#arma3_scripting
1 messages · Page 417 of 1
and more, as i said before im spawning in compostion(missions) i need to clean them up when they are completed. i cant modify the triggers in the compositions but i can call my function at somepoint from; say the task creation. then i need to spawn in my trigger to detect when the task is completed so i can remove the composition.
ok then just check for task completion in trigger statements
trying to do that, but its not working
task id is what you set in module
yup and i left the var field blank
here is my trigger, no errors but also showing hint
_Trg_detectMissionComplete = createTrigger ["EmptyDetector", getMarkerPos _spawnmarker];
_Trg_detectMissionComplete setTriggerStatements [
"
['+ _task +'] call BIS_fnc_taskCompleted;
",
"
'hello' remoteExec ['hint'];
",
""];
_Trg_detectMissionComplete setTriggerTimeout [20, 20, 20, True];
_Trg_detectMissionComplete = createTrigger ["EmptyDetector", getMarkerPos _spawnmarker];
_Trg_detectMissionComplete setTriggerStatements [
"
['+ _task +'] call BIS_fnc_taskCompleted;
",
"
'hello' remoteExec ['hint'];
",
""];
_Trg_detectMissionComplete setTriggerTimeout [20, 20, 20, True];
formated
how do you do that?
lol
sry im a noob to discord mate
_Trg_detectMissionComplete = createTrigger ["EmptyDetector", getMarkerPos _spawnmarker];
_Trg_detectMissionComplete setTriggerStatements [
"
['+ _task +'] call BIS_fnc_taskCompleted;
",
"
'hello' remoteExec ['hint'];
",
""];
_Trg_detectMissionComplete setTriggerTimeout [20, 20, 20, True];
doesnt look as pretty as yours
so you have task id test_1 ? and in this code you are checking +_task+
try to check test_1 ? 😀
Does anyone have and tips on how to figure out what threads those are : 3:46:27 "[""<spawn>"","""",true,4085]" 3:46:27 "[""<spawn>"","""",true,4804]" 3:46:27 "[""<spawn>"","""",true,132]" 3:46:27 "[""<spawn>"","""",true,196]" 3:46:27 "[""<spawn>"","""",true,261]" 3:46:27 "[""<spawn>"","""",true,326]" 3:46:27 "[""<spawn>"","""",true,354]" 3:46:27 "[""<spawn>"","""",true,505]"
someone please for the love of mike, tell me the syntax for using either one of these methods in (setTriggerStatements) with a var containing the task name.
https://community.bistudio.com/wiki/BIS_fnc_taskCompleted
https://community.bistudio.com/wiki/taskCompleted
taskCompleted "task_id";
["task_id"] call BIS_fnc_taskCompleted;
i cant put that in the setTriggerStatements it will throw an error because its supposed to be in cased in ""
"taskCompleted 'task_id'";
tryed that says its expecting a task not a string
maybe he not set task id in that module
here is error from @meager heart
what ?
crap wont let me paste screen shot
well error says "error taskcompleted: type string, expected Task"
_Trg_detectMissionComplete setTriggerStatements ["taskCompleted 'test_1'","hint 'hello';", ""];
@fossil yew and this throws error as well
_Trg_detectMissionComplete setTriggerStatements [["test_1"] call BIS_fnc_taskCompleted;,"hint 'hello';", ""];
Is that what you have there ? https://gyazo.com/34910fc4635fc4b59052ad0df043b5d2
yes when i tested your suggestion, im now testing both your guys suggestions with the task id set to test_1
Like that task id is set https://gyazo.com/376128035361706c81b77db40adfd432
yes
just finished testing
i cant put double qoutes in the setTriggerStatements because they are reserved for incasing the setTriggerStatements parameters in the setTriggerStatements parameters array.
when i use single quotes it complains about it being a string.
my head hurts
testing all four scenarios
With the task module task id = test_1 and with task id = “” but variable = test_1
_Trg_detectMissionComplete setTriggerStatements ["taskCompleted 'test_1'","hint 'hello';", ""];
_Trg_detectMissionComplete setTriggerStatements ["taskCompleted test_1","hint 'hello';", ""];
With the task module task id = test_1 and with task id = “” but variable = test_1
_Trg_detectMissionComplete setTriggerStatements ["[test_1] call BIS_fnc_taskCompleted;","hint 'hello';", ""];
_Trg_detectMissionComplete setTriggerStatements ["[‘test_1’] call BIS_fnc_taskCompleted;","hint 'hello';", ""];
errors or nothing for them all
also where is your setTriggerActivation ?
fml, what should that be set to since im not using it?
_Trg_alldead setTriggerActivation ["NONE", "NOT PRESENT", false];```??
i have a trigger sycned to >> settaskstate >> to create task
i give up, just tested all 8 scenarios, with or without single quotes, your suggestion and toms, with task id set, with variable set. all i get is task expected or nothing.
if that is not life mission and there is less than 20 gigs of required addons send me it i will look... and will be less ping pong in chat 😀
im gonna do one last set of tests. but this time no spawning crap in, just set it up in the eden editor and see if any of these methods work manually.
ok gl
ok get this shit!!!
