#arma3_scripting

1 messages · Page 409 of 1

subtle ore
#

WaitUntil needs a bool to be returned to continue

peak plover
#

it is

#

last line

#

double == returns bool

subtle ore
#

_TargetSpeed = 20;
^^ int

thorn saffron
#

so?

#

(_vel select 1) selects the forward velocity with also is an int

#

the part that adds speed (_vel select 1) + ( _speed) works correctly

subtle ore
#
waitUntil{speed vehicle player > 20} < Bool
#

Maybe you shouldn't be using waitUntil for tjis

thorn saffron
#

but I want to smoothly change the velocity

subtle ore
#

waitUntil will not smoothly change the velocity anymore than what you have inside the condition there

#

Literally all the code in there can be outside waitUntil and it'll work as intended

#

Do you have the ability to pastebin your entire script?

thorn saffron
#

no it will run only once

#

it is the entire thing

subtle ore
#

Then loop it, sleep it, or condition a variable inside the loop

#
while{!isNull _testVeh} do
{
    if(_coolStuf) then
    {
        //code
    };
};
thorn saffron
#

Doesn't waitUntil act as a loop?

#

I used it like that before

subtle ore
#

No, waitUntil is a oneshot event that suspends the script until a condition is true

#

That is why you need the condition to return a boolean

thorn saffron
#

false Suspends execution of function or SQF based script until given condition is satisfied. This command will loop and call the code inside {} mostly every frame (depends on complexity of condition and overall engine load) until the code returns true. The execution of the rest of the script therefore will be suspended until waitUntil completes.

#

from the wiki

subtle ore
#

That's exactly what i just said Taro....

thorn saffron
#

This command will loop and call the code inside {} mostly every frame It will loop the velocity change until the (_vel select 1) == _targetSpeed; returns true (ie. the forward velocity reaches target value).

#
waitUntil {
    if ((_vel select 1)> _targetSpeed) then {
    _speed = _speed * -1;
    };
    _veh setVelocityModelSpace [
    (_vel select 0),
    (_vel select 1) + ( _speed),
    (_vel select 2)
    ];
    (_vel select 1) == _targetSpeed;
};```
subtle ore
#

Lopping the condition, once it becomes true, it will exit

thorn saffron
#

thats the point

subtle ore
#

Why would you use this as a loop?

#

Makes zero sense

inner swallow
#

i'm tempted to say "because you can"

thorn saffron
#

because I can

inner swallow
#

Not actually aware of any downsides to doing this tbh

thorn saffron
#

also the script does not need to do anything above that

subtle ore
#

It's not very clean suicide king

inner swallow
#

like, you could also do while {do stuff; condition}; i think

subtle ore
#

While{} do{};

inner swallow
#

yeah i know, in which case it would be while {do stuff; condition} do {};

subtle ore
#

Yep

inner swallow
#

(don't know if it's possible to drop the do{} at the end)

subtle ore
#

Maybe in c but not in sqf

inner swallow
#

but yeah apart from "not very clean" i don't know of any down sides to the waitUntil thing

subtle ore
#

No sleep?

inner swallow
#

?

#

can sleep in it afaik

thorn saffron
#

@inner swallow

private _veh = vehicle player; 
_targetSpeed = 200;
_vel = velocityModelSpace _veh ; 
_speed = 1;
waitUntil {
    if ((_vel select 1)> _targetSpeed) then {
    _speed = _speed * -1;
    };
    _veh setVelocityModelSpace [
    (_vel select 0),
    (_vel select 1) + ( _speed),
    (_vel select 2)
    ];
    sleep 1;
    (_vel select 1)== _targetSpeed;
};```
trying to get this one working, I get generic expression error in the if statment and the final check in the waitUntil
subtle ore
#

OnEachFrame though

#

It's not returning a bool

inner swallow
#

hmm yeah, wot midnight said

#

i think you have to remove the semicolon at the end?

#

(_vel select 1)== _targetSpeed should return a bool otherwise from what i can see

#

although given what you're doing, might be worth using while-do instead

#

see if it still gives you a generic error

little eagle
#

If error, check the RPT. It says the line number and additional information.

subtle ore
#

@little eagle doesn't preProcessFileLineNumbers display error line number?

thorn saffron
#
private _veh = vehicle player; 
_targetSpeed = 200;
_vel = velocityModelSpace _veh ; 
_speed = 1;
while {(_vel select 1)> _targetSpeed} do {
    if ((_vel select 1)> _targetSpeed) then {
    _speed = _speed * -1;
    };
    _veh setVelocityModelSpace [
    (_vel select 0),
    (_vel select 1) + ( _speed),
    (_vel select 2)
    ];
    sleep 1;
};```
crashed arma 😦
little eagle
#

No, but it puts #LINE commands inside the string that compile can turn into error messages with line numbers should the executed script error.

jade abyss
#
No, waitUntil is a oneshot event that suspends the script until a condition is true
That is why you need the condition to return a boolean```
half wrong. It is looping (until cond. is true). So basicly you could add as much stuff in it as you want and add a false at the end. A while loop would still be better (with an exitWith), but it's doable ¯\_(ツ)_/¯
subtle ore
#

@jade abyss i was referring to after waitUntil condition has been met

#

Doesn't loop after met

thorn saffron
#

and that is the point

jade abyss
#
Taro - Today at 12:30 AM
Doesn't waitUntil act as a loop?
I used it like that before

Midnight - Today at 12:30 AM
No, waitUntil is a oneshot event that suspends the script until a condition is true
That is why you need the condition to return a boolean```
subtle ore
#

Never thought of actually looping via waitUntil

#

Well that is not what i meant to convey

jade abyss
#

You still can use it as looping (shouldn't do it, but it does work)

subtle ore
#

Understood

jade abyss
#

oneshot even is also wrong :/

#

(ffs i need a new keyboard... -.-)

subtle ore
#

🤷

thorn saffron
#

Its a small code snipped, that why it can sit there until it does what it has to do. At least waitUntil didn't crash arma 😄

subtle ore
#

But why? What is wrong with using a traditional loop?

jade abyss
#

No clue ¯_(ツ)_/¯

thorn saffron
#

I suck at coding and waitUntil was something I knew 😛

jade abyss
#

Taro likes it overcomplicated 😄

#
while(true)do
{
    //YourCodeStuff
    if(conditionMet)exitWith{};
};```
#

OR:

#
while(!conditionMet)do
{
    //YourCodeStuff
};```
thorn saffron
#
private _veh = vehicle player; 
_targetSpeed = 200;
_vel = velocityModelSpace _veh ; 
_speed = 1;
while {!((_vel select 1)== _targetSpeed)} do {
    if ((_vel select 1)> _targetSpeed) then {
    _speed = _speed * -1;
    };
    _veh setVelocityModelSpace [
    (_vel select 0),
    (_vel select 1) + ( _speed),
    (_vel select 2)
    ];
    sleep 1;
};```
jade abyss
#

! = NOT

#

So:
{!((_vel select 1) != _targetSpeed)}
is the same as:
{((_vel select 1)== _targetSpeed)}

#

Yep, correct edit =}

little eagle
#

Still no error message from RPT giving the line and instructions to fixing the issue. ¯_(ツ)_/¯

thorn saffron
#

kinda got it working. I accidentally seem to have also discovered the absolute max speed a vehicle can go, its 3500km/h

