#arma3_scripting
1 messages ยท Page 379 of 1
*playSound3D?
I would dig out a function for you to use but Im in rainbow six siege at the moment
If I read that correct your issue is that your playSound3D are queuing up?
I am fairly sure playSound3D does not queue
You with your thinking blobs
Crop it out and adjust it's size
Put some work into this man
This is serious business
. . .
๐
Looks so bad rescaled with Paint. PS is so good.
EmoteNoob ๐
๐
๐
i keep getting a sound not found error when im staring at the file XD
i pretty much copied my other script which works
๐ฌ๐ง
gonna try with a leading backslash
Is it possible to force put out a fire of a burning vehicle wreck without despawning it?
Nevermind, figured it out
{deleteVehicle _x;} forEach (_vehicle nearObjects ["#destructioneffects",5]);
Hello, i'm having problems with this, it's executing Server side and I need it to detect a player entering a Triger
if ((vehicle player) in (list SpawnProtectW) AND side player != WEST) then
{
{_x setdammage 1.0} foreach list SpawnProtectW;
(parseText Format ["%1 was killed in <t color='#0000FF'>BLUE</t> Respawn Zone",name(list SpawnProtectW select 0)]) remoteexec ["hint"];
};```
this is not executing on Dedicated
@quartz coyote player is null on dedi
so shall I replace it by _x ?
just run it on all pcs,locally thats what i would do
No i'd like it to be the Server that handle's it
their most be a way of detecting the vehicle of the player in the area and killing it
hint is AG EL dude
Argument Global Effect Local
also didn't knew someone used the typo'd variant of setDamage
And ? it's remoteexec-ed so thats no problem
check the args for remoteExec
it works lol thats not my problem ^^
doesn't work on dedi, it doesn't
I have a workflow full of that kind of hint .. and I works ...
maybe i'm not getting what you mean
:/
try it with -2 as target for remoteExec
...
found my way to it
Hey, how would I check if am object has been shot with a specific projectile, for example, check if a rock has been damaged by a specific rocket or bullet?
Rocks cannot be damaged. They are indestructible.
I used it as an example
I would just like to check if a specific projectile hit a object that I chose
Thanks!
Hello, I've been playing around with objects created with 'createSimpleObject' and was wondering how I can enable simulation on that particular object.
_object1 = createSimpleObject = createSimpleObject ["ca\buildings\vez.p3d",[23428.5,18626,4.6 ]];
_object1 setDIR 315;
I have tried using enable simulation in multiple different ways, but it didn't seem to help.
_object1 enableSimulation true;
Thank you in advance.
The whole point of simple objects is that they're decorative and have limited simulation, use createVehicle
Thank you worked like a charm, I had to end up using "Land_Vez" rather than "ca\buildings\vez.p3d" but that's easier than grabbing the model name anyway. The alignment on the Z axis is for the object is flush as well which is pretty handy.
_object1 createVehicle ["Land_Vez", [23430,18624.6,0],[""], 0, "NONE"];```
I had a feeling I had to use createVehicle when I was looking at the related articles on the wiki, but thought thats probably wrong. Should of tried it. v-v
@little eagle Enscript "It's the same people making it that made SQF" No.
Whats all this stuff about Arma 4 lately? Whats been said about it
if array select expression doesn't select anything, is anything returned?
What do you mean
@simple solstice Empty array
Nevermind, I get you
_receiver = (call CBA_fnc_players) select {_x getVariable "testvar"};
if (count _receiver == 0) then {
_receiver = objNull;
};
``` so that would work to just null the receiver instead of [] I guess
@tough abyss
@simple solstice
_receiver = ((call CBA_fnc_players) select {_x getVariable "testvar"}) param [0, objNull]
@still forum thanks!
Good answer!
what's a good practise to keep veteran level AI in a vehicle from driving over an entire squad of friendly AI? (Hunter driving over a rifle squad walking by the road)
param [0, [objNull]] would return [objNull]?
maybe its an obvious question but you never know with arma
If _this is undefined or an empty array, the code you posted would report [objNull].
ok, thats what I want
Warning Message: Sound \ed4\ed4_vehicles_a3\west\data\sounds\sirens\wail.wss not found
https://gyazo.com/41d96bba9c84802b113909803c4a93a5
I'm about to start wailing myself
Good find
What's the script look like?
1 sec
I deleted my temp folder and am trying again
I think I realized what I did
I was trying to use say3d with the sound path instead of the classname
Should've posted the script first.
anybody know what the script comman is to relinquish control of a UAv after BTH_fnc_UnitTakeControl was used to gain the original capture ?
you do but iwant to add it to an action and activate it in a linear proces at a certain step
L34 to L49 of what I posted I guess.
objNull remoteControl _unit; think that needs to be objNull remoteControl Driver _unit but led me to the right idea ,cheers
param titillates me.
Took you long enough to get on that train.
No reason to sodomize your code.
well that was hard work, seems logical now that when in a remotecontrol the thing you are controlling is the caller not you when triggering an addaction . ah well .
{
if (_x select 0 isEqualTo "example") exitWith {_hasitem = true;};
} forEach _data;
Can this be somehow done using select, or is there just a better way to do this sort of things?
private _result = _data select {(_x select 0) == โexampleโ } param [0, โnot foundโ]
depends on what you want
just to check occurrence you can use in
Hello, I'm having a small amount of difficulty with created units, for the life of me I can't seem to get them to turn and face a direction of my choosing.
_Unit setDir 315;
Doesn't seem to do the job.
This is what I'm working with.
_myGroup1 = createGroup east;
_myUnit = _myGroup1 createUnit ["UNIT_ID", [23437.6,18617.3,0.12],[], 0, "NONE"];
If I could get them to look and face in specific horizontal orientations, that would be perfect.
Why don't we have ARRAY find CODE ... That would make SOOOOO much things better
@fallow sail https://community.bistudio.com/wiki/setFormDir
@still forum Because we already have ARRAY find ANY, so it wouldn't be bwc.
@little eagle You're a legend โฅ Thank you very much
maybe findIf then... It's easy to implement and would be friggin awesome
no
like (ARRAY select CODE) select 0
but quitting after the first element is found. instead of iterating till the end
isNil {ARRAY select CODE select 0}
?
but quitting after the first element is found. instead of iterating till the end
{
if (_x select 0 isEqualTo "example") exitWith {_hasitem = true;};
} forEach _data;
that would replace that by
_data find {_x select 0 isEqualTo "example"} != -1
hello. i am trying to build a little killhouse for my guys. for that i want to have some AI standing around stupid and not firing back. Also they should respawn after a bit.
I made a little script for that, and in principle it works fine. Its just that the very first time i kill one of the guys and he respawns, he brings a buddy with him.