(["test_1"] call BIS_fnc_taskCompleted) works in the trigger condition with double quotes, and the icing on the cake is with task id set
fml
here is the proper syntax for using double quotes "([""test_1""] call BIS_fnc_taskCompleted);"
nice
removeaction 0; would be the first action added to a person/object, correct?
Interesting, synchronizedObjects does not allow you to sync containers to a container, in such case it returns an empty array. It works fine if the containers are synced to player or a game logic.
_Trg_detectMissionComplete setTriggerStatements ["([""" + _task + """] call BIS_fnc_taskCompleted);","hint ""hello"";", ""];
for you guys who were helping me, thats how us a var inside double quotes.
if only we knew 3 hours ago lol
@exotic tinsel check example https://community.bistudio.com/wiki/setTriggerStatements
doesnt show us how to use a var in there. no one said use """ + _var + """
all good my script workds i can take break
Well... Usually you can do " "" "" " or " ' ' " or ' " " '
Spaces for clarity only
disableSerialization;
_seeds = synchronizedObjects shopLogic;
_taroShopInventoryWeapons = [[],[]];
{
(_taroShopInventoryWeapons select 0) append ((getWeaponCargo _x) select 0);
(_taroShopInventoryWeapons select 1) append ((getWeaponCargo _x) select 1);
} forEach _seeds;
createDialog "taro_GunShop_Dialog";
waitUntil {!isNull (findDisplay 9429);};
_weaponList = (findDisplay 9429) displayCtrl 94293;
lbCLear _weaponList;
{
_displayName = (getText(configFile >> "cfgWeapons" >> (_taroShopInventoryWeapons select 0) select _forEachIndex >> "displayName"));
_weaponCount = (_taroShopInventoryWeapons select 1) select _forEachIndex;
_picture = (getText(configFile >> "cfgWeapons" >> (_taroShopInventoryWeapons select 0) select _forEachIndex >> "picture"));
_index = _weaponList lbAdd (ctrlSetStructuredText parseText format ["<t align='left'>%1</t> <t align='right'>%2</t>", _displayName, _weaponCount]);
_weaponList lbSetPicture[(lbSize _weaponList)-1,_picture];
} forEach (_taroShopInventoryWeapons select 0);
lbSort _weaponList;```
I'm trying to get my listbox to display a weapon picture and the name on the left and the item count on the right. I can get all the parts working, but I can't do that when I want to combine them. lbAdd expects string while ctrlSetStructuredText outputs structured text. How can I properly display the item count alongside the name and the picture?
does a listBox item even support structured text?
I think you have to use RscListNBox instead and then use multiple columns
like so
----------------------------------------
| icon | display name 1 | weapon count |
|------|----------------|--------------|
| icon | display name 2 | weapon count |
|------|----------------|--------------|
| icon | display name 3 | weapon count |
----------------------------------------
Ah I see now, I need to use the listNbox box instead
how do i check if array has values in an "if" condition? isnull and isnil isnt working
_yourArray isEqualTo [];```
Will return true if _yourArray is empty
!(_yourArray isEqualTo [])```
Will return true if not empty, ie. there is something inside
if (v_activemissions isEqualTo []) then
```, threw error about zero divisor
maybe use count?
my bad that did work, thanks mate
No problem
How can I include the RscListNBox? I copied the stuff for it from https://community.bistudio.com/wiki/DialogControls-ListBoxes#RscListNBox_.28A3_1.28_Template.29 into my Common.hpp, but i can't get it to work at all
hello, i making my life server. Is possible to make custom lobby dialog? I find dialog and make new with gui editor, but can't find script wich create this dialog. Can you help me please?
@thorn saffron you should be able to just inherit RscListNBox
class RscListNBox;
class YourThing : RscListNBox {
};
@halcyon crypt Its mission dialog, I can't really inherit from the game files
ah right
I guess you can use https://github.com/realitymod/pra3/blob/master/tools/debugconsole.Stratis/description.ext as an example
I think there's also a GUI sample pack thingy you can include
Managed to inherit it, but I get an error when I try to display that new ListNbox
I need some simple mission with it so I can see how its done properly
14:11:37 Warning Message: No entry 'C:\Users\Misaki\Documents\Arma 3 - Other Profiles\Taro\missions\shop_scripting.VR\description.ext/taro_GunShop_Dialog.taro_rscListBox_1'.```
that's where my ability to help ends lol 😛
@verbal otter That has nothing to do with #arma3_scripting. You can do that in a Mod yes. Not in a mission
No you cannot send me a friend request and have me help with your life shit. Do it yourself.
And noo.. Sending me messages and repeating what you already said here won't make me help you too. I can read. Thanks.