#
private _veh = vehicle player; 
_targetSpeed = 60;
_vel = velocityModelSpace _veh ; 
_speedChange = 1;
while {!((_vel select 1)== _targetSpeed)} do {
    _vel = velocityModelSpace _veh ;
    if ((_vel select 1)> _targetSpeed) then {
    _speedChange = _speedChange * -1;
    };
    _veh setVelocityModelSpace [
    (_vel select 0),
    (_vel select 1) + ( _speedChange),
    (_vel select 2)
    ];
    sleep 1;
};```
edgy dune
#

got it

#

I got hte hangar thing,I just looked at the animationSource,thx for everyones help

jade abyss
#

Told ya =}

thorn saffron
#

D(vere)scha strikes again

jade abyss
#

Dveeeerrrrrreeeeeeeeeeeeee

#

*triggered*

subtle ore
meager heart
#

.Michael Dschackson > .Dschannifer Lawrence in less than 3 minutes 😄

#

nice change btw

tough abyss
#

@jade abyss want me to point out some more models with dvere for you ? 😛

jade abyss
#

🚫 🙅 ⛔

#

@meager heart Yeah, past 12, new day, new name

subtle ore
torn juniper
#

Anyone know best way to get inventory items of an interacted object? With on opened EH

torn juniper
#

Yup using that, trying to use cargoItems command or read info from LB

#

Giving me issues when it seems too straight forward to be not working

torn juniper
#

Ill give it a shot

#

Thanks

unreal skiff
#

anyone know how i can find xyz cords of models.

jade abyss
#

From the model itself? Model above Land? Model above Sea? Model Pos in world Coords?

unreal skiff
#

the model itself

jade abyss
#

boundingBox might be helpful for that

#

boundingBox
boundingBoxReal (closer to the "real" measurements of the Model)
boundingCenter

unreal skiff
#

does that give a spot inside or around the model

#

it is for a vehicle spawn for a house. so the vehicle spawns outside each house

jade abyss
#

They are the Max. Measurements

#

Inside

#

What is it for?

unreal skiff
#

Arma 3 Life

#

adding a garage to a modded house

jade abyss
#

kk, done then

unreal skiff
#

no help

#

?

jade abyss
#

Yes

unreal skiff
#

ight thanks tho

unborn ether
#

@unreal skiff Do you need to spawn a vehicle at some point of the static house, or for any house, even vanilla?

stable wave
#

How does player initilization work in multiplayer?

#

what happens when a player joins a server?

unborn ether
#

Did anybody anytime had used addEventHandler called Local? The thing is any simple code inside this handler results in nothing but yet another spam alike
11:16:12 Client: Remote object 4:2 not found 11:19:26 Server: Object 4:7 not found (message Type_121)
Handler called on the server after vehicle being spawned.

peak plover
#
[(allCurators select 0), ["\a3\ui_f\data\igui\cfg\simpleTasks\types\move_ca.paa", [1,1,1,1], (cursorObject), 0.5, 0.5, 0, "Cached", 1, 0.05, "TahomaB"],true,true] call bis_fnc_addCuratorIcon;

draw3d does not work for zeus, just map marker

#

All forms of draw3d seem to not work with zeus interface

#

damn it !! 😦

meager heart
#
[allCurators select 0, ["A3\Modules_F_MP_Mark\Objectives\images\CarrierIcon.paa", [1,0.702,0,1], getPosATLVisual player, 2.0, 2.0, 0, "", 0],true,true] call bis_fnc_addCuratorIcon;

It works https://gyazo.com/7c081d88e7cd483ed6f255453bf22b7c @peak plover

#

¯_(ツ)_/¯

still forum
#

@jade abyss wasn't your iCloud hacked?

peak plover
#

🤔

#

mods?

jade abyss
#

@still forum Yes, i am still ashamed about those leaked pics 😢

peak plover
#

Thanks @meager heart It was a mod apparently

#

class RscDisplayStart: 

editing this caused 3dicons not to work in zeus

#

Makes total sense, there's 0 connection

shut flower
#

is there a possibility to override arma actions for specific objects? like takeweapon for example

warm gorge
#

What code editor do you guys use? I currently use Atom, but am considering switching to Visual Studio Code

meager heart
#

@peak plover 👍

#

What code editor do you guys use? VS Code

stable wave
#

When a player joins the server, the 1st thing that happens is player avatar is created on the server. It is empty and server “owns” it. Then the server assigns some random default AI identity to the avatar, so it has face, voice and name. The avatar’s “init” is executed, if there is one. At this point server already knows for whom this avatar is prepared. Copies of the avatar are created on all connected clients including player’s client. When the avatar initialisation is finished on player’s PC, player identity gets moved into this avatar, at which point server transfers the ownership of the avatar to player’s PC, and player’s copy becomes the master copy.

Is the statement still true?

still forum
#

sounds goodish

peak plover
#

random default AI identity

#

Doubt it

#

Probably reads class

#

and gives from the unit class

still forum
#

@shut flower what trying to do?

shut flower
#

ehm, remove the take action from a weapon holder

#

and the inventory action too if possible

meager heart
#

Also default side will be west for "some time"

still forum
#

with config should be possible

#

editing all weapon holders

shut flower
#

I created an own holder inheriting from Weapon_Empty and tried to define empty user actions

#

because the config doesn't contain any actions

vague hull
#

you actually need to disable them in CfgActions and re-add them manually to the ones you need

south rivet
#

Does anyone know why createUnit gives a null object, when used in a player connected EH for a JIP player.

shut flower
#

quite overheat when I just want to exclude one holder

still forum
#

@south rivet Are you using the createUnit syntax that doesn't return the created unit?

vague hull
#

it is, but iirc the take and open inv actions are added by engine to anything with a inventory

south rivet
#

private _logic = ZeusGroup createUnit ["ModuleCurator_F", [0,0,0], [], 0, "NONE"]; That is the line I use

shut flower
#

yeah think so too

stable wave
#

What items does the player have when it spawns in the game if I put the following code in unit init?

south rivet
#

It works for non-JIP, but it returns null when used for JIP

vague hull
#

you could however abuse the lock of the weaponholder or add an inventory/take eventhandler to reverse the action

stable wave
#
removeUniform this; //arg:global/eff:global 
removeVest this; //arg:global/eff:global 
removeBackpack this; //arg:local/eff:global 
removeHeadgear this; //arg:global/eff:global 
removeAllWeapons this; //arg:local/eff:global 
this addBackpack "B_Kitbag_mcamo"; //arg:local/eff:global 
this addMagazines ["9Rnd_45ACP_Mag",3]; //arg:global/eff:global 
this addWeapon "hgun_ACPC2_F"; //arg:local/eff:global
shut flower
#

yeah this is the solution I first thought of

still forum
#

@stable wave All his items because syntax error I think

vague hull
#

idk if the lock state removes the take action tho

still forum
#

@south rivet I guess you might need to wait a frame.. Otherwise I don't know why that would happen

south rivet
#

I'll try a bit of sleep

still forum
#

Good night

south rivet
#

hmmm, it already waits 5 seconds from when the player joined.

stable wave
#

@still forum Code corrected

still forum
#

@stable wave backpack with 2 magazines and a loaded pistol in hand.
Additionally maybe Map/GPS/NVG/Watch/Compass

peak plover
#

Is the group sideLogic?

shut flower
#

locking doesn't works

#

as expected

still forum
#

work*

shut flower
#

come on wizard

still forum
#

What are you exactly trying to do @shut flower

#

A weapon holder that you can't get items out but you might let people take items out of it?

shut flower
#

weapon holder just for showing a weapon

still forum
#

Simple object

#

just the weapon model

shut flower
#

can I still use setVectorDirAndUp then?

still forum
#

yes

shut flower
#

awesome

stable wave
#

But as to the statement I posted earlier, the init should first be executed on the server then on the prayer's PC. Shouldn't it have 5 mags in the backpack since addMagazines is arg:global?

still forum
#

all of them are global?

peak plover
#
((createGroup sideLogic) createUnit ["ModuleCurator_F", [0,0,0], [], 0, "NONE"]);
//L Charlie 1-6:1
((createGroup sideEmpty) createUnit ["ModuleCurator_F", [0,0,0], [], 0, "NONE"]);
//<NULL-object>
vague hull
#

🤦

stable wave
#

Some are. Some aren't. Please refer to the comments in the code I posted.

still forum
#

I have no Idea

peak plover
#
if !(local this) exitWith {};
//ADD MAGAZINECARGOGLOBAL HERE
still forum
#

I don't know why you would execute inventory scripts anywhere where the unit isn't local anyway

#

If you wanna know I guess you have to try out.

peak plover
#

Only execute on the server and if it's not local, remotexec where it's local 🤷

still forum
#

no need for that in init script

peak plover
#

init script

#

postInit ?