So The exact same unit spawns a second time right next to him. The unwanted dude is also set up as practice target.
If i kill them of again, they dont multiply further, and do as they are supposed to.
What could it be?
here is the script:
//nul = [this] execVM "fez\fez_practicetarget.sqf";
_target = _this select 0;
//making unit useless. they are just standing there waiting for bullets
group _target setCombatMode "BLUE";
group _target setBehaviour "careless";
_target allowFleeing 0;
_target setvariable ["NOAI",true];
//diag_log format ["saving unit parameters for respawn"];
_pos = getPos _target;
_dir = getDir _target;
_classname = typeOf _target;
_side = side _target;
_loadout = getUnitLoadout _target;
//wait till unit is dead. i added a little delay loop, i figure is saves a little cpu...
while {alive _target} do {
sleep 60;
};
waitUntil{(!alive _target)};
sleep 120 + random 60;
_group = creategroup _side;
_vehicle = _group createUnit [_classname, _pos, [], 0, "NONE"];
_vehicle setDir _dir;
_vehicle setUnitLoadout [_loadout, true];
[_vehicle] execVM "fez\fez_practicetarget.sqf";
i dont see where that second unit should come from.
hm yea could do that i guess. but still i want to know what im doing wrong here
while {alive _target} do {
sleep 60;
};
waitUntil{(!alive _target)};
???
yes it basically does the same, but as i wrote above it, i thinks its a little less calculation because i think waituntil checks on every frame
with that look i do a check every 60 seconds instead
but at one point i was fumbling around trying to find that bug so i just wanted to make sure its REALLY dead ^^
guess i can take out the waituntil line
Is there a way to see the eden editors hpp file?
You can save the file unbinarized @grizzled spindle
Which file is it in?
@grizzled spindle you arent making any sense, can you ellaborate?
\a3\3den\config.cpp
Thanks @austere granite
Would i be possible to make a script, that would allow the Co-pilot of a helicopter to get a couple of addactions to destoy Engine, Tail rotor ect.. for traning of new pilots.. or would it fail cause the heli is local to the pilot ??
Nvm
got a solution?
remotexec is the answer
and use the helicopter object as a target, it will get executed on the machine where it's local
Hello, Can someone help me please?>
Yes, you get one question. That was it
oh
oh ok, am i doing something wrong here?
this addAction ["Crafting Help", {hint "Testing"}];
the code needs to be inside of quotes
this addAction ["Crafting Help", "{hint 'Testing'}"];
it shouldnt matter
@vestal mortar make sure this is a valid object. If its your player then do player addAction ["name", {code}];
Ok, 1 second
i want it to run the hint command in the addAction itself but for some reason its not working
Generally they are conditions
@vestal mortar wher are you adding this at? A box?
Unit init?
Is this sp?
mp
sorry i was thinking of calling a script from that section, not code
๐ค
Okay, should be
this addAction["Crafting Help",
{
hintSilent "Test! It works!";
}];
beautiful
how do you do the color?
hmm i think it works with html?
(dont quote me on that)
wiki says player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", {hint "RED"}];
oh
no clue what he means
oh i forgot the ; haha lol thanks @subtle ore
if(true) then
{false};```
@vestal mortar yep no problem
im surprised discord respects sqf
I am too
if(false) then {true};
no
damn
fuck it
",,,sqf
stuff
,,,"
can someone tell me why this wont work in eden editor?
is it not sqf?
yeah the file i want it to execute is a sqf
not you Ethan sorry
๐
this allowsqf false ;
if (zbshadow cool != true);
i'm legit so dumb i need to look before asking
@vestal mortar better to ask then never find out
yeah true
@subtle ore would u know why this code isnt removeing the addActions
_myID3 = player addAction["Close",
{
player removeAction _myID1
player removeAction _myID2
player removeAction _myID3
}];
ive removed the ; and added the ;
and it hasnt fixed it really confused
i'm gonna make it just remove it self not the player having to click CLose
Can u not get a addAction that runs another addAction in itself to have a _myID4 before it? cause i doesnt want to create it if _myID4 is in there
@vestal mortar
try this instead
_myID3 = playerAddAction["Close",
{
params["_player","_user","_id","_args"];
_player removeAction _id;
}];
so in each one of your actions, the action will be removed
since addAction already passes a special variable for you to use to return the id of the action
ok
otherwise, unless you specifically pass variables into the action they will not be able to be used
ok
which is the next paramter after the code, so like this:
_myCookieVariable = 1;
player addAction["Cookie Action",
{
params["_player","_user","_id","_args];
hintSilent str _args;
},[_myCookieVariable]];
which _myCookieVariable would be available inside the addAction
Aight, the Close one is still not working?
Hello, someone know where can i report a bug ?
@compact maple dropped you answer. dont spam on many channels ๐
Hello, I'm currently learning and trying out waypointing. I created a unit which enters a vehicle using 'get in nearest' but now I'm curious on how to make the unit enter a vehicle more precisely. e.g. unit 1 get in vehicle 1.
_Turret1 = createVehicle ["O_mas_med_ins_HMG_01_high_F", [23502,18518.3,0],[], 0, "NONE"];
_Turret1 setDir 135;
_Turret1Gunner = createGroup east;
_myGunner1 = _Turret1Gunner createUnit ["O_mas_med_Insu_M_F", [23498.6,18527.5,0],[], 0, "NONE"];
_wpTurret1_1 = _Turret1Gunner addWaypoint [getPos _Turret1, 0];
_wpTurret1_1 setWaypointType "GETIN NEAREST";
@iX#8920 try waypointAttachVehicle and waypointAttachObject
Have an optimazion question.........
so each button on the right opens a sub menu to set speed, combat mode etc. Each submenu button has the same eh which has a switch statement to find which button and execute the correct code
rn i have 4 fncs that are almost the same that i want to combine into one. Problem is I dont know how to pass the different code correctly as a param. The code contains another of the params and also _x from foreach statement
Is there a command to open the players inventory?
you want the players inv forced open on themselves or you want to remotely view it?
open on themselves
this might work
player action ["Gear", player];
its for opening other inventories but it may work
@plush cargo
["CommandMode", "SAFE", "\a3\Ui_F_Curator\Data\RscCommon\RscAttributeBehaviour\safe_ca.paa"] spawn SRTS_fnc_AnyModeChange;
//SRTS_fnc_AnyModeChange
params ["_type", "_mode", "_text"];
switch (toLower _type) do {
case "commandmode": {
...
};
...
};
???
@still forum Case insensitive switch structure, possibly with continue.