Hey guys, is there a way to make trigger reactivatable without the "repeatable" function in trigger itself? For example, player walks through trigger, it is activated and cannot be activated again, unless you press a button and the trigger can be activated again..
repeatable+ condition that the trigger when triggered sets false and your button then sets true
wondering right now ... what exactly does SEED random X do?
if i throw in the same seed over and over again, do i get the same random number out of it?
yes
so it basically just is cpp srand(...); return rand()...;
instead of just the return rand()...;
besides: sqf-vm is in need of helping hands to implement the different commands sqf has in the c++ branch https://github.com/X39/sqf-vm/tree/cpp/sqfvm-cpp
Okay, so this script is in the init of an object that we'll call the primary object, it creates the secondary object, but I don't know if it's attaching the secondary object and I do know that it isn't rotating the secondary object appropriately. Anyone know why?
DFP attachto [this];
DFP setVectorDirAndUp [[-15,-10,-5],[-15,-10,-5]];```
Basically kinda but not really
sqf has seedable prng now?
back in my day we implemented our own linear congruential generator... 👴🏻
SpawnUnit_No_PATH_ambush = {"O_G_SOLDIER_F" createUnit [position _this, Opfour, "
this synchronizeObjectsAdd [Spawn_Area_abush];
[this] join grpNull;
group this addWaypoint [position car_1, 0];
this setUnitPos 'UP';
this getSpeed FAST;
this setSkill ['aimingAccuracy', 0.1];
this setSkill ['aimingShake', 0.1];
this setSkill ['aimingSpeed', 0.1];
this setSkill ['spotTime', 0.1];
this setUnitLoadout getUnitLoadout selectRandom units loadout;
lockIdentity this;
this setFace Face selectRandom units loadout;
this disableAI 'PATH';
"];
};
{_x spawn SpawnUnit_No_PATH_ambush
} forEach synchronizedObjects Spawn_Area_abush;
The synchronized Object is a gamelogic placed in the editor, seens that height does not count, i was trying to create a unit on the top of a building.
Any way t fix that?
is it same linear height or diffeernt building ?
Im sorry?
The building does not seens to be the problem, the unit only gets created on ground level and ignore the object height.
i tried other buildings in the map and buildings placed in the editor but all the same result
what i was asking was if its the same building you can jst place the height as a parameter , in buildings a roadway lod will reset height to 0 so you need to know actual height in old days , maybe not ehere is a new way or else its a case of ASL
does not seens to matter the building, even if i manualy place the possition it is set to ground level
must be same as always then , pain in the ass
there a way
can some one let a note about it?
i imagine that you would sugest to set the height afther the unit created right?
well i am not so well informed in Arma 3 but i guess first is Above sea level and if not then worldtomodel or a relpos using modeltoworld
im sure i hear about some ATL too was a fix for this but cannot swear
getPosATL?
I tested it, same problem
"B_RangeMaster_F" createUnit [getPosATL player, group player];
have you see what is returning pos player select 2 ?
is it actually 0 because of roof ?
@astral tendon https://community.bistudio.com/wiki/Position
there ya go loads of new commands 😃
13.0226
setPos will assume z = 0 is on top of whatever building on those coordinates
i tryed to set the possition in mid air and still created the unit on the ground
does not matter
just create it and move it immediately after
even if i manualy set the Z it still gets ignored
ah yeah always place after creating
in last event try name of your thin setpos (player modeltoworld [0,0,0])
whats the best way to call a function after 10 seconds from the init file? sleep causes issues
an on each frame event handler that checks the time diff
assuming the sleep issues cause from suspending
that was the only way
SpawnUnit_RPG = {_Objectpos = position _this; "O_G_SOLDIER_F" createUnit [position _this, Opfour, "
this setPos _Objectpos;
[this] join grpNull;
group this addWaypoint [position car_1, 0];
this setUnitPos 'UP';
this getSpeed FAST;
this setSkill ['aimingAccuracy', 0.1];
this setSkill ['aimingShake', 0.1];
this setSkill ['aimingSpeed', 0.1];
this setSkill ['spotTime', 0.1];
this setUnitLoadout getUnitLoadout selectRandom units loadout_RPG;
lockIdentity this;
this setFace Face selectRandom units loadout_RPG;
this addEventHandler
[
'Fired',
{
_mag = _this select 5;
_unit = _this select 0;
if ({_x isEqualTo _mag} count magazines _unit < 2) then
{
_unit addMagazines [_mag, 3];
};
}
];
"];
};
i trow that on the new unit init and works.
yeah the setpos after creation does it
weird its still tsuch a thing after all this year
dumb question
is there a way to use AttachTo without actually moving an object? I basically just want to use it to get rid of PhysX collisions
Alright, I'm totally at a loss for this issue
Apologies in advance for the garbage-tier video, have not recorded anything in a while.
Basically, the sliding doors in my ship template will work in some positions but not others. I know the ship model is littered with invisible walls, and I've used a disablecollisionwith script to allow players to walk through them, but I suspect the invisible walls are stopping some of the doors from opening as well, since when I delete the ship model all doors work properly, regardless of position (all this is shown in the video).
Does anyone have any clue as to what could be causing this, and what I should be looking at in regards to fixes? Because I'm stumped.
Looks newer door detection method. just because you disabled collision between objects. The invisible wall geos are prob still blocking the door detection.
Using getCursorObjectParams is a good method to testing the new door detection ingame.
Anyway you would be better off overridding the config for the door conditions than scripting invisible walls.