#

Or just normal init.sqf?

still forum
#

No

#

init script

#

of unit

peak plover
#

initialization field?

#

3den?

still forum
#

loadout scripts in init scripts are generally bullshit. If some other player JIPs he will execute your loadout script

peak plover
#

👆

still forum
#

So.. I guess he might have 5 magazines.. But depending on the amount of other players he might have 200 magazines

stable wave
#

The code is just an example. It is used to explain how player init work in MP.

still forum
#

Why not use something simpler

#

init script runs everywhere on each client for all units that have a init script

#

on the unit that has the script. On the server. On all other players

#

on the HC

peak plover
#
if (!hasInterface) exitWith {};
[player] call loadout_fnc_unit;
still forum
#

Even worse

shut flower
#

holder = createSimpleObject ["\A3\Weapons_F\Rifles\MX\MX_F.p3d", getPosATL player];
Any clue why this returns null?

still forum
#

still all players execute that

peak plover
#

No

still forum
#

so one player now get's dozens of loadouts for himself

peak plover
#

Just use that in init

still forum
#

?

peak plover
#

initPost

#

Duuh

still forum
#

init.sqf != init

#

preInit postInit init init.sqf

peak plover
#

gotcha

#

Well

#

DO NOT use 3den for loadout scripts

#

Having to write the same loadout function for every unit is a pain

still forum
#

Do use 3den for loadouts!

#

Just use the arsenal

peak plover
#

Just write it once in a postInit

tame portal
#

Mixed input

peak plover
#

Sure

#

Optional

#

Let's just find the best option for Jermin

#

With the tools he's got at hand

still forum
#

If you want to tell people how it works. Just tell them to never use it except if they put if !(local this) exitWith {}; into the first line

peak plover
#

👌 👆

stable wave
#

According to the article, the player would have 2 mags in the backpack when he spawns. But whenever a new client connects, the player would have 3 more magazines in the backpack. I can understand the latter. But I can't figure out why player doesn't have 5 mags in the backpack on spawn.

peak plover
#

Pasta your code

still forum
#

Maybe because the servers init script runs before the players

#

And the player clears the inventory before running his

peak plover
#

Does the loadout script delete the inventroy too?

still forum
#

well calling removeBackpack will remove the backpack...

stable wave
#

But it is arg:local

still forum
#

yeah

#

the server owns the unit though

#

before the client joins

#

I guess that depends on if you have AI enabled or not

#

in the lobby

#

if you do the server will spawn them first. Put a AI into them and run their init scripts

#

if not then it will get created. The server runs first and adds the magazines into the old backpack of the unit which get's removed when the player runs his loadout script

#

that however depends on how fast the server is. if it is too slow then the player might run first and the server might then really add the magazines

#

Also depends on how fast the client is. If the server is so fast that it spawns the unit and runs the init script locally before it transfers the unit to the client then the client runs his script later removing the backpack and thus ending up with 2 magazines

#

In short. Just don't run such bullshit scripts

tame portal
#

^ trust this man, he knows C

still forum
#

I don't

shut flower
#

any way to deny weapon take via Take evh? like you can do with ContainerOpened?

still forum
#

Oh and also depends on network load if the network is too loaded then the server might run the init script before the message that the client can possess his unit arrived at the client

peak plover
#

Soomeone had the same issue once, what are you trying to restrict from being taken?

shut flower
#

weapon holder

#

more specific: weapons out of a weapon holder

#

but shouldn't matter what kind of container

peak plover
#

You don't want players to get new weapons

still forum
#

well you can use inventory opened EH and just close it again

#

You just have to put other stuff into the holder so that the Take weapon action goes away

shut flower
#

nah, inventory opened can be denied by returning false

still forum
#

Huh?

#

Yeah. That's what i just meant to say

shut flower
#

Yeah but it doesn't trigger when you do it via mouse scroll take

meager heart
#

replace them with simple object

still forum
#

That's why I said do stuff to remove the take action?

shut flower
#

just tell me how

still forum
#

Would you maybe just read what I write?

shut flower
#

simple object of a weapon holder won't work

#

of a weapon won't too

#

since you cannot create a simple object out of a weapon model

still forum
#

You can create a simple object out of any model

shut flower
#

just tested it out, I read what you write

still forum
#

no restrictions

#

I didn't mean that

#

You just have to put other stuff into the holder so that the Take weapon action goes away

#

Again. Read what I write.

stable wave
#

But the unit init on the player's PC run before the server transfers the ownership.

still forum
#

Put some misc item into the holder and you won't have the take weapon action anymore

lone glade
#

Use ace arsenal
export the loadouts,
use setUnitLoadout wherever you want
???
Profit

shut flower
#

what should I put in? the action will persist afaik

still forum
#

@stable wave Could also happen when it isn't fast enough.

#

@shut flower Put some misc item into the holder

peak plover
#

To get rid of the action you can drop another weapon there like binoculars

shut flower
#

they will be visible then

still forum
#

yep

#

make a custom item model that's invisible and use that

shut flower
#

good idea

meager heart
#

😀

#

glhf

shut flower
#

would it be enough to just leave out the model in config?

still forum
#

I think then it uses the default pouch

shut flower
#

wait, ace had a dummy model

#

at least I think there has been one

#

\A3\Weapons_F\empty.p3d

#

sounds like an idea

still forum
#

The createSimpleObject wiki page lists examples of weapon model paths though

#

"a3\weapons_f\Rifles\mx\MX_F.p3d" There. That is in the list of examples

shut flower
#

doesn't work for me

#

dunno If I went super retarded

still forum
#

You used "\A3\Weapons_F\Rifles\MX\MX_F.p3d" atleast what you posted above

#

any example on the wiki shows it without the \ at the start

shut flower
#

I just took that out of config tbh

still forum
#

Did you try disabling simulation of the weapon holder?

shut flower
#

works without leading backslash

#

the hell

still forum
#

Well I would recommend to you to read the wiki next time then

#

Optionally a weapon holder without simulation might also work

peak plover
#

Disabling simulation leaves the action

#

but action does not work

#

It's unproffesional, especially for life mods

shut flower
#

life pfft

still forum
#

You mean it's the perfect thing for life mods to do?

lone glade
#

laughs in the distance

still forum
#

Because it perfectly reflects their professionality?

shut flower
#

a non working action is enough for me tbh

peak plover
#

U got cba?

#

brah

#

initPost EH that checks if the groundWeaponhodler has your non allowed weapon in it

#

and disables simulation

shut flower
#

disabling simulation is not enough

#

action still works

lone glade
#

what does he want?

peak plover
#

Does not work for me

#

I tried picking it up and dragging it

still forum
#

A simple object weapon.. Basically..

peak plover
#

yeah

lone glade
#

removeAllActions on the container ?

peak plover
#

That shouldn't work

shut flower
#

oh well, disableSimulationGlobal is not working for this case

#

removeAllActions only works for user added actions

peak plover
#

^ has to be run on the server and command should be enableSimulationGlobal

still forum
#

Just add 200 take weapon actions and confuse the hell out of people

shut flower
#

yeah that's what I mean

#

and as I'm in sp

thorn saffron
#

Does anyone know how to trigger the "take cover" order you have the access to under 1? I'm sorely missing a waypoint at with the AI takes cover and I want to kludge up a scripted one that has that effect.

peak plover
#

Im in a local mp game?, works for me

#

cursorObject enableSimulationGlobal false

still forum
#

"listenserver" wtf is that 😄

#

Local hosted and dedicated are both listening servers

peak plover
#

ohh

still forum
#

Because they listen for clients to join

peak plover
#

haha

#

okay

#

I'm on 3den multiplayer ?

lone glade
#

unlike speaking servers, that whisper to the ears of framerate

peak plover
#

haha

edgy dune
#

wait dedmen are u making a new tfar?

still forum
#

no I just pretend

lone glade
#

RELEASE IT ALREADY

#

meanwhile i'm not working on ACE Arsenal stats

peak plover
#

Fix it already *

edgy dune
#

meanwhile Im tryna make the venator hangar

#

or hel atleast

#

help

peak plover
#

Having to setup a keybind to toggle TFAR plugin in ts is a legit workaround to the current TFAR1.0 problems

still forum
#

Oh you can do that?