Figured on putting another switch in just wasnt sure if that or pass the code in the params. Thanks commy
@little eagle I can probably give you caseCI What should continue do? Not exit the switch at end of code?
hey all, good morning! does anyone know if there is a way to retrieve the properties of a p3d from script? specifically iโd like to know if an object is set to follow slope (thatโs a p3d property Iโm referring to, not the verticality that you can define for eden in configs)
i was thinking to have an external script loop all a3/ca objects and a tool such as dep3d but before i do that... i thought iโd ask ๐
eheh dedmen the objects are already there itโs for my E2TB module (export to terrain builder)
I mean to check if followSlope is enabled. The only thing you can do in SQF to test that is to place it and check if it follows the slope
I don't know what the secret switch variable contains right now.. I guess I can do that..
I think you might already be able to do that in SQF...
Get angle between terrains up vector at the objects position and the objects up vector. If smaller than a threshold, the object is aligned with the terrain.
I think you might already be able to do that in SQF...
breakTo/Out? Never tried.
switch "cond" {
case "cond" : {
//continue although matched
private _prupSwitchBla = "";
switch "cond" {
_prupSwitchBla = __secretSwitchVariable;
};
__secretSwitchVariable = _prupSwitchBla;
}
}
somethink like that ๐ I don't know if you are allowed to write to the __secretSwitchVariable.
Intercept can't even access it.. unless you pass it as parameter to continue
breakTo/Out won't work. the case statement set's the "triggered" flag and then on the next case statement it detects that it already triggered and exits.
All you can do is jump to the next case and then it's already too late
commy2 clever but not adapted for my scope, since that threshold would apply also to objects that do not follow slope and add to imprecision
thanks for suggestions!
@plush cargo Thank you, I'll give it a try.
Played around a bit and ended up using.
_x moveInGunner _y;
works perfectly for what I need it for.
be sure to also use assignAsGunner
It's for a static, I think it should still work.
What?! ๐
32/25*100
Self awareness and courage to ask is all you need.
I also can't ever remember how to calculate improvement in percentage or 5x faster ot stuff..
private _scope = createProfileScope "TestScope";
//Waste 17ms of time for visualization
profilerLog "hey test";
if (true) then {};
profilerLog "post if";
//Waste 17ms of time for visualization
https://imgur.com/a/3rxjW
Do you peoples like that?
Wut is this?
a script profiler.
It measures the time between when _scope get's created till it goes out of scope. With microsecond precisionโข
Add private _scope = createProfileScope <Function name>; to the start of all your script files and you get a full callstack with runtime for each function that was called. Additionally you have profilerLog which add's log messages to the visualization. So you can log what arguments were passed to your function for example. The logs also show when they were logged. So you can profile sub-sections of your script without creating extra scopes
Works just like https://community.bistudio.com/wiki/Performance_Profiling but for scripts instead of engine stuff.
GiveItToMe.gif
is/of = %/100 was so drilled into me in grade school ill never forget it ๐
Wow it seems cool @still forum
@tough abyss loaded mission event handler yeah
Hi there,
does anyone know why this dosent work:
if ({cgr_side_target_1 in (list _side_trigger)} && {cgr_side_target_2 in (list _side_trigger)}) exitWith {_pilots_at_base = true};
Because CODE && CODE doesn't exist.
okay
You guys know that you can't assign a variable that is named after a command? stuff like player = "stuff"?
That is being checked at runtime. Even with local variables.
So everytime you do _localVar = 1 it goes through all script functions and checks if _localVar is a script function.
I wonder how much faster SQF scripts would be if that would be removed...
The check might make sense for global variables.. but there are no script command starting with _ so it makes no sense to check if one does...
And at runtime on every execution.. Instead of once when the script get's compiled
I'm done for today ๐ค ๐ โ
yes i did know that
i coincidentally named some variable to an existing function name and had to figure out wtf was wrong
is there any global script that gets called when a server is shutting down?
(or at least a way to tell my server mod/dll that it's time to terminate)
@still forum _ForEachIndex (does that counts?^^)
@ionic orchid addMissionEventHandler ["Ended", {
okay i'll give it a go
I wasn't having much luck with exit.sqf
I think it must be unloading the mod dlls before the event triggers
Doubt it since we are using some dll in the main menu with ACE.
My issue is that the dll crashes the server on shutdown, before I've had the change to clean up all the loose pointers (I'll fix that later)
So I wanted to check if there was a way to explicitly call a cleanup method on the DLL before that crash happened
Ended sounds about right, but the event doesn't happen before the crash kicks in, so I'm assuming that Ended comes after the DLL is unloaded based on that
I'll keep poking
Its up to the dll to close down correctly
the missionEH Ended only works in missions, when not using #missions command
dlls are not unloaded on mission end, only when server is shutdown
that's the issue I have - I want to unload the dll on shutdown, but I want the dll to know it is being shut down
Then code the dll todo, its easy enough todo that with c++
My guess is doing something with DLL_PROCESS_DETACH, assuming it does what it says on the tin
Okay cool, process detach is the last message I get before the crash, that'll be what I need
I'll take a look at that one, cheers, it's a bit different from the default one that BI give you
Yeah, process detach works just fine, thanks again
Would there be a way to stop a gun from firing at certain angles of the turret's movement?
has anyone else had anissue when using tvsetpicture? i can get it to work but the picture looks very compressed and there is a gap to the left of it
@lofty nymph got a screenshot?
@plush cargo https://i.gyazo.com/b24e941b27d1d5a4c279641a656b94f4.png trying to create a list of weapons which a play can then search through with the rsctree and rsc edit search combo. but unlike lbsetpicture, this dosent seem to alocate room for the bigger pictures, its just compresses them.
change the column start pos
how do i do that?