@tough abyss Thanks, that's something I would have had no clue about if you hadn't mentioned it.
I'm very much a super basic mission maker, any chance you could point me in the right direction for dealing with the door conditions?
How to get a listNbox dialog resource working? I tried copying stuff from some templates, but I get an error while opening my dialog. Is there any simple example of the ListNBox I could study? For the life of me I can't get it to work
Is there any simple example of the ListNBox I could study?
https://community.bistudio.com/wiki/DialogControls-ListBoxes
http://steamcommunity.com/sharedfiles/filedetails/?id=287378519
@thorn saffron
@meager heart Tried, can't get stuff to display though
Damn, still can't the damn ListNBox to work for me.
https://i.imgur.com/qlylcz3.jpg
Why is #arma3_config in #arma3_scripting ?
Did you upload your code somewhere so one can look at it?
dialogs kinda ride the middle ground between scripting and config editing, and no. I didn't upload it (yet).
Configs are #arma3_config though.
Upload your code on pastebin or somewhere else and then ask in #arma3_config they should know
How would I be able to get the current gesture the player is doing, or possibly stop a player leaving a gesture?
Getting the current animation: https://community.bistudio.com/wiki/animationState
Else.. Gesture? What gesture?
Ok so I have a 2D array like the one bellow. It's an array containing weapon classes and their count inside multiple boxes. The issue is there are some duplicates. Say I have 2x "arifle_MX_F" and each has the count of 4 (ie. there are 8 rifles) I need to select the count for the first instance of the class name, go through the array, add up the counts from duplicates and remove the duplicates' classes and counts afterward.
[["arifle_MX_F","arifle_MX_GL_F","arifle_MX_SW_F","arifle_MXC_F","SMG_01_F","hgun_P07_F","hgun_Pistol_heavy_01_F","launch_B_Titan_F","launch_B_Titan_short_F","launch_NLAW_F","arifle_SDAR_F","arifle_MXM_F","srifle_LRR_F","srifle_DMR_03_F","srifle_DMR_02_F","MMG_02_black_F","arifle_MX_F","arifle_MX_GL_F","arifle_MX_SW_F","arifle_MXC_F","SMG_01_F","hgun_P07_F","hgun_Pistol_heavy_01_F"],[4,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,4,2,2,2,1,1,1]]```
Or you could manually add the array elements in, using find / pushbackunqiue to check for duplicates
Yeah, I was just saying this in case there is some magical command that already does that for you
No there isn't. Personnally i would use pushbackunique to add an element to array if it returns -1 you know it already exists, or returns the index.
If its a duplicate you can then use find to check for the index (find is case sensitive, but that shouldn't be an issue for your case)
I was given a function that actually does the searching and removing strings. I just need to adapt it for this
Nah that is just messy imo
I think of it as a concept art for code: its a shit code that does what it's supposed to, then someone who actually knows what he is doing makes the code that is not shit 😛
_classnames = ["classA","classB","classC"]
_ammount = [10,20,30];
_class = "classD";
_num = 99;
_index = _classnames pushBackUnique _class;
if (index > -1) then {
_ammount set [_index, _num];
} else {
_index = (_classnames find _class);
_ammount set [_index, (_ammount select _index) + _num];
};
Didn't test but that is the gist of it
updated it: forgot to use find to get index
the problem is this:
_classnames = ["classA","classB","classC","classA"]
_ammount = [10,20,30,24];
You group then back into a main array afterwards i.e above you basicaly have [_classanmes,_ammount]
Or you can do reference arrays, but people get confused over that (thinking they copied an array). Not really in anything else scripting wise in arma
_classnames = [......................] select 0;
_ammount = [......................] select 1
Info for array referencing how it works on https://community.bistudio.com/wiki/Array
Does anyone know good Smoke Pod Script for Jets or any Addons for adding smoke pod in Arma 3 ?
like rocket pod that fires smoke grenades?
Yes
its a config stuff and AFAIK the unsug did that
Is the code for searching for things on the eden editor engine based? I cant find it in any of the eden scripts
yes. Same for zeus
alright ty
Is anyone able to help me out. I'm looking for a way to spawn a box (ammo) next to any "insertclassnamehere" object. How could I go about have a condition, to meet these requirements?
I thought about the use of isKindOf would that work for classnames?
@drowsy axle If it can only be a one classname then you can just get the classname and then compare it with the one you set in the script
_targetclassname = "targetclassname"
if (_scannedClassname = _targetclassname) then {
//here you get the position of that scanned object and spawn the container using adjusted coordinates
};```
Yes. isKindOf returns classname
private _objectFinder = nearestObject [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
private _objectFinderPos = getPosATL _objectFinder;
if (_objectFinder) then {
private _mortar = [] spawn {private _obj = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
};```
idk
Don't do stuff if you don't know why
Do stuff so you know why....
if (_objectFinder)
You mean if !(isNull _objectFinder)
To check if you found an object
Yeah, that's true.
move the getPosATL into the if statement
Because first getting the position of the object and then checking if you even have a object doesn't make much sense
then remove the spawn.