peak plover
#

Yah

still forum
#

Good to know 😄

peak plover
#

@edgy dune The star wars stuff?

thorn saffron
#

Any way to actually trigger orders via scripts or you would have to write something new from a ground up that mimics the order you want to trigger?

unborn ether
thorn saffron
#

@unborn ether I want to trigger the "take cover" order. Not that its a bit different from putting units into combat mode

unborn ether
#

@thorn saffron The order to "Find Cover" is some part of AI FSM and isn't an actual implemented scripted command.

cedar kindle
#

listen server is a pretty common name for non-dedi

#

dunno where it originates from. at the very least from HL1

peak plover
#

it sounds wrong 'tho

unborn ether
#

@thorn saffron The only thing supposedly will work is enableAI\disableAI with an option "COVER" and switching combat modes apart of this.

cedar kindle
#

sure, but if most people know what it is there’s no issue

edgy dune
#

@peak plover yes i guess so

unborn ether
#

@thorn saffron The most likely result comes with switching combat behaviour mode to "STEALTH"

inner swallow
#

yeah listen-server usually means non-dedicated for some reason

unborn ether
#

Is it only me that exportJIPMessages crashes my server binary?

empty wren
#

anyone knows where I find a extDB3 tutorial? searched for days in the BI forum and other sites. the connection is there but it does not want to execute the command to make an entry in the database for the player. only if I execute it via debug console on the server it executes but then the entry is useless . command: "extDB3" callExtension format ["0:SQL_QUERY:INSERT INTO main (steamID, lastUsername) VALUES ('%1','%2')",(getPlayerUID player),(profileName)];

still forum
#

Does it throw any error when it "does not want to execute the command" ?

empty wren
#

no the log files don't say anything

#

if I execute the command in the debug console it makes an entry, steamID (getPlayerUID player) is empty and lastUsername (profileName) is arma3 because it got executed on the server

still forum
#

uh

#

yeah. Was gonna say player can't work on server

empty wren
#

I tried to execute the command in many files init.sqf onPlayerRespawn.sqf initPlayerLocal.sqf initPlayerServer.sqf .... nothing works and no error in the log file

still forum
#

So you just try everything without knowing what you are doing?

#

The extDB connection is working on the server right?

empty wren
#

if i try to connect via debig console it said connection is already there

still forum
#

If you try to use extDB on the client that is a completly different machine that has no connection to the database. So ofcause it doesn't work

#

and player doesn't work on the server

#

meaning you either execute the script on the server and it can't work because player doesn't exist. Or you execute it on the client where it can't work because there is no DB connection

empty wren
#

so I have to create the connection from the player to the DB not from the server

still forum
#

NO

#

Well ofcause.. You can just give every player on your server all your database credentials so they can remotely login and do whatever they want

#

If that's what you want to do.. Go ahead...

empty wren
#

no i try to execute the connection command on the player ofc i don't give all the player the DB password etc 😃

still forum
#

To connect to the database you need the password though

#

So how would you make the client connect using the password without giving him the password ^^

empty wren
#

the password is in the file in the extDB3 mod

peak plover
#

Make functiosn on server to modify it and then if the function is called on a client, remoteExec it on the server

still forum
#

I don't think going straight to DB without having an idea of scripting basics is a good Idea. initPlayerServer probably has the player unit in _this or similear. Use that. But profileName won't work on server

#

Or yeah. Do it properly by using remoteExec and letting the client call stuff on the server

empty wren
#

ok i try remoteExec thank you

unborn ether
#
player isEqualTo (driver vehicle player) \\ true

Music from X-Files
P.S I am the unit

peak plover
#

I did allPlayers today with 2 clients connected to the server. It was only returning 1 for a bit, then ~5 minutes into the game, the 2nd one popped up 😐

#

allPlayers unreliable in 2018 😦

unborn ether
#

That might be laggy client, since allPlayers actually returns the array of units which being occupied by a player (agent switchable unit being taken)

lone glade
#

connected != playing

unborn ether
#

While playableUnits returns whatever player occupied or proxies (agents)

lone glade
#

maybe he was stuck loading / in the lobby

unborn ether
#

So, it didn't lie to you 😄

still forum
#

quite sure TFAR uses allPlayers. Didn't see anything going wrong with that ever

unborn ether
#

Well, its reasonable, why would you even involve agents there.

still forum
#

Huh? Sure it's reasonable. I meant that I didn't have problems with allPlayers. Unlike what nigel is reporting

peak plover
#

Hmm dno

#

Could have been anything

#

tried to

{
    _x setpos (getpos player);
}forEach allPlayers;

Didn't teleprot the other player, so I put allPlayers in the watch field which only showed 1

#

🤦

unborn ether
#

A bit of offtopic, but: What servers allows doing a setPos from a client in 2018? 😄

still forum
#

98% of private servers?

unborn ether
#

No cheaters mass teleport involved for sure 😄

still forum
#

over 90% of public milsim servers. Atleast a third of other public servers

unborn ether
#

Well thats huge security breach, ouch

still forum
#

If a cheater knows how to circumvent battleye he doesn't need scripts

#

no it's not really at all

#

all servers who don't run battleye (allowed to setPos)

unborn ether
#

Well, BIS gave them a well done tool with CfgDisabledCommands

lone glade
#

AHAHAHAHAHAHA

#

HAHAHAHAHAHAH

#

wait, you were serious?

still forum
#

I think so yeah

#

Did you use CfgDisabledCommands yet?

lone glade
#

who ^ ?

unborn ether
#

Well its a nice workaround, since my framework doesnt use some kind of hint\hintSilent i just did kill them

still forum
#

not you :u you are a snail you don't use things

unborn ether
#

So script kiddies go away with that 😄

lone glade
#

meh, you can just display text on the center of the screen, much more annoying

unborn ether
#

Well i just do use some specific RscStrucutredText tied as a layer to findDisplay 46, so I don't need hint

tough abyss
#

When utilizing the Arma 3 Revive system in a mission, is it possible to detect when a player force "respawns" when incapacitated? OnKilled only runs when they are executed by someone.

unborn ether
tough abyss
#

I am using that for other things, but need to detect the killer and if they choose to force respawn.

#

Which is why onKilled is useful.

unborn ether
#

@tough abyss If you use vanilla respawn system, there are arguments of the killer passed to Event Script

tough abyss
#

Figured it out. If I monitor player getVariable "#rev" when in the unconscious state, it holds the culprit.

stable wave
#

What would happen if I execute am arg:global command on an AI soldier from a client?

still forum
#

Whatever that command does would happen.. I guess

#

"AI soldier from a client" doesn't say anything about whether it's local btw

lone glade
#

the point of AG is to be able to pass non local objects to the command

#

otherwise it would be tagged AL....

stable wave
#

Are AI players all local to the server?

still forum
#

no

#

And "AI player" doesn't make sense

#

A AI is by definition not a player

lone glade
#

no, you don't get it ded

#

it's AI playing arma 3, thus it report itself as player

peak plover
#

ai player? Maybe playable unit ? or AI in playable slot?

still forum
#

Ahhh. That makes sense I guess

#

Maybe we are all AI's? Like.. How can we know if we are real?

peak plover
#

What is real

lone glade
#

inb4 you realize you're a neural network

still forum
#

Uhm.. I think I kinda am?

peak plover
#

inb4 real does not exist and is just a concept made up by the human brain

tough abyss
#

Matrix

meager heart
#

Btw is it possible to setPlayable backwards ? Like not playable ?

peak plover
#

no

still forum
peak plover
still forum
#

setPlayable and unsetPlayable are both not possible

peak plover
#

Scripted lobby

meager heart
#
0 spawn  
{ 
    _unit = createGroup west createUnit ["B_pilot_F", position player, [], 0, "FORM"]; 
    setPlayable _unit;
    selectPlayer _unit; 
};
still forum
#