in the config of your dialog
ok, thx man
I have a similar looking control here https://github.com/alganthe/ACE3ganthe/blob/arsenal_loadouts/addons/arsenal/ui/RscAttributes.hpp#L269
thats for a lb though, i dont think tree has a column pos only row height
tree doesn't afaik, you can't mix and match those two
use a listbox instead, there's no need for a tree there
yh, but i need it to be searchable. so it filters down, thats why i used it. like this wiki example
{
disableSerialization;
_display = findDisplay 46 createDisplay "RscDisplayEmpty";
_edit = _display ctrlCreate ["RscEdit", 645];
_edit ctrlSetPosition [0,0,1,0.04];
_edit ctrlSetBackgroundColor [0,0,0,1];
_edit ctrlCommit 0;
_tv = _display ctrlCreate ["RscTreeSearch", -1];
_tv ctrlSetFont "EtelkaMonospacePro";
_tv ctrlSetFontHeight 0.03;
_tv ctrlSetPosition [0,0.06,1,0.94];
_tv ctrlSetBackgroundColor [0,0,0,1];
_tv ctrlCommit 0;
_classes = "true" configClasses (configFile >> "CfgVehicles");
for "_i" from 0 to 5 do
{
_tv tvAdd [[], configName selectRandom _classes];
for "_j" from 0 to 5 do
{
_tv tvAdd [[_i], configName selectRandom _classes];
for "_k" from 0 to 5 do
{
_tv tvAdd [[_i, _j], configName selectRandom _classes];
for "_n" from 0 to 5 do
{
_tv tvAdd [[_i, _j, _k], configName selectRandom _classes];
};
};
};
};
};```
with listbox i dont believe you need to even change column, it keeps the picture ratio seen here
use a ctrlEdit and do your search via sqf
ok
nah, sizeEx controls it
you could also add a rsc picture that move y pos according to mousepos and xpos will stsay the same right next to the tree, click on tree rscpic shows next to it
ooooor, use a listbox
shhhh they want to use the new fancy built in tree search
how would i go about filtering a listbox then, say i type "katiba" into the rscEdit box. what function is best for sorting the listbox?
lbsort
you make one using lbsort
really, thought that was just alphbeticle
here's mine for my arsenal rewrite https://github.com/alganthe/ACE3ganthe/blob/arsenal_loadouts/addons/arsenal/functions/fnc_handleSearchbar.sqf
well, it is
you remove items that shouldn't be there and "refill" the panel if the user removes characters
if you do caching for filling the panel it should be extremely fast even with a thousand items in the listbox
whats with the select random in there?
where do you see selectRandom there?
not urs
or god that recursive for do
was going to suggest that if theyre pulling from configs to load lb then the index will be the same could just search config isclass and get the index
wont work if doing it randomly though
nope, index won't be the same
cache the config lookups, pull cached info when refilling listbox
for 623 items (weapons list with all my mods) the first run is about 140ms, the next ones are around 70-50ms
๐
but that's after dedmen did some major improvements, before it was around 200-300ms
@lofty nymph if you're interested...........
?
_baseRifles = "((configName (_x)) isKindof ['Rifle', configFile >> 'cfgWeapons']) &&
(!isClass (_x >> 'LinkedItems')) &&
(getnumber (_x>> 'scope') == 2)"
configClasses (configFile >> "cfgWeapons");
_weapNames = [];
{
_weapName = (getText( _x >> "displayName"));
_weapNames pushBack _weapName;
}forEach _baseRifles;
hint format ["%1",_weapNames];
base rifles only (no attachments)
also shows how to get the display name so your list is easier to read
suggest displaying the display name but storing the class in tvsetdata
liiiistbooooooox
lbsetdata then :p
thx, do u know a way of filtering out the weapon items as well i had an issue with them all comming through when i went through cfg weapons
i have something one sec
its pretty old though and i had very little idea what i was doing
really all you need is those type numbers in there
do not use all that count shit in there
GOD DAMMIT USE PRIVATE
PLEASE FOR THE LOVE OF GODS, THOSE BRACKETS
aaaaaaargh i'm so triggered
lmao what did i say
and I quote, myself "its pretty old though and i had very little idea what i was doing"
gotta run, time for "stranger things" โค
pushes the var to the innermost scope
so you don't somehow redefine it 4 scopes down and wonder why the fuck you're getting that "not a number" or type rror
ok
Is there a nearObjects kinda method that searches inside of a square/rectangular area instead of spherical?
check with a radius of the largest diagonal and then do an inArea check for the square / rectangle
@earnest ore
entities "" inAreaArray [position, a, b, angle, true];
position: Array - center of the area in format Position3D, Position2D
a: Number - x axis (x / 2)
b: Number - y axis (y / 2)
angle (Optional): Number - rotation angle. Default: 0
Hey, is there any way to replace default player animations without making an addon ?
I'm trying to create some sort of "better player actions" thing,
for example tactical ping with getsure https://gyazo.com/5cfbfdfd49bde4189971a8dfecb58324
and i have problem with throw grenades things.
I have this https://gyazo.com/bb3451381f34d6ff56828ae8b8fd6b61
It works like that: you hold throw button and see status bar wich display force and on key up it fires, but animations is only default one with forceWeaponFire or action UseMagazine with little 'zig hail' at start, sorry for bad english
@little eagle Hrm... Empty array.
entities [["House","Building"],[]] inAreaArray trigger;
Terrain objects not included, I guess?
no
Terrain objects are not included.
In entities. Never tested if inAreaArray works with them. I'd say yes, but who knows.
nearObjects doesn't include them either afaik. And you have to be careful with the radius. You'd have to make it sqrt 2 times larger than the longest side of your rectangle. So that the square covers all the edges.
I think it was sqrt 2. Too lazy to think on a holiday.
nearestTerrainObjects [position, ["HOUSE","BUILDING"], sqrt 2 * (a max b)] inAreaArray [position, a, b, angle, true];
wat? I think you are on the wrong Discord.. @shell carbon
oh lol, didnt notice. Sorry and thanks for the heads up
use MP test instead of SP
No pause runs simulation when alt tabbed
@little eagle my hopes in nearestTerrainObjects have been crushed :/
was hoping it would be a good replacement for nearRoads
Wat
but MAIN ROAD, ROAD, TRACK, TRAIL <--- all not defined
Why just not get the class?
roads have no class
in fact they're not found by that command at all
even without any filter
Uhhhh....
because roads aren't objects
they're giving us false hopes :/
Rails are though?
maybe
rails aren't roads
but it would've been great to be able to differentiate between different road types with that command
in general it seems to be quite unreliable https://community.bistudio.com/wiki/nearestTerrainObjects
just 1 solar power plant on altis ? i think not
oh hang on that was my fault there. it does list 10
๐ค
Hello
how to selection question ?
example c# c# = example = Console.Readline(); if (example == true) else {}
How is the arma 3 te done?
@rancid pecan what does Console.Readline() do?
I think he wants to proceed on input
Meehhh you meddling c# kids are talking nonsense
๐ถ
๐ค
@subtle ore That's not even correct C#
Console.ReadLine() returns a string, and a string cannot be compared to a boolean
@tame portal /shrug
Don't expect me to be reading c# anytime soon
can BOOL == BOOL tho
@indigo snow if (true == true) {
if (true.ToString() == true.ToString()) {
i know sqf doesnt allow it but i was wondering if c# did
Ew wtf is that @tame portal
I don't think so, compiler will throw an error because who the fuck does that
i know a guy
No one with brains
Soon Microsoft will have taken over the world
if(true.ToString().Equals(true.ToString(), InvariantCaseInsensitiveCompare) ๐
Looks fucking awful
{
var up = new Exception("no");
throw up;
}
therefore it must work
lol
๐คข
\ -_- /
Whatever works
its idiot language for people who've never programmed before lol, its not supposed to be like the hardcore languages
It's almost feature identical to c#
I mean it uses .NET so everything is the same but the syntax
I think I read that MSFT plans to invest in c# and kind of let VB.net sit off to the side
VBNET is not being supported anymore
and why the hell did my userlist in discord just disappear
no no
yes yes
@cold quartz Are you a c# dev?
yea, mostly just web app dev
Yep
Ah yeah I've been using WebForms for so long now, quite different to get into MVC, I mean the model isnt complicated, just need to force myself to stick to conventions
I took the same path.