Done
private _objectFinder = nearestObject [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
if !(isNull _objectFinder) then {
private _objectFinderPos = getPosATL _objectFinder;
private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
};
Jup
Wow. I was so close
that finds the closest "UK3CB_BAF_Static_L16_Deployed_MTP" to your player within 50m and then spawns a Ammo box next to it
Would it spawn it on top or does the engine command createVehicle look for object collide?
It checks for collision
yes
you gave [object, type, distance]
yeah
im gunna do nearest objects
https://community.bistudio.com/wiki/nearestObjects
nearestObjects might be better
because nearestObject doesn't have the range limit
no
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
if !(isNull _objectFinder) then {
private _objectFinderPos = getPosATL _objectFinder;
private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
};```
nearestObjects returns multiple objects in an array
So wouldn't I need to break that down?
need to take the first object yeah
do a foreach?
select 0 or param [0]
I don't know
do you want to spawn one ammo box at the nearest. Or one on each?
the forEach yeah
yeah
k
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
if !(isNull _objectFinder) then {
{
private _objectFinderPos = getPosATL _x;
private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
} foreach _objectFinder;
};
Shouldn't happen usually. But could
It could find the object. But before it get's into the forEach something else could have deleted that object
If you don't care just remove the isNull check
How can I have the _objectfinder loop each 10 secs?
So that any object made within 10 secs has a ammo box spawn
spawn while {true} do and sleep 10
is that around the if?
around everything
But that would spawn a new box on every object every 10 seconds.. So you'll have lots of boxes
Either that. Or you remember which mortar already has a box
Yeah ture
I could do something like that
I could do setvariable to hasBox
at the end then check that the object has that variable
setvariable do work like that...
setvariable isn't giving it a "unique" name, corect?
you can set the variable onto the mortar
_object setVariable ...
_object getVariable ...
yup
this is what I have so far sqf [] spawn { while {true} do { private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50]; if !(isNull _objectFinder) then { { private _objectFinderPos = getPosATL _x; private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos; } foreach _objectFinder; }; }};
look at wiki page for spawn and while
how about now?
yeah
i can't remember, haven't used it in ages
Yeah you have to pass something as argument
remember seeing people do
0 = spawn .....
all the time
That's something different
That's a crappy workaround to a nonsense bug that BI never wanted to fix
People just made a habit out of it and now litter that crap everywhere
spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
if !(isNull _objectFinder) then {
{
isNull _x;
private _objectFinderPos = getPosATL _x;
private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
_object getVariable;
if (_object getVariable = "hasBox") then exitWith{};
_object setVariable ["hasBox", 1, true];
} foreach _objectFinder;
};
}};
Does exitWith and setVar work in that context?
setVariable ["myPublicVariable", 123, true]; // what does the 123 mean?
now?
spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
if !(isNull _objectFinder) then {
{
_x getVariable;
if (_x getVariable = "hasBox") then exitWith{hint "debug1";};
isNull _x;
private _objectFinderPos = getPosATL _x;
private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
_x getVariable;
if (_x getVariable = "hasBox") then exitWith{hint "debug2";};
_x setVariable ["hasBox", 1, true];
} foreach _objectFinder;
};
}};```
Yeah.. I guess
But what are these weird getVariable thingies nonsense stuff
Read the wiki page for getVariable
To check whether that same mortar has a box next to it
as it would only get the variable has box at the bottom
That's not how getVariable works
read the wiki page
Well that's how it works.. But that's not how you use it...
Like.. Stuff.
varspace: Namespace, Object, Display, Control, Group, Location, Task, Team Member, Display, Control // you mean
varspace getVariable name
jup I mean that
private _count = 0;
spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
if !(isNull _objectFinder) then {
{
_x getVariable;
if (_x getVariable = "hasBox") then exitWith{hint "debug1";};
isNull _x;
private _objectFinderPos = getPosATL _x;
private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
_x getVariable;
if (_x getVariable = "hasBox") then exitWith{hint "debug2";};
_x setVariable ["hasBox", _count+1, true];
} foreach _objectFinder;
};
}};```
As I said
read wiki page for getVariable and find out how it works
Reposting your code over and over won't change stuff
I'm looking at it. Makes no sense...
Examples
Example 1:
_thePublicVariable = _myTruck getVariable "myPublicVariable";
Yeah
is sqf _x setVariable ["hasBox", _count+1, true]; the same as sqf _objectFinder = hasBox;
Well.. Does it look like it?
idk
Not a single character is the same in these two code snippets
I don't litteraly the same
Oh wait. No. The _ at the start is the same
😄
I don't understand the context of setVariable.
_objectFinder setVariable ["hasBox", 1, true]; and _objectFinder = hasBox;
The context is the argument you give to it on the left side
_objectFinder setVariable ["_hasBox", 1, true]; and _objectFinder = _hasBox;
the _hasBox can also store info
which for the setvar
is 1
Those are two completly different things
..........................
okay
That's good
So the setVariable doesn't define an actual variable.
_objectFinder setVariable ["hasBox", 1, true];
set's the variable hasBox on the object inside _objectFinder to 1 and transfers to everyone on the server.