@meager heart read wiki

#

setPlayable doesn't do anything

thorny ferry
#

I have a quick question regarding locality in multiplayer. I have a script that is called from a trigger which will cause an AI to wave the player's convoy through a checkpoint. The script itself just calls BIS_fnc_ambientAnim__terminate, queues up a few playMove calls, checks until they are done, then calls BIS_fnc_AmbientAnim again. It works perfectly in the editor, however I have been reading about locality issues (which I am entirely new to), and I suspect that they will cause issues here. Specifically, the playMove command needs to be executed local to the object it is applied to, which in this case would be the server right? So if my understanding is correct, this means the script will not execute properly unless the host trips the trigger, correct? What is the usual way to get around this?

still forum
#

The trigger script should also run on the server when a player triggers it

lone glade
#

afaik playMove locality is PLAYER locality, not entity locality

#

there's a global variant too

still forum
#

meaning playMove has to be executed anywhere

#

which is what the trigger script would do by default

lone glade
#

oh wait, no that's an other command i'm thinking of

still forum
#

@thorny ferry Did you try it? Or are you just suspecting that it doesn't work?

lone glade
#

playMove is indeed AL EG

thorny ferry
#

Speculating, since I have no way to test it with just myself.

lone glade
#

it should work if it's played on the server / where the AI is local

still forum
#

You can test that alone on a dedicated server

inner swallow
#

Ambient Anim may not work correctly in MP

#

It was very unreliable when i used it in the past

#

And I read through the entire script once, it seemed like it was a mix of MP compatible and incompatbile bits

#

Like some commands that need local args or have local effect used with global stuff

thorny ferry
#

@Dedmen Guess I'll need to set up a dedicated server to test it out then.

inner swallow
#

Some anims work correctly, most dont

#

on dedicated i mean

thorny ferry
#

@inner swallow I'm making an effort to make this mission compatible with everything, though I have no intention of hosting it on a dedicated server myself. Is there a more reliable alternative to ambientAnim?

inner swallow
#

well, no

#

But i mean if you're not going to host it on a dedicated server it should be fine

#

That said i only know that it works well in SP or if you're the local host

#

no clue how it looks like for remote clients to a local host

#

probably similar to dedicated for them

#

you'll probably have to use playMove etc manually

thorny ferry
#

Alright. I know a few people I could probably get to test it with me. With playMove manual usage though, I would need to have a script that will loop playMove correct?

inner swallow
#

probably

#

others may know more

thorny ferry
#

I wonder if theres a way to tell how many playMove commands are queued. That'd make this easier.

inner swallow
peak plover
#

What's that

#

Ambient anim? huh

#

That's a functioon?

unborn ether
#

@inner swallow BIS_fnc_ambientAnim is a bad decision for MP, since it performs attachTo, createGroup and createUnit.

#

@inner swallow If you willing to staticly simulate an endless loop, i'd rather use single-looped script from server, sending switchMove\playMove via remoteExec by the timers. You also have and option to do it locally in mission.sqm, if accesible.

#

@inner swallow But this attachTo, and createUnit also has a huge reason. Since animation requires simulation to be enabled, your unit will have a PhysX simulation (ramming with car will push unit away). Thats why it is getting attached to a unit called "Logic"

#

@inner swallow So you decide - performance or visuals

thorny ferry
#

@unborn ether I'm not sure I understand. You said that animation can be achieved using a loop and playMove or switchMove. However you also said that attachTo and createUnit are important. Where do those those commands factor into the animation?

unborn ether
#

@thorny ferry Unit must have a simulation enabled, since that PhysX of that unit is also enabled, which means it can be pushed/rammed with a vehicle. attachTo is done to disable the PhysX modeling, in that case you need a point to attach it to, BIS_fnc_ambientAnim is doing that.

still forum
#

Units have no PhysX btw

unborn ether
#

@still forum Well tell that to ragdoll simulation happening right when you get rammed or killed.

still forum
#

ragdoll yes. But normal unit doesn't

unborn ether
#

In a shorter version - attachTo disables simulating the ragdoll.

thorny ferry
#

@unborn ether So BIS_fnc_ambientAnim disables simulation, but then partially reenables it so that animation can actually take place? Is there any particular reason to do this?

unborn ether
#

@thorny ferry It doesn't disable the simulation, it just a huge workaround to disable the ragdoll. This resulting in that unit has a collision model present (GEOM enabled), while touching this unit with any vehicle ,including units doesn't simulate PhysX -> Ragdoll.

thorny ferry
#

@unborn ether Ah, ok. So it just makes it so that the unit can't get rammed out of position while it is animating.

unborn ether
#

@thorny ferry In a bare words - yes. 😄

thorny ferry
#

@unborn ether Thanks for the explanation! Would you happen to know where I can find the source code for BIS_fnc_ambientAnim? I'm kind of curious to read it myself now.

still forum
#

Ingame function viewer is probably easiest

#

in the debug console there is a button for it

thorny ferry
#

Oh right. Forgot that also had the source code for the functions.

#

Thanks!

zinc forum
#

Is there any simple code that I can put in the init of a centurion to tell it to track by visual instead of radar so it doesn't kill aircraft across the map?

little eagle
#

this setVehicleRadar 2;
maybe?

subtle ore
#

"So it doesn't kill a vehicle across the map", none of the planes/jets/helicopters do that

#

In real life you'd be much higher up unless you are CAS

still forum
#

I don't know what a "centurion" is

zinc forum
#

True

#

it's the mk21 aircraft carrier defense

#

the thing has I think a 12k range

subtle ore
#

Radar range likely. But if the vehicle hides behind something then you're screwed

zinc forum
#

Ah it's fine, I just want immediate base defense

#

Base is at altis airport and I have a mk21 and a mk48

#

the preatorian

#

preatorian doesn't kill too far out

#

but the missles were hitting target across the bay

subtle ore
#

As they should

#

Altis is 2:1 not 1:1 iirc

#

So you may be shooting a closer distance than you realize

zinc forum
#

It was still a decent 8 km distance

#

It's good but like I said, I only want things shot 4 kms at best

lone glade
#

that's 4.3nm, it's nothing

subtle ore
#

From the airport to the bay? I don't think it's that far

#

Config replacement would be the best thing to reduce targeting distance

zinc forum
#

across the bay, past pyrgros, by the mountain range

worldly locust
#

I've got a bit of a locality confusion. Anyone able to help?

lone glade
#

post the question directly

#

don't ask if you can ask

still forum
#

Why does everyone have locality questions today

lone glade
#

go figure :/

worldly locust
#

_obj = createVehicle ["Flag_UK_F",[790.990,12131.542], [], 0, "NONE"]; basically. I need to create this object on the server (obviously), but I need to reference it on each client to addaction etc.

lone glade
#

@still forum because the answer wasn't broadcasted globally huehuehue

worldly locust
#

I was still typing.

still forum
#

Uh... Just.. set a variable and tell everyone?

zinc forum
#

global object? _obj

subtle ore
#

Why not just use _target special var in the condition

#

createVehicle is already global

worldly locust
#

my original script had everything in one file, with a if (!isServer) exitWith {}

still forum
#

@subtle ore but I need to reference it on each client to addaction etc.

little eagle
#
private _flag = createVehicle ["Flag_UK_F", [790.990,12131.542], [], 0, "NONE"];
missionNamespace setVariable ["My_Flag", _flag, true];

🤔

lone glade
#

HOW PREPROSTEROUS COIMMY

#

also, fun fact, those 3 last params are optional now!

still forum
#

@lone glade I don't even know what that word is

#

Both words

subtle ore
#

Equiv of scummy

lone glade
#

so you can do

private _flag = createVehicle ["Flag_UK_F", [790.990,12131.542]];

and not have an error !

little eagle
#

also, fun fact, those 3 last params are optional now!
What?

still forum
#

I know commy. but who is that coimmy guy

little eagle
#

HWAT?

subtle ore
little eagle
#

Since when, alganthe? Same for CU and CVL?