Hey kids want some sqf?
I got some more in the van
@subtle ore i have enough sqf for myself thx ๐ (just noticed foreach returns result of last statement and foreach + apply allow exitwith inside of their loops while also return what exitwith should return, which is pretty neat if you ask me <.<)
Momwiki told me not to talk to strangers. They might remoteExec me.
can BOOL == BOOL tho
yes @indigo snow
oh my, looks like % (aka mod) does not like it if b ( a mod b) is a real number und would produce a 0 as return, instead it returns b O.o nothing you can't catch but something to be aware of
example 24 mod 1.2 ----> 1.2
@little eagle Was on about C#
ok, sry
Nesias, modulo is only defined for whole numbers as quotient in maths.
"divisor"
commy2: yes it is defined for whole numbers but it also can be used for real numbers
@hidden field think that actually is a rounding error
@queen cargo maybe, "floating points" (afaik arma used fixed point number ?) can create rounding errors
nah, all of arma numbers are floats
funfact if you multiply both sides in my example by 10 (which would them integers) you will get 0 back <.<
@hidden field as I said
Probably rounding error
@hidden field i hear count is a good alt
funfact if you multiply both sides in my example by 10 (which would them integers) you will get 0 back <.<
Which is correct @Nesias#1812
@hidden field Every number in Arma is single-precision floating point.
For rounding it's probably using fmod
anyone here know how to get vehicle and weapon descriptions from there cfg files?
configFile >> "CfgWeapons" >> classname >> "description"
ty
Is there a way to open the inventory while under water?
Is not always logged in description for some reason, had to do this a while back.
SRVC_fnc_VehInfo =
{
private ["_text"];
disableSerialization;
_vehInfoCbo = ((findDisplay 5501) displayCtrl (14));
_vehNameCbo = ((findDisplay 5501) displayCtrl (16));
_veh = vehicle player;
_class = typeOf _veh;
_nameText = parseText (getText (configFile >> "CfgVehicles" >> _class >> "displayName"));
if (isClass (configFile >> "CfgVehicles" >> _class >> "Armory")) then
{
_text = parseText (getText (configFile >> "CfgVehicles" >> _class >> "Armory" >> "description"));
} else
{
if (isClass (configFile >> "CfgVehicles" >> _class >> "Library")) then
{
_text = parseText (getText (configFile >> "CfgVehicles" >> _class >> "Library" >> "libTextDesc"));
};
};
_vehInfoCbo ctrlSetStructuredText _text;
_vehNameCbo ctrlSetStructuredText _nameText;
};
is there a way to make border of circle bolder?
_marker setMarkerShape "ELLIPSE"; _marker setMarkerBrush "SolidBorder"; _marker setMarkerSize [100, 100];
is there a way to make border of circle bolder?
No for markers.
Is there a way to open the inventory while under water?
lol no
Wp @still forum
I like how discord knows who you want to tag
And then it still fails
Like wtf
Stop giving me suggestions if you can't handle them yourself discord :D
So, I've been told that if in the unit description I add something like Team leader @ Viking 1-1 that in the lobby, the group name will be listed as Viking 1-1 and the unit will be listed as Team Leader beneath it. Is that correct?
Hmmm, maybe I should post this to mission_makers instead...not specifically a scripting question. Well, getting to the scripting part: does that actually change the groupID of the group they belong to or will the group continued to be named Alpha 1-1 or somiliar?
thats when you use CBA
it doesnt change the groupID at all, its just a hack of the gui of the slotting screen
Yeah. It has nothing to do with the group id anyway. It's the RoleDescription of the group leader (first slot displayed for each group in the lobby).
Ok. That's kind of what I thought. Do you know of a way to programmatically retrieve that? It's CBA specific feature so I should go ask them but maybe you know of a way off the top of your head?
commy wrote that code just saying
I completedly missed seeing that link
Are you trying to replicate this without mods?
Ok, the reports that I had received had people saying that in susbequent radio communications, stuff like that, that the group name specified after the @ would also appear...it made me think that it may have been affecting the groupId and that I could poll it from there.
No, it's just for the lobby. To name a group, do as usual and name the group in the editor.
Na. Some players want to see their lobby names in Athena and I'm trying to figure out how to grab that info. I'll probably just end up having them use setGroupId or something.
Gotcha
"lobby name" you mean profileName?
No, sry, the slot names that the @ thing creates
You have to enter the group names twice if you want them to match ingame and in the lobby unfortunately.
If it were possible I would've avoided that. But this was the only way to get the group names into the lobby screen. By changing the name of the leader to include the group name and then have an ui script that breaks them up.
Hey man, no explanation needed. Most people would only care about how it looks in the lobby anyways.
Same. I didn't care how, just wanted it to work. But I love this shit and can't stop running my mouth about it.
lol completely understandable
This stuff is like building a house, the builder notices all the tiny litlte mistakes or things they'd like to change. The rest of us just see a nice house.
Where did this come from?
the "house" metaphor
and this is where I exit..thanks for the help!
port-a-potties
Mobile toilet?
I wonder if it was updated...... I wanna look now....
What's so bad about toilets? If you happen to need one, and none's there, you're fucked.
they tend to smell and not be very welcoming when there's a lot of people using them
3 years later, still not using git properly
Zeus is pretty bad. You should at least do better than zeus.
and not be very welcoming when there's a lot of people using them
That's a problem with people. not toilets.
It's acceptable. If it were perfect, one would complain about priorities.
AI is fine imho, pathing algo could be better tho
it's not really AI at that point, it's bloat making the FSMs run slower and thus dumbing down AI
that's default behavior in safe, it's normal
It's not a problem with advanced AI scripts like the fsms. They can't even enter doors reliably without getting stuck. AI is fundamentally broken.
yup, which comes back to pathing algo
depending on the height of the building it either works or completely shits the bed
Everyone has their pet peeves, huh?
regarding ai, is there a mission one could look at to get a grasp of how it's done right?