_objectFinder = _hasBox copies the contents of the local _hasBox variable into the _objectFinder variable
No. setVariable does define a actual variable.
A problem?
Probably
With you/your code?
The only problem would be using it incorrectly 🙃
I mean the potential solution might not be a solution, but a block
Perhaps rewrite your code with the newly learned information, then see
Yup
You say this: @still forum
set's the variable hasBox on the object inside _objectFinder to 1 and transfers to everyone on the server.
that doesn't define the _objectfinder
I know what I say
No need to repeat
True? The word _obfinder doesn't appear anywhere in that sentence
it's the object within it
I think you need to elaborate on what you want objectFinder to be defined as
It's the object you're setting the variable on
Well yeah it doesn't define it
because you are supposed to give that to the setVariable function
ObjectFinder is already defined as an array of objects
Then you can't setVariable on it
I know
So the setVariable would be on the _object which i cannot do, as it would already be created
What?
But you're looping through it, _x is your object
Yeah
you get the position from it. in your code
but I want the loop to end at the exitwith
Yeah?
if the variable is already defined for the object.
Yeah. How? the GetVaruiable only look at the varspace not the object... i'm confused about the getvar
ohim an idiot
A object is a varspace
🐧
What?
private _count = 0;
spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
if !(isNull _objectFinder) then {
{
_x getVariable;
if (_x getVariable = "hasBox") then exitWith{hint "debug1";};
isNull _x;
private _objectFinderPos = getPosATL _x;
private _object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
_object getVariable;
if (_object getVariable = "hasBox") then exitWith{hint "debug2";};
_object setVariable ["hasBox", _count+1, true];
} foreach _objectFinder;
};
}};```
You mean the script doesn't run?
You've still not fixed the getVar
Because it can't run because it's a syntax error
Fix the code first
I cannot get the _object
You use position on an array
wait hang on
let me sort it out.
what's name?
_object getVariable [name, "hasbox"];
oh wait
I mixed them up
_object getVariable ["hasBox", null];
Check what the second parameter does carefully
defaultValue: Anything - Value to return if variable doesn't exist
nill or null?
for nothing
Well if hasBox is a bool, you ideally want to default to false, I assume
could i set it to 0?
well
If you setVariable it to that
Then use a default like 0 as you suggested
The object is in _x not _object
_myVar = _object getVariable ....;
if (_myVar == 1)...
And as dedmen said
ik what foreach is
private _count = 0; That variable is not visible in the code
yeah outside the scope
Nearest objects returns an empty array if nothing is found
Yeah. Already said an hour ago to move the isNull check
see edit ^
Still nonsense isNull and nonsense getVariable and another syntax error getVariable
Did you change anything
@pastel cloakuu#1044 It technically could. Rarely
I already said he can just remove it entirely when he doesn't care about that rare error
spawn { while {true} do {
private _count = 0;
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
{
isNull _x;
_x getVariable ["hasBox", 0];
if (_x getVariable = 1) then exitWith{};
private _objectFinderPos = getPosATL _x;
_object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
_x setVariable ["hasBox", 1, true];
} foreach _objectFinder;
}};```
Nothing changed
private _count = 0; inside the scope
What would it return? @still forum
null object
ObjNULL?
If the object get's deleted before the forEach get's to it it will just be null object
@drowsy axle Read what i wrote above. I talked about 3 nonsense errors and you fixed none of them
Not the object
nonesense doesn't help me fix them..
isNull are you talking about the if?
And the getVariable line serves no purpose
and the other getVariable inside the if is a syntax error
because that's not how you use getVariable
Honestly Capwell, you've been given some changes and they haven't been added
see edit ^
You didn't read what I wrote for getVariable
How am I meant to get the GetVariable?
this? _myVar = _object getVariable ....;
if (_myVar == 1)... // i didn't see that sorry.
Yes
Yes exactly that
Why don't you see that? It's right there. You just copy pasted it by yourself
Before changing it, try to see that _x getVariable = 1 is nonsense
As to understand why it's wrong
spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
{
private _hasBox = _x getVariable ["hasBox", 0];
if (_hasBox == 1) then exitWith{};
private _objectFinderPos = getPosATL _x;
_object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
_x setVariable ["hasBox", 1, true];
} foreach _objectFinder;
}};```
Better
getVariable is still syntax error
It can't magically know what variable you want
Yes! perfect! 😄
_count+ not needed?
no
okay
Lol
You should make hasBox a bool
Why's that?
okay.. does it make the performance better?
ok
Because C has no bool type
Well, with defines only
Good to know I guess
stdbool
spawn |#|{while // missing a ;
As we said an hour ago
yeah
yeah. That
idkw it got deleted
i did put it...
lol
you guys missed one
if (_hasBox == 1) then exitWith{};
No
there shoud be no then
You missed one
😛
fully working¬!!!!!!!!!!
spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
{
private _hasBox = _x getVariable ["hasBox", 0];
if (_hasBox == 1) then exitWith{};
private _objectFinderPos = getPosATL _x;
_object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle position _objectFinderPos;
_x setVariable ["hasBox", 1, true];
} foreach _objectFinder;
}};
``````sqf
[] spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
{
private _hasBox = _x getVariable ["hasBox", 0];
if (_hasBox == 1) exitWith {};
private _objectFinderPos = getPosATL _x;
_object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle _objectFinderPos;
_x setVariable ["hasBox", 1, true];
} foreach _objectFinder;
}};```
free scriptz
Capwell - Today at 11:57
I could make a script that creates and places down a box... @[VM] Icario(edited)
TankNut - Today at 12:01
Couldn't you just
Place down a box with a bunch of the items loaded inside ahead of time?(edited)
I don't know, make a composition out of it
Capwell - Today at 14:01
took two hours
[] spawn { while {true} do {
private _objectFinder = nearestObjects [player, ["UK3CB_BAF_Static_L16_Deployed_MTP"], 50];
{
private _hasBox = _x getVariable ["hasBox", 0];
if (_hasBox == 1) exitWith {};
private _objectFinderPos = getPosATL _x;
_object = "UK3CB_BAF_Box_L16_Ammo_HE" createVehicle _objectFinderPos;
_x setVariable ["hasBox", 1, true];
} foreach _objectFinder;
}};
(edited) @still forum @dusk sage
I'm so proud. Thank you guys 😄 @still forum @dusk sage
Anyone know the command to get the classname of the item you are looking at?
typeOf
typeOf cursorTarget
YES
Read #dev_rc_branch
yeees! I did
They fixed lag when creating the entities
which was never a problem
Atleast if the changelog entry is correct
it's tagged WIP, they can't not fix the entity spam
just have -nologs on the server?
that's what i'm hopping
🤦
ah, yes, disabling logging will delete entities, of course
why didn't we think of that
oh
Remember how they can't screw up something that was reported on dev branch and then made it through RC and into release?
i get ya
Why stick to 0 and 1 and not use what is in the language instead (boolean (true/false))? @drowsy axle
Because sticking is easier
Also I’m curious, as BoGuu said, did you get this from C language? @drowsy axle
nope
and what do you mean by that?
see the working script: http://arma.axerius.net/scripts/mortarammo.mp4
@rotund cypress non programmers usually don't know the concept of booleans I'd say
anyone with a high school education should know about boolean algebra, surely...
i had it in the 11th grade
but that was only because i had computer science/C/C++ in the 11th and 12th grade
Idk in my school we learned about bools and shit around 3rd grade with simple logic statements
Sounds like Sweden 😄
Nah us
FreeSpace 2 taught me those things when i was 7 or 8 😄
We did learn LOGO in school between 2nd and 4th grade, after which we learnt BASIC for a year or two
but no boolean algebra back then iirc
Truth is: if you don't have a real reason to learn coding its hard. I jumped a bit deeper into that to create that shop script thing. The fact I do it for arma keeps me interested.
IMHO schools with programming should actually have courses using an Unreal or Unity as a thing your program for. Just so kids can see they can create cool stuff if they learn how to code.
As soon as a couple kids in class have to laugh in unison because someone programmed something funny. You know that you are doing your job right
it's just going to be a dick, you know that 😛
Of course, but they would be the ones to program that dick to flop around
Unreal is a very nice idea. Especially with the node based programming.
They would have so much fun they would actually learn
and its free
and you can dig under the hood and create custom nodes
It wouldn't be that bad of an idea for a school course
Unreal also has the option between node based and C++
You can go to a more advanced level in higher grades. Without going somewhere else
"programming" requires a certain mindset, and it's not taught in schools, that's all
it's a different kind of problem solving imho
No ofc not. It's "let's see how many useless steps we can throw in" kind of crap
If you look at these people that don't know how a variable assignment works...
Don't you learn x = y stuff in maths lessons?
yeah, that is why the kids need a goal: to create the floppiest dick or whatever. Something that will make them want to learn how to program the optimal dick floppiness
I can generally only learn when I have something to do with it... Which is why I can't get myself to improve my russian
@thorn saffron That's exactly what the school boards don't want.
Well can you speak us some Russian Dedmen?
Kids gotta learn how life is. Can't do what you want. Have to do what someone else tells you to do
Yeah
@Midnight#4592 Haven's forbid the kids will actually learn something worthwhile and something they can get fun from
Had it 3 years in school
could choose French/Latin/Spanish/Russian/Swedish.
That was the time when i got into DayZ.. So.. Cherna...
@thorn saffron Not mine, nor any of our decisions. New dept heads is the next step. Or rather, destruction of the dept and states will be leading programs (in the us this applies, dunno anywhere else)
@still forum Spanish i hear is pretty easy
inb4 Chernarussian 
To this day I lament that I didn't go with russian as the second foreign language in my high school
Some Universities require it
3 years of german instead, didn't really learn anything
Man, you gotta take advantage of that kind of thing
I adored english though, I was actually one of the best in school at it
Depends on where you come from i guess
maybe I liked it because I was good at it 🤔
Maybe, not sure how hard it is to learn?