worldly locust
#

OK, so if I have the onactivation of the trigger call this script first, then the other script it will work? 😃

subtle ore
#

Triggers, gross

lone glade
#

no idea for the 2 others but it's fairly recent

subtle ore
#

Just don't use triggers

worldly locust
#

why would I not use one of the easiest things in the editor? Anyway.

little eagle
#

I will try this and it will better work.

d_flag = createVehicle ["Flag_UK_F", position player];
lone glade
#

oh, it's not on stable yet

still forum
#

If you want to use triggers you could also place a trigger over the location where you spawn it and then that trigger will fire for everyone and you will have the object in thisList

lone glade
#

Tweaked: The 3rd, 4th, and 5th parameters in the createVehicle script command are now optional

#

december 19th

little eagle
#

Only took them a decade.

subtle ore
#

@worldly locust Easiest doesn't mean best, don't go slacking on me here

worldly locust
#

Can I get the thing working first, then worry about making it rocket science?

still forum
#

Oh.. On the topic.. Slack is down

lone glade
#

YES

subtle ore
#

Nice

lone glade
#

RUN IN CIRCLES, ITS THE END OF TIME

little eagle
#

inb4 first victim of Meltdown

subtle ore
lone glade
#

it's up

still forum
#

Slack says
Massaging: Something's not quite right.

zinc forum
#

Yeah even with the radar on, these things are too op

#

XD

#

radar off*

still forum
#

maybe just remove their ammo then 😄

lone glade
#

they aren't OP

zinc forum
#

For my purposes they are lol

lone glade
#

they aren't even remotely close to proper AA solutions

subtle ore
#

"For your purposes", go complain to the exile players. They'll chant with you

zinc forum
#

I know, real aircraft operate at atleast 1000m, i fly that way too, but in arma, aircraft fly at around 200ms

still forum
#

Not like we won't chant too

little eagle
#

Maybe place a different aa.

zinc forum
#

so their easier to target because they enter the eclipse faster

#

that's what I was about to do

lone glade
#

1000m? try 5km +

zinc forum
#

put down NATO AA vehicle and make it use cannons only without radar

subtle ore
#

200m? Amateur

zinc forum
#

Talking about the AI

lone glade
#

it's not unusual for aircrafts to reach 32k feet, about 10km

zinc forum
#

I'm running Invade and annex

#

the AI is going to fly low and get shot down

lone glade
#

hell, General Aviation aircrafts fly 6-18km higher than that

little eagle
#
commy_fnc_fireMissile = {
    if (!isNil "commy_missile") exitWith {};

    params [
        ["_origin", objNull, [objNull, []], 3], 
        ["_target", objNull, [objNull]]
    ];

    private _type = "M_Titan_AA";

    if (_origin isEqualType objNull) then {
        private _size = sizeOf typeOf _origin;
        _origin = eyePos _origin;
        _origin = _origin vectorAdd ((_origin vectorFromTo getPosWorld _target) vectorMultiply _size);
    };

    commy_missile = _type createVehicle ASLToAGL _origin;
    commy_target = _target;

    private _fnc_guide = {
        private _missile = commy_missile;
        private _target = commy_target;

        if (isNull _missile) exitWith {
            removeMissionEventHandler ["EachFrame", _thisEventHandler];
            commy_missile = nil;
        };

        private _vdir = getPosWorld _missile vectorFromTo getPosWorld _target;
        private _vlat = vectorNormalized (_vdir vectorCrossProduct [0,0,1]);
        private _vup = _vlat vectorCrossProduct _vdir;

        private _speed = vectorMagnitude velocity _missile;
        private _vel = _vdir vectorMultiply _speed;

        _missile setVectorDirAndUp [_vdir, _vup];
        _missile setVelocity _vel;
    };

    call _fnc_guide;
    addMissionEventHandler ["EachFrame", _fnc_guide];
};

[player, heli1] call commy_fnc_fireMissile;

I also have this to kill an aircraft by scripted missile.

lone glade
#

commy_target

#

you missed a chance to call it commie_target

subtle ore
#

commie

peak plover
#

😂

zinc forum
#

hm

#

vic switched to it's missiles even though i told it not too

#

this allowDamage false; this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; this forceWeaponFire ["autocannon_35mm", "FullAuto"]; this setVehicleRadar 2; this disableAI "MOVE";

#

Anyone got any ideas?

little eagle
#

What do you think forceWeaponFire does?

zinc forum
#

Forces a vehicle to use the weapon I tell it too?

little eagle
#

Yeah, but it can still switch back at any time.

zinc forum
#

oh

little eagle
#

What's the classname of the turret?

subtle ore
#

"Muzzle"

zinc forum
#

I was about to say no idea

little eagle
#

No, turret.

#

The vehicle.

zinc forum
#

one sec

subtle ore
#

Yes commy which is still cosidered a muzzle.

little eagle
#

No, a muzzle is something else in Arma scripting / config.

zinc forum
#

B_APC_Tracked_01_AA_F

little eagle
#
this removeWeaponTurret ["missiles_titan", [0]];

This in init box.

zinc forum
#

would it conflict with the other script?

#

Because I have an infinite ammo script

#

in it

subtle ore
little eagle
#

Well, remove that forceWeaponFire thing as it's useless.

#

Because I have an infinite ammo script
No.

subtle ore
#

Oh you're talking about removing the turrets

#

Oh well

little eagle
#

Removing the weapon actually.

#

From the turret.

subtle ore
#

Sure

edgy dune
#

okay question time form me yippie

subtle ore
#

*yippe

edgy dune
#

is there away to add a delay to the gbu? like idk a 5 sec delay after it hits the ground

subtle ore
#

Wat

little eagle
#

Drop it from a greater height?!

subtle ore
#

Config and base class defines bombs and how they explode iirc

edgy dune
#

besides that

subtle ore
#

So it may not be possible

edgy dune
#

flying high

#

aw shit

worldly locust
#

If i use the "Server Only" tickbox on a trigger, does that mean it automatically only runs the OnActivation on the server?

little eagle
#

The whole trigger will exist only on the server.

subtle ore
#

@worldly locust Only evaluated on server, just like the tooltip says

lone glade
#

only exist on the server, it's important to make the difference

worldly locust
#

So it's pointless having any thing in the sqf it calls that is meant to be client side.

#

OK.

subtle ore
#

slams hands on table, fine. Exists on server

torn juniper
#

does anyone know how arma populates the attached container for inventory?

lone glade
#

which one?

subtle ore
#

Don't use triggers @worldly locust

little eagle
#

Honestly idk if a server only trigger still exists as inert entity on the clients.

#

But it definitely does no checks and no activation etc.

worldly locust
#

Makes sense.

torn juniper
little eagle
#

Since we now have inAreaArray idk why anyone would use triggers. The only thing they have is the ui in 3den, and that is pretty clumsy.

lone glade
#

in engine, like the entirety of the inventory screen

torn juniper
#

one with two ak

worldly locust
#

@subtle ore by all means point me in another direction but as I say, I'd rather just stick to basics and get it working

lone glade
#

you can fuck around with the display but the filling is engine side.

subtle ore
#

Wait a sec, Andrew what's with the name "Silver" ?

inner swallow
#

man people need to chill with @ mentions 😄

lone glade
#

it detects the closest ground container if that's what you were asking

little eagle
#

@inner swallow

inner swallow
#

:thonk:

subtle ore
#

@worldly locust Make a script, basic execution local to player or execution on server.

torn juniper
#

yea thats the intention

#

I think thats my ingame name

subtle ore
#

Triggers are not the only way of executing at all

lone glade
#

who said that O.o

subtle ore
#

@torn juniper thankong

lone glade
#

are you fighting a strawman midnight?

subtle ore
#

Y

#

Yes

torn juniper
#

I was trying to remove items from the LB on left side

subtle ore
#

Thanks for your concern

lone glade
#

R U AVIN' A GIGGLE M8?