Yes. Wish the API was low level, but with what we have, nothing can be done to mend the biggest issues.
I mean from a scripting pov. Having a hard time on how to get squads do exactly what I'm asking certain times...
like too many obstacles and they freeze imo
glad to know it's not just me then.
thx @tough abyss I'll check that out.
does anyone know why this doesent work ??
if (!isServer) exitwith {};
_armorSpawns = ["armor1","armor2","armor3","armor5","armor6"] call BIS_fnc_selectRandom;
_armored =[getMarkerPos _armorSpawns,0, "rhs_t72ba_tv" ,EAST] call BIS_fnc_spawnVehicle;
[_armored, getmarkerpos "patrol", 1000] call BIS_fnc_taskPatrol;
it spawns but i dosent move.
BIS_fnc_spawn vehicle returns = [vehicle, crew, group] and for task patrol you need the group so it shoud be
[_armored select 2,getmarkerpos "patrol", 1000] call BIS_fnc_taskPatrol;
@lavish hamlet
tried both diden see a difference
engine solution > function
Since the recent CUP Terrains update, the hangar doors default closed on server start. I had asked in the questions channel how do you make the default open on server start. I got a reply of using Door_7_sound_source. I am very novice at scripting. Could someone be so kind as to spell it out for me? Not sure how to do this, or where to put it.
Hello there guys, so im having quite an issue here, im making a PvP mission and i want that: players have 4 respawns, but then after thats finished each side have their own pool so WEST has 16 tickets and INDEPENDENT has 8 tickets (assymetrical map balanced trough other conditions), so far i have this in my InitPlayerLocal.sqf
[player, 4] call BIS_fnc_respawnTickets;
[WEST, 16] call BIS_fnc_respawnTickets;
[INDEPENDENT, 8] call BIS_fnc_respawnTickets;
And i have this in my Description.ext
respawnOnStart = -1;
respawnTemplates[] = {"MenuPosition","Tickets","Spectator"};
But after the first 4 tickets are expired (don't matter which side) it says no more respawns are left
respawnTemplatesWest[] = {"MenuPosition","Tickets","Spectator"};
respawnTemplatesGuer[] = {"MenuPosition","Tickets","Spectator"};
[player, 4] call BIS_fnc_respawnTickets; //--- Local tickets
[SIDE, 66] call BIS_fnc_respawnTickets; //--- Global tickets
Hi, am I able to redefine vehicle parameters with a script in a mission?
like the speed of a helicopter for example? no i don't think so
Plant Charge
Sabotage ยฉ
I'd say that's the easiest..
getPosASL returns position of feet afaik..
That is about the position of the surface
The adjective "explosive" is superfluous. There are only one type of charges.
Cavalry charge
like you use that action and suddenly rohirim come charging down the fields tbh
I only plant implosive charges.
plant cavalry charge ?
"Explosive Charge" is the displayed name of the item, right?
This all reminds me that the game still says "Ride in back" for the codriver seat.
Every with a codriver seat.
Hunter.
And?
Read again what I wrote.
"Ride in back"
Somehow that's not confusing when he sits down in front?
"Get in %1 as passenger"
oh god I can't wait for enScript, that's gonna be F.U.N to explain compared to sqf
ofc
Why?
check TKM
yes
if by more conventional you mean not shit yes it is
wat, how do you know that already
Pvp ? More like illegal salt mines!
there was that (sorry if I hurt anyone's feelings) pathetic attempt at a pvp gamemode called end game, except for that I don't see it catering to anyone in particular
LOW campaign was a really high point for me, it was wonderful
because they did put a lot of work into it, but it's kinda sad that it ended up the way it did
but then again, it didn't play to arma's strengths, CQC isn't one of them
If they would fix the animation bug, when it keeps moving forward when you stop pressing the button
And the turning around in buildings and falling through/into walls
that's the animation cycle not being finished, it also happen when you setPos a unit running
That's like super bad
it's fixed in enfusion afaik
koth
objectives? people play for kills
I don't consider KOTH a proper KOTH gamemode, it's badly designed too (the towers at least)
which I find mind boggling
and also terrible game design because it uses people's brain against them
or good game design, depends if you wanna make money or not
I can probably throw out a koth gamemode under 30 minutes with better objectives and that works on all maps, sure it won't be balanced but fuck it
Personally I don't know why KOTH is as popular as it is, I personally have no joy in dying to a spawncamper and then taking 5 minutes again to the playzone
I was about say
not needed
That's an ArmA milsim mission, not a casual multiplayer gamemode
Budget milsim lol, like a casual milsim mission, but not catered towards casual ArmA players ๐
I still don't get what's the point of the leveling system
and you just lock shit behind leveling just for the lolz, everyone's not on the same playing field
Leveling and grinding is something people consider the reason of playing rather than the joy you have from good game design
sure it keeps people playing, but all in all it's not fun
and I find that sad ๐ฆ
same, but then again people just flock to leveling systems because at the end of the day, some of them like having an advantage against beginners
All, I'm trying to understand how the Advanced Train Simulator works. To my understanding it is not a common vehicle, but I am unsure on how all the system works. Especially in MP: how does the position of the train is sync'ed in MP?
To make things simple: if I has a CUBE object a player could jump in, and this cube just went back and forward like a platform
how would the best approach be
NO CONTROLS
something self-driving
I can use the attachTo command ok, but what about having it actually MOVE?
setPos like a mofo / setVelocity if it's a thingX
setPos in MP works very badly.
O.O? wat?
well
if you want to have something move smoothly
having a setPos command every 0.01 seconds obviously results in the object jumping around for clients
so setVelocity is probably what I'm looking for
depends, but you're going to do a lot of vector math in any case
Only people that worked on Advanced Train Simulator know how it works.
that's fine
When I did my export to TB module I had to do vector math anyways
cannot be
I've tried with simple rails targets
you want that to be computed on server
so to make it move with setPos you'll have jumps
setVelocity on the other hand is a good suggestion
@tough abyss exactly
setPos, that is
setVelocity probably doesn't work with buildings like trains.
it has to be a thingX, plus if the terrain has bumps good luck ๐
I could have a setVelocity (global effects) and upon reaching a checkpoint, a setPos to ensure all clients are sync'ed
lol
I am not trying to remake ATS, we have ATS already ๐
I guess I'll have to make a vehicle
will give it a try
Pretty sure that that
require some changes to the model.
