORBAT group is destroyed?

little eagle
subtle ore
#

Not the point of orbat but okay

#

@little eagle LOL. WTF IS THAT?

little eagle
#

idk

strong shard
#

๐Ÿ˜„

little eagle
#

Someone is fighting really hard.

subtle ore
#

Couldn't even bother.

little eagle
#

I think it's just a mistake.

lone glade
#

my favorite is the one @still forum posted on slack

subtle ore
#

Seeing as how the version number was put in the title i dont think it was a mistakr

little eagle
#

I thought all these people moved on to pbug.

strong shard
#

Not it is normal report

#

Now*

subtle ore
#

I thought so too

lone glade
#

da

subtle ore
#

Maybe all of those pubg players finally realize that arma isn't meant for their silly little deathmatch and rand backwards

lone glade
#

"WHY CAN'T I RUN WITH 40KG ?"

subtle ore
#

Heheheh

#

Fucking losers with at launchers on their backs

lone glade
#

I can fit 480 bananas in a bergen, i'm bananacible

subtle ore
#

๐Ÿ’ ๐ŸŒ

little eagle
#

That monkey pooped out a banana.

tough abyss
#

Most impressive.

halcyon crypt
#

still down? pssshhhh

little eagle
#

The wiki is dead and Dedmen and Quiksilver kiled it.

halcyon crypt
#

๐Ÿธs - tail

little eagle
#

It was just the template.

ionic orchid
#

I just go to the bisim wiki

#

it has most things

tough abyss
#

is there a way to make BLUFOR "look" like CIVILIAN so OPFOR won't recognize the player as an enemy?

cloud thunder
#

setCaptive

tough abyss
#

so can I do like:

{
_x setCaptive true
} 
forEach allUnits select 
{
side _x == west
};
still forum
#

no

#

But you can...

#
{
    _x setCaptive true
} forEach (allUnits select {side _x isEqualTo west});
tough abyss
#

oh ok I see

#

is there a difference between isEqualTo and ==?

still forum
#

isEqualTo is faster in most cases

#

Result wise no. unless you compare strings

tough abyss
#

== will error out if you try compare different datatypes aswell

#

ok, thanks a lot! ๐Ÿ˜„

jade abyss
#

Wasn't there also something with arrays?

little eagle
#

== and != also errors for ARRAY, BOOL and SCRIPT, because ๐Ÿ’ฉ

still forum
#

there was something with arrays yes.
== doesn't support arrays. I wouldn't call that a difference.
There is no difference between ARRAY == ARRAY and ARRAY isEqualTo ARRAY because one of them doesn't exist

frank ruin
#

WaitUntil dependable on a call or spawn to be processed?

little eagle
#

All suspension commands need scheduled environment. waitUntil is a suspension command. spawn is used to enter scheduled environment. call has no effect on that.

#

If you're already in scheduled environment, then you can just use call.

frank ruin
#

So calling Waituntill on a called doesn't work as I assumed, correct?

little eagle
#

Example? I can't parse that.

frank ruin
#

I call a script

#

in the script is a waituntil

little eagle
#

From where?

frank ruin
#

21:10:21 Error Generic error in expression

little eagle
#

From where do you call a function?

still forum
#

@frank ruin Full error message?

#

That is not the error that you posted

frank ruin
#
21:10:21 Suspending not allowed in this context
21:10:21 Error in expression <
[true] call life_fnc_storagecancel;
};
UiSleep 1;

!life_container_active;
};

>
21:10:21   Error position: <UiSleep 1;

!life_container_active;
};

>
21:10:21   Error Generic error in expression
21:10:21 File core\items\fn_storageBox.sqf [life_fnc_storageBox], line 104
21:10:21 Suspending not allowed in this context
21:10:21 Error in expression < life_fnc_storagecancel;
};
UiSleep 1;

!life_container_active;
};

titleText [l>
21:10:21   Error position: <!life_container_active;
};

titleText [l>
21:10:21   Error Generic error in expression
21:10:21 File core\items\fn_storageBox.sqf [life_fnc_storageBox], line 106```
still forum
#

21:10:21 Suspending not allowed in this context

#

there is the error

little eagle
#

It complains about the uiSleep, not a waitUntil.

frank ruin
#

Cause I call the script

#

instead of spawn right?

still forum
#

Not really

little eagle
#

From where do you call it?

frank ruin
#

In another script it doesn't complain about the Uisleep.

#

And that one is spawned

still forum
#

if you call from inside a spawned script then it will be scheduled.

#

You can call and it will still work

#

it depends from where you call

little eagle
#

Yes, it all depends from where you call the function. It's all about the script environment.

frank ruin
#

I call it from another called script

little eagle
#

call doesn't change it.

frank ruin
#

Called from dialog

#

onButtonClick = "[] call life_fnc_useItem;";

#

then called in that script via: [true] call life_fnc_storageBox;

little eagle
#

Ui events are unscheduled. ButtonClick you can't use any suspension commands, because that script runs from top to bottom in one frame.