#

ahahahaha, good luck with that

subtle ore
zinc forum
#

Thanks guys, it''s working

torn juniper
#

yea

zinc forum
#

now i gotta play with the skill level

#

lol

torn juniper
#

basically "good luck" material :\

little eagle
#

I only have one emoji left 💩 : (

subtle ore
#

@lone glade

@Midnight  by all means point me in another direction but as I say, I'd rather just stick to basics and get it working
lone glade
#

oh jesus

subtle ore
#

@little eagle 💩

lone glade
#

💩

#

still worse than the blob emoji variant

subtle ore
#

💪 💩

lone glade
#

✌ 💩 👌

subtle ore
#

FU 💩 FU

lone glade
#

NO BULLI

subtle ore
#

ALL the bulli alganthe

torn juniper
#

well

peak plover
#

This chats gone to ship

#

Shit

#

💩

torn juniper
#

hiding it works kinda @lone glade except it breaks the inventory and everything unhides when switching filters

#

oh well

#

i tri

subtle ore
#

@peak plover Troll

lone glade
#

"it works, except it doesn't"

subtle ore
torn juniper
#

yerp

lone glade
#

I see you are putting nitro to good use

subtle ore
#

"you went full retard man, never go full retard"

torn juniper
#

bruh

#

why can't arma just let me do what I want

subtle ore
#

Nitro is the best man, you know larger file size and uhhh emotes? Cool? Best 50 dollars spent

lone glade
#

also, not using CBA / ACE is a crime punishable by frame drops

subtle ore
#

@lone glade Here, have a piece of cake 🍰 , i don't like dependencies and you shouldn't either.

#

So frame drops it is

#

It's apparently vanilla tasting cake

lone glade
#

heretic detected

subtle ore
#

throws cookie at alganthe

lone glade
#

fun fact:
CBA functions were added to A2

subtle ore
#

Fun fact: arma 3 had and has a different development plan

#

And uhh

#

KK had the most impact from community feedback

lone glade
#

oukej best dev

little eagle
#

And which ones are those?

unborn ether
#

Ill be missing KK much.

lone glade
#

ah, yes, I too will be missing the debug console breaking and getting fixed each patch

subtle ore
#

💔

little eagle
#

alganthe never makes mistakes.

worldly locust
#

I'm still having a bit of trouble.
I've got a trigger (yes, I know @subtle ore) with OnActivation [] execVM "sqfFile1"; [] execVM "sqfFile2"
sqfFile1 is server only via !isServer and creates the object as before with commy's variable bit _obj = createVehicle ["Flag_UK_F",[790.990,12131.542], [], 0, "NONE"]; missionNamespace setVariable ["Moray_Flag", _obj, true];
sqfFile2 calls the two clientside stuff ```if (isServer) exitWith {};

[Moray_Flag, "<t color='#009933'>Teleport to Base", "mkr_Teleport_Base"] call uk3cb_config_base_fnc_teleport;
_mkr = createMarker ["mkr_Teleport_Moray", [790.990,12131.542]];
_mkr setMarkerType "hd_flag";
_mkr setMarkerColor "colorBLUFOR";

[flg_Teleport_Base, "<t color='#009933'>Teleport to Moray", "mkr_Teleport_Moray"] call uk3cb_config_base_fnc_teleport;```

Both files are running as I get the second teleport action at base. But the one on Moray is not being created. I assume because the object isn't being passed correctly?

lone glade
#

i'm not paid for them at least 😄

unborn ether
#

Well, I made some really hardcore stuff based on his script parts.

little eagle
#

So you're salty?

lone glade
subtle ore
#

Salt mines are the best man, loose all breathing air and dehydrate yourselt

unborn ether
#

I generate one salt mine, everytime i see HPP-based dialogs.

subtle ore
#

What

lone glade
#

wat

#

are you high on drugs?

#

are you willing to share?

unborn ether
#

ctrlCreate dudes

lone glade
#

.....

#

okay, share your drugs

torn juniper
#

yea wat

#

ctrlcreate yu

#

k

unborn ether
#
class dialog {
    name = "dialog";
    idd = 84661;
    movingEnable = false; 
    enableSimulation = true;
    class controls {};
    class controlsBackground {};
};
lone glade
#

🤦

unborn ether
#

The only i use in configs

worldly locust
#

anyone ^^

#

?

lone glade
#

no, just pure stupid

#

plus it's not pixel perfect

#

and doesn't work on non 16:9 aspects

#

oh, let's not forget the use of comment instead of //

unborn ether
#

not pixel perfect? ok

rotund cypress
#

Does anyone know what display is the display that holds all the actions that are added with addAction?

#

I.e. what display IDD and what its called?

lone glade
#

it's engine side simzor

unborn ether
#

@lone glade Tell me that next time you gonna compile your HPP by restarting the game/mission. Ok

lone glade
#

and yes it's not pixel perfect considering it's not using pixel based values

unborn ether
#

@lone glade Ill be just pasting code to console

lone glade
#

diag branch + reload config

unborn ether
#
private _pW = (pixelW * 5) * _scaleFactorCtrlW;
private _pH = (pixelH * 5) * _scaleFactorCtrlH;
rotund cypress
#

Also, does anyone know what display 12 is?

unborn ether
#

Definitely not a pixel based

#

@rotund cypress RscMainMap

rotund cypress
#

Alright

unborn ether
#

@rotund cypress RscDisplayMainMap if to be correct

torn juniper
#

ctrlcreate to create the layout then transfer to dialogs.. win win

snow raft
#

So I want to get all items from a crate and save them. Struggling right now with the correct way to save( of course I want to add them later with addCargo) . Problem is getWeaponCargo returns an array of array. How do I get that in something usable? ^^

#

started today with sqf, still rolling through the documentation ^^

still forum
#

Why is an array of arrays not usable?

#

_weaponCargo select 0 gives you a list of the weapons.
And _weaponCargo select 1 gives you a list of number of these weapons. In the same order as the weapon list

snow raft
#

addWeaponCargoGlobal takes an array, so that means I have to split the information I got through getWeaponCargo

#

?

still forum
#

yeah

snow raft
#

ah

still forum
#

addWeaponCargo takes the string from the first half of the getWeaponCargo and the number from the second half

snow raft
#

kk ty, sqf scripting is weird

still forum
#

Kinda yeah. It's just not very consistent

snow raft
#

Is it possible to add multiple weapons with one addWeaponCargo?

still forum
#

no

subtle ore
#

Welll....

#

If you do _box addWeaponCargo["laser_beam",1];

#

And switch the 1 to whatever. You'll get multiple

still forum
#

I don't think that's what he meant

subtle ore
#

Oh you mean like an array of weapons?

still forum
#

like getWeaponCargo

snow raft
#

not really, I tried Box1 addWeaponCargoGlobal ["rhs_weap_ak104_npz","rhs_weap_m4_carryhandle_grip2",1,1];

#

nothing happened ^^

subtle ore
#

Incorrect syntax

snow raft
#

where?

still forum
#

As I said not possible

#

and if you read the wiki page of that command you'll see that you can only pass one string and one number

snow raft
#

mh, thought so

tulip cloud
#

I searched through the functions and I can't find what function is attached to the Take UAV Controls action. I'd like to create an UAV and put the player into the driver controls right after it is spawned.

still forum
#

There doesn't need to be a function attached.

#

Could be in-engine

edgy dune
#

I wish we could set aiskill to be 1000% 😦

subtle ore
#

What?

edgy dune
#

yep

#

I wish we could set ai skill above 100%

#

well I guess its 1,but yea

halcyon crypt
#

there used to be the super AI config in A2 😛

edgy dune
#

super ai was just 100 on everything by default

snow raft
#

So there is a command to get mags, weapons, backpacks.. Could be that I´m too stupid to find out, but how do I get vests from a crate? ^^

#

mh seems like vests are items

tough abyss
lone glade
#

you're looking for getItemCargo snackle

snow raft
#

got that already its for containers

lone glade
#

for all items in a box you need
item
weapon
magazine
backpack

peak plover
#

Can you get backpacks with items inside of it 'tho?

lone glade
#

nah ....

snow raft
#

nope did not work

tough abyss
#

yeah you can

lone glade
#

for... reasons I guess?

still forum
#

@tough abyss how do I get vests from a crate? I think he wants crates and not units.

lone glade
#

which is why I linked getItemCargo

#

holy fuck who made those commands

#

their return values are stupid AF

snow raft
#

^

lone glade
#

instead of [["classname", amount], ["classname", amount]] it's [["classname", "classname"], [amount, amount]

still forum
#

That's more efficient memory wise

#

Which we know BI doesn't care about

lone glade
#

You REALLY think they cared about memory usage?

still forum
#

Maybe that intern that made these commands did

tough abyss
#

@snow raft you want getItemCargo & everyContainer
recommend you look at exile server code to figure out recreating the items.