E.g. buildings have no PhysX.
regarding computations: setVelocityTransformation seems to be doing it for us
not only that but you can't really take a building model and change it's config to a vehicle
Maybe helper vehicle and attachTo though.
buildings can have anim sources
yes
Buildings can have animations. E.g,. doors or broken windows.
but again not redoing ATS that works beautifully already ๐
not spinning the spinny thing in playgrounds around altis -> terribru
I've seen the action and immediately made it spin.
imho it's pretty realistic for a greek island
I just wish there were more signalization signs, it makes no sense that on nearly every map there's so little of them
but AI is quite... special on it
that's why you got smoke
@alhanthe "not only that but you can't really take a building model and change it's config to a vehicle"
what?
ace smoke is super dense, and LOD issues are fixed on dev branch
well, pop more smokes then :p
just go behind a wall its been the way to defeat Ai since OFP 2001
as long as you're not moving in a predictable manner AI won't hit you through smoke, they just shoot your last position
same for bushes
well actually in Arma 1.2 or so they went Meter accurate and that was the end of all inteligent AI
infact nothing on the map would move until a shot was dired and then it all initialised in early 1.01 or so lol
ithink the best was the OFP enahncement mod AI that search builidngs etc good stuff and after that well i think Bis became scared to add Ad-Hoc scripts for them
maybe now the game isnt so much VBS driven in its goals it wil lachieve some smaller teraains and better scriptsed AI
lol can we getsome facts injected back into this pelase
gimme 5s
well ill give you a bridge and some water and trees will that be ok ?
ill give you geometry too and roads and a car
you give me AI to navigate and ill be happy
https://www.youtube.com/watch?v=1bjQ83DHXJY when the pathing algo doesn't shit itself it works nicely
yeah i admit the AI has its moments , ive seen them roll under a gap in a fence without scripts
an other example (older) https://www.youtube.com/watch?v=zdtk1B4qdsU
problerm is its to rare and some ad-hoc assistance is required in the mai n
biggest issue right now is building height differences, there's some of them AI simply refuses to access
and no, doesn't work quick, they just ignore the Z pos on some buildings, doesn't matter what the height
they just can't path to the entry
they get stuck in a "planning / busy" loop
well most folk play PvP now anyway so Ai aint gonna get any love soon
maybe there will be AI DLC ๐
oh btw, that garrison stuff is in ACE3 now, i'm pretty sure people are using the instant TP one tho
@lone glade Maybe the Ai has no path there available
no, it does, i'm forcing full path planning too
it's just that they somehow can't path for some unknown reason
they just get stuck trying to path / staying there until my fail safe kicks in and force them to return in formation
We need #ai to get this poop out of here.
I think many people would play more coop and pve if AI was more I @sour saffron
AI is for SP and best left there , CO -OP died with gamespy servers like shell.co.uk ๐
I like pineapple.
What was that comment about the last Ai developer leaving BI?
We do 30ppl coop. Pve
Kellys Island and Lakeside dont need AI ๐
PVE is fine guys, just don't try 60+ players against 60+ AI, at that point AI is brain dead
We need 1 or 2 zeusses to keep it interesting
Scheduled fsms are too slow to handle so many ai.
the best part is that even tho they have their own part of the scheduler they somehow get slowed down by sqf scheduled scripts
same for triggers, they somehow break after some point
becuase the grahics card need CPu to help with 3 million poly addon
wat
custom addons are inifficent and slow down the AI
k
Textures are worse than polys for fps.
sections are worse
vanilla AI is still the best AI imho, unless you completely replace absolutely all AI FSMs by "custom" ones
Id be a happy soldier
i like what VCom does
yea. well VCom can limit the amount of units involved
so only a certain maximum will be doing VCom stuff
pretty much what you say
not sure though if it will affect the FIRST units involved in fighting, or the ones CLOSEST to the player
hmm sounds interesting
actually i could add a script that sets VCOM_AI true or false depending on how close units are to the player...
that might be handy....
hmhmhmhm good thought
maybe based on knowsabout value?
if unit knowsabout player, vcom true
knowsabout and proximity sounds useful
?
Good. Now change the topic.
thanks man. that stuff might be helpful
HI all, does anyone have a idea how to hide/disable the altitute meter
https://cdn.discordapp.com/attachments/281049532194750475/375687193114705932/Capture.PNG
I did this once in ACE, but it apparently broke. Too lazy to look into it.
did/does ace have that option?
ACE has a custom altimeter item that replaces the watch. To make it useful, it removes the magic altimeter from the ui.
But now there's this issue report I haven't looked into, so it may be broken.
Hello I have some issues with undestanding certain problem I'm having. I have if(isNull _gID) exitWith {}; on my server to check if parameters have been passed correctly. I'm 100% certain that they are (in my case it's number 13). But for some reasont this IF is exiting my function. If I just remove it it works perfectly fine. I also tried isNil same resaults. Can someone tell me what am I doing wrong?
@lone glade So like this in my example? if(isNil "_gID") exitWith {};
yes
@lone glade You are a champion. Those missing quotes were driving me insane. Thank you! ๐
Oh, thanks! @hasty violet
I saw that 'whale' of a message you left ๐
The displaying all 'revealed units' thing I'm specifically avoiding. I've had people accuse Athena of being cheaty enough ... and that was before it displayed hostiles.
Oooooooh!
@cold quartz What's your Steam page?
Um, 1 sec
finishing up a reply to whale's discussion post and i'll grab it for you
Whale: I replied
okay quick question here reagarding serverCommand
there doesn't seem to be anything wrong with it I guess, server log tells me it was successfully executed by the server
tried both the name and guid, but nothing appears in the bans.txt or the ban.txt
Password is correct
no ban
this works for me "pass" serverCommand "#exec ban 'steam64id'";
@robust hollow steam64id ? Is that some sort of special variable?
or are you implying I should use getPlayerUID ?
no its the steam64id of the unit. getplayeruid yea
so this
"@Coffee234" serverCommand format["#exec ban %1",getPlayerUID _unit];
doesn't work.
Alrighty, letme try this out.
you always use getPlayerUID for the baked in server commands
they existed and function the same way they have since arma 2
before steam was even a thing
๐ค
its quite possible they are broken.
i think i heard somebody complaining about server commands not working as well a long while ago
i haven't had an issues with it recently
tightly crosses fingers
YES
Never have I ever been so excited to see the "You have been banned" message
so did you try looking at the biki page for it?
Yes I did
it works with stringing the player uid, yeah
but the biki says nothing about that because up until a3 they were all ingame and bercon commands it seems
nothing automated like this
well you could always do serverCommand even in a2
right
getplayerUID also existed
had to be through a ui event handler it seems though preceeding arma 3
that's what I'm trying to say
lol really? thats really shitty
Yep
this worries me a bit, the bans are stored somewhere outside of my battleye working directory
can't find them at all, but they exist.
bans.txt
Nope, nothing there
not inside battleye folder
bans are still enforced, nothing in bans.txt
look inside documents
Err...documents?
thats another place to look
so you can confirm this ui event handler stuff is BS?