Its abit of mind fck trying to recreate the items inside a container inside a container

lone glade
#

I wish we could get getContainerContent and setContainerContent

#

or whatever they would call them

peak plover
#

Well I doubt it's intern because it makes no sense. Only senior devs can provide stuff that makes no sense

lone glade
#

getCargoContent SetCargoContent

#

interns don't write commands at BI

peak plover
#

Prove it

snow raft
#

Started with sqf just today and I hoped there is something like this.. was disappointed ^^

lone glade
#

Tac-ops "features"

#

none are in engine

still forum
#

@lone glade And what did KK do?

lone glade
#

it's all sqf funcs

#

eeeeeh, I guess it was different?

still forum
#

he gave us endl n stuff

peak plover
#

What are tac-ops features?

still forum
#

Stuff like... eh... Things...

lone glade
#

animated markers

peak plover
#

Whoa gee

lone glade
#

aka moving the markers, needing funcs with thousands of lines....

peak plover
#

Why would you need thousands of lines to move a marker?

lone glade
#

either i'm missing something crucial or it's the most overbuilt sqf funcs ever

tough abyss
#

@snow raft if your just starting i recommend you skip trying to save container contents inside another container & work on other things

snow raft
#

yep im leaving that out for the moment ^^

lone glade
#

nevermind, they aren't thousands of lines long anymore

peak plover
#

Probably the editing functinality would take a bunch 'tho

snow raft
#

[P1,ArsenalP1] call BIS_fnc_addRespawnPosition; with P1 being one player, is the respawn point which is created only accessible to that said player or his side? ^^

lone glade
#

nah, wow they got touched up since they showed up on dev branch

#

player

snow raft
#

nice ty

tough abyss
#

i have a paper im writing and need to collect some data, if you guys here get a chance please answer these two questions https://goo.gl/forms/uUZGiXo3wzP5jGsx1 thanks in advance to those who answer
(sorry if this is the wrong section to post offtopic stuff but pretty much all of you readiing here are probably programmars 😛 )

peak plover
#

How much do you sleep?

tough abyss
#

3-6 hours

subtle ore
#

3-6 hours here as well

still forum
#

Isn't the first question kinda superfluous then?

peak plover
#

Too little homie

still forum
#

15 hours currently :3

subtle ore
#

15 HOURS? Yeah right Dedmen

tough abyss
#

@still forum well for here yes.

lone glade
#

you'll die

snow raft
#

Dedmen...

tough abyss
#

i posted it everywhere

peak plover
#

8-13 hours here

lone glade
#

your body can't sustain sleeping that much

subtle ore
#

8-13 Hours? WTF?

still forum
#

I'm ill sooo.. And if I can I also sleep that much

snow raft
#

literally dead ^^

subtle ore
#

DEDMEN 😂

still forum
#

Though I don't sleep everyday

tough abyss
#

probably should also post that in general chat since they will be non-programmars

jade abyss
#
your body can't sustain sleeping that much```
Pff, you underestimate me
lone glade
#

I want a universal markdown standard PLS

peak plover
#

Dedmen with his dev drive broken catching up on all the sleep he's been missing on 😂

lone glade
#

LEMME USE > TO QUOTE SHIT PLS

subtle ore
#

? ?

jade abyss
peak plover
#

Hahaha fuynny guy

jade abyss
#
.Dschannifer Lawrence - Today at 12:37 AM
Since we got the Topic on another Server ( @Dwarden ) :  Leave a vote there, to add native quoting.

https://feedback.discordapp.com/forums/326712-discord-dream-land/suggestions/15536655-quoting```
<https://feedback.discordapp.com/forums/326712-discord-dream-land/suggestions/15536655-quoting>
peak plover
#
Hello. Is it a joke that quoting is unviable? It's 2018, dear developers; were you informed bout this?
#

LOL

#

Discord devs don't even know what year it is

subtle ore
#

Actually a joke

peak plover
#

Don't expect anything

#

> joke

subtle ore
#

bulli

peak plover
#

is not even for quoting

#

It's the meme arrow

subtle ore
#

Wrong

jade abyss
#

"meme arrow" 🤦 sherbFail

peak plover
#

It's the meme arrow from 9gag

subtle ore
jade abyss
#

9gag, worse than lifers

peak plover
#

My favourite forum

jade abyss
#

I knew it.

subtle ore
#

nothing is worse than lifers

jade abyss
#

9fag

lone glade
#

tfw people don't know what > does in other markdown implementations
😭

subtle ore
peak plover
#

^ that

subtle ore
#

You're just jealous nigel

peak plover
#

>le 4chan meem arrows IKS DEDEDEDE

subtle ore
#

@rotund cypress feelshugman

peak plover
#

I guess linking to and quoting other posts on discrods would be nice 'tho. Linking an old text for a similar question woudl help a lot

lone glade
#

you mean, LIKE SUPERIOR SLACK?

#

what else are you going to suggest next, threads?

peak plover
#

🇾 🇪 🇸

subtle ore
#

Huh

#

Well slack isn't superior

#

but, it's pretty nice

jade abyss
#

You can't even change the fkn background to dark...

#

🖕 Slack

peak plover
#

eww

subtle ore
#

That's a negative in my book

#

absolute garbage

jade abyss
#

But hey... you can change the fkn Channeloverview to dark/different colors (ffs?)

subtle ore
#

Alright, final decisions here:
Gitlab,
or
Github?

peak plover
#

For what

subtle ore
#

Arma 3 - Mission shiet

still forum
#

github

peak plover
#

Probably lab 🤷

still forum
#

I don't see why you would lab

subtle ore
#

thankong Some seriously productive feedback here guys

peak plover
#

more secretive

still forum
#

I would use lab if I selfhost (Well actually I would use JIRA n stuff but.....)

#

But as you don't selfhost

peak plover
#

Don't want people stealing your life mission

subtle ore
#

Hey Nigel, back off with that. You're the one with the lifer code not me

#

Alright, is JIRA any good then?

still forum
#

JIRA is best.

#

But do you self host

jade abyss
#

Didn't Github have a SizeLimit?

still forum
#

I don't see any reason why you would do that

jade abyss
#

So Gitlab > Github

still forum
#

github has size limit yeah

subtle ore
#

Self host as in?

still forum
#

but you won't hit that with missions

#

Host it on your own server

jade abyss
#

Depends

subtle ore
#

Yes I do host it on my own server

jade abyss
#

If you run a Life-Mission, you might hit it 😂

subtle ore
#

@jade abyss FU

jade abyss
#

You doing life-missions now, Midnight? 😄

#

ewwwwwwww

subtle ore
#

Nope, never will.

peak plover
#

ewww

jade abyss
#

Then why do you give me the friendly finger?

still forum
#

Gitlab has 10GB limit @jade abyss

jade abyss
#

Wut? Nah

subtle ore
#

I did help write SimZor write one line of code, but that was it. I guess I'm "affiliated" with a life server now.

still forum
#

The cloud hosted option does

subtle ore
#

I gave you the friendly finger for even thinking I would Dscha

jade abyss
#

We had wayyyy more than 10 GB Repos @still forum

still forum
#

If you want to host yourself.. The Github self hosted is not available for free right?

#

@jade abyss The free gitlab cloud host?

jade abyss
#

Yeah

still forum
#

I just googled gitlab SaaS size limit

#

and it gave me 10GB

subtle ore
#

I'm going to go ahead and use github for right now. I see nothing wrong with the toolset I have with it right now

jade abyss
#

News from 2015 😄

subtle ore
#

?