Yep!
i'll test it myself to double check lol
god this page is a mess
do you have wiki perms?
yes
as of Arma 3 v1.39 serverCommand can be used on dedicated server and headless clients. This requires a password, both set in server.cfg and passed to the command itself (See Alt Syntax).
ยฏ_(ใ)_/ยฏ
whats wrong with that?
Nothing, I was just showing you that it doesn't need a UI event handler anymore.
Sweet.
Awesome thanks ๐
btw, looks like #exec clearbans doesn't work either lol
yep
just found it
why would it be there?
@tough abyss
battleye working directory is defined
I think one is for ip bans, and one is for guid bans
good to know though that they arent battleye bans
I need to differenciate between bad players and good players at this point
the ones I can ban ingame, versus the ones I ban via script
@subtle ore @noble pond
serverCommand needs to be executed from a UI Eventhandler ON THE CLIENT.
If you didn't need it on the client then I would consider that a Bug that should be fixed.
At most the Alt syntax might not need to run from an UI Eventhandler.
But then writing that serverCommand generally doesn't need to is bullshit.
I have a simple working dialog with buttons but the first button listed in class Controls continuously blinks. I've tried adding blinkingPeriod = 0; in the control thats flashing and in base defines and still cannot get it to stop blinking. Does anyone know about this? I can pastebin the hpps if it will help.
don't directly paste them, if you want examples for buttons and dialogs / displays I have one i'm working on right now
have you run into the blinking issue?
nope
its like a cursor blink
#arma3_config
I guess if there is a blinkingPeriod there is also a ? isBlinking flag
yes, but it shouldn't happen if he uses the proper base classes
@tough abyss Have you tried it? The serverCommand main syntax not the alt one?
and sure you can run it from the Server. But you can only run the alt syntax on the server. and there is no UI on the Server. so UIContext there doesn't make sense anyway
The syntax requiring the password is the alternative syntax
not the main one
Does the alternate syntax work on clientside? If so the wiki is kinda wrong as it shows that Server-only Icon next to it.
wat
Only being able to run from UI Eventhandler is a VERY reasonable security restriction. If it really works outside of it it is definetly a bug.
Yep that's what I was talking about.
@noble pond wrote that both serverCommand syntaxes work without UI Eventhandler. Which is either incorrect or a Bug
This worked for me back when I was developing mission to support headless client.CCServerAdminPasswordCC serverCommand ("#kick " + "HC_1") where HC_1 was name of HC module and if (!isServer) exitWith {}; CCServerAdminPasswordCC = "blahblahblah"; publicVariableServer "CCServerAdminPasswordCC"; was external server arma directory script ran by the server. it worked a long time ago should still be working if nothing has changed.
Server's and HC's don't have a UI which I already said..
so UIContext doesn't make any sense there which I already said...
https://community.bistudio.com/wiki/getVariable supports Task?
https://community.bistudio.com/wiki/allVariables Does too
Ahh
Do you have an example of that ID string?
Ah.. It probably keeps an internal array then
Just look at BIS_fnc_setTask in the functions viewer it should contain the name of that variable.
I don't have access to Arma right now
@noble pond also
It is also worth noting it is not longer required to execute the serverCommand from a UI event handler, it can used directly inside an SQF script.
A UI Eventhandler is "directly inside an SQF script" and serverCommand is a SQF command so obviously it can be used in SQF Scripts. Where else would it be used? Besides that you again forgot about SQS.
why not use BIS_fnc_setTask it has the same return as bis_fnc_taskCreate
there should be a getter or sth
private _taskID = [
_taskTarget, //target
_group, //name
_description, //description
_destination, //destination
_state, //state
0, //priority
true, //show notification
_type, //image type
true //share
] call BIS_fnc_taskCreate;
private _taskIDUpdate = [_taskVar, "SUCCEEDED",true] spawn BIS_fnc_taskSetState;
from BIS func:
_taskVar = _id call bis_fnc_taskVar;
what I pasted above is what bis_fnc_setTask uses to retrieve the var
you don't want the task id? what var do you want?
Do they really notreturn the actual task ? The new task function ID is completly seperate?
they return the task ID or taskVAR
That's only used in the a3 functions, right?
which, guess what, are both strings
yes
the commands are outdated
they were replaced by this set of funcs
not with the new system
just have an array with the taskID and arguments
the old task system had task-type variables, but the new one is all strings and then some
I'm pretty sure I ran into the same issue and ended up doing an array
....
you cant setvariable a string
task variable is a string
a string, and no it's not available in any namespace
depricated?
strings can't be used as varspaces
and funcs
yeah i believe all task properties are strings. probabably need to use some object or missionspace to hald the vars
yup
use a dummy object as varspace @tough abyss
or even better use CBA namespaces which do that for you ๐
Use array.
you . can't . setVar . a . STRING
I had the same issue, because I wanted tasks to have conditions that auto-complete. Wanted the same thing, ended up with a task system which uses the a3 task system ๐ฆ
So...stupid
oh, I actually have something like that
f3 etc. all probably have sth like tht
That's the journal task, but all the tasks are done with functions
I mean the f3 framework
@peak plover you can precise the ID in bis_fnc_taskCreate, create your ID and use that for adding / deleting
but f3 group don't use task sytem
that's what I used for self completing tasks
it might have code for it maybe but its not applied in sessions
Are tasks jip compatable?
yes
If I create a task only for a single unit ex. blu_0_1
He disconnects
Will he/anyone else still ahve that task if rejoin?
no
ripoo broken task system
allVariables is broken for TASK?
@tough abyss just checked the func that is called to actually create the task
i would hazard to say <task> setvariable is the non-functional bit
So getVariable is broken too?
getVariable therefore reports nil / default, right?
rip
@tough abyss the "new" task system still uses simple tasks
_task = _unit createSimpleTask [_id,_taskParent];
sooo teeechnically you may be able to retrieve the actual task
_unit setVariable [_taskVar,_task];
๐
welp, you got your answer :p
โ ๐ท ๐ฎ ๐ต โ
Intersepted namespace?
and absolutely DO NOT use profileNamespace for this
file is saved / written everytime the varspace change
What if you need to restart the server but want to continue playing later?
that's not a namespace
that's a task_array
in this case you're just using missionNamespace
objects, controls, displays can be used on top of the other normal varspaces, you're just using an array ref called "task_namespace"
private _nameSpace = createLocation [ "Mount" , [0,0,0], 0, 0;
missionNamespace setVariable ["taskNamespace",_nameSpace,true]
You can't use random strings for createLocation.
hmmmm, that explains a lot๐ค