English maths and physics were the most boring classes for me.. Always had the 2 lesson task done in like 10 minutes... yuck
For most, you'd be a prod Dedmen
Generally either lack of initiation is what kills most grades, you sure have more than most if that is the case
Still, the floppy dick simulation should be one of the entry courses to Unreal, especially for kids 😛
Plus, Germans are supposed to the engineers of the world right?
Easy to apply in unreal
I still had shit grades in other classes because I was too bored to do stuff.
Not enough floppy dick programming I guess
Well music and art make room for appreciation of little things i guess.
🤔 art classes leave a lot room for dick floppines
Simple things in life ^
wanna see floppy dicks? google floppy dicks
No thanks
floppy disks? What?
Nothing like a serious discussion on the matters of education, programming and floppy dicks
Rather it be in a ue4 sim than an image
Are that these things on your head with the eyey things on top?
I think you need to see a doctor
Eye thingies lol
if (_val == 1) then {false == false} else {controlNull == controlNull}
Lol
Splendid obfuscation right there
i dont see the problem... its all true
@austere hawk The last part actually seem to return false
Wat
semantics 😛

Not all Nulls are created equal
#notAllNulls
thats numeracial!
End the binary opression in programming! Where are the "maybe" or "true-curious" bools?
Taro, my head. You're hurting it
Good! Pain is just weakness leaving the body!
Yeah, but i may die remotely from the crap you are posting here
Fuzzy bools is the new catch all term
@thorn saffron quantum computing will bring equality
Fuzzy bools?
"most likely true" ^^
Furry bools :3
bleh

Fuzzy logic. The sort commy likes where something can both be not true and not false.
if _value > true
*tru
@austere hawk I guess the whole list of the furry bools in quantum computing could called a boolsack
😂
putting a different spin on it, i see
brogramming jokes
well, I'm off to the Unreal discord server in order to learn how to create that floppy dick simulation
@thorn saffron Unreal Slackers right?
How to make Units that only have the Laucher as a weapons draw it instead off keep unarmed?
selectWeapon
```this selectWeapon "rhs_weapon_rpg7";````
that gives a error about missing ]
but in the example they are in ""
- That means your error is elsewhere
- make sure to note the part about the string being the name of the muzzle, not the weapon
just look at the notes at the bottom of the wiki page
its a vehicle!
urg, in the arsenal is named rhs_weap_rpg7
like, wtf
that note talk about underbarrel granades
Yeah
rhs_weap_rpg7 != rhs_weapon_rpg7
Not sure if that's the issue. But classnames have to be correct and not about correct-ish
meh, this seens hopeless
Its the way you do it /shrug
Does anyone know how I could get a door to open/close normally by ignoring any collision stuff around it?
Basically I have a door placed in a mission which won't open to due an invisible wall placed in the object the door is in
Someone said to try and mess with "overriding the config for the door conditions" but I haven't got a clue how to do that
im calling a function from a trigger and getting an error when using time in the function, is there an alternative?
do you know why youre getting that error?
no i dont, can you explain, im a noob
you can execute scripts in two contexts in arma, scheduled and non scheduled. non-scheduled scripts run completely in a single frame, so they can cause a big stutter. scheduled scripts stop running after 3 ms and resume the next frame. Only these scheduled scripts can suspend, use sleep and waitUntil.
Generally, scheduled code is executed with the spawn command as opposed to the call command. Consult the wiki for more information.
Question,
call{this animateDoor ["Door_rear", 1, true];}
Will that work in a dedicated server enviroment? Or do I need more added. This is simply on a ifirit inti section
it would reexecute everytime a player connects
thanks @indigo snow , whats a good alernative to using this then _future = time + 5; waitUntil {time >= _future}; i need a delay in this function and using spawn isnt an option.
im also not sure why you wrap it inside a call
why isnt using spawn an option? Otherwise you simply can't suspend, you stay in a single frame
unless you use CBA
becaue i have to call another function that spawns in a compostiion and it throws tons of errors when i call my func with spawn
then solve those
spawn simply shows you errors non-scheduled ignores
they have to do with nil
would rather not mate, its a whole library of code that i didnt write.
Then you cant suspend unless you use CBA
(as an aside, not seeing the errors doesnt mean theyre not there...)
ok so spawn is being used and im getting the error "error generic error in expression". here is the line of code its complaining about.
_future = time + 10; waitUntil {time >= _future};
please post the full error
You are most likely not getting a "generic error"
It always shows that. Right next to the actual error
if i take that bit of code out on the line it complained about i dont get an error.
We can't solve it from what you've shared
how to do i share a photo?
let me find out where that is
%userprofile%\AppData\Local\Arma 3 put that in explorer or the run dialog thingy ❤
or start menu search even I guess
look for the most recent .RPT file
itll contain all errors, relevant code lines, and the exact command or value where it errored.
17:30:29 Suspending not allowed in this context
17:30:29 Error in expression <
_future = time + 10; waitUntil {time >= _future};
[false] spawn TLS_fnc_nextm>
17:30:29 Error position: <>= _future};
[false] spawn TLS_fnc_nextm>
17:30:29 Error Generic error in expression
17:30:29 File TLS\functions\Server\fn_missionspawnfunc.sqf [TLS_fnc_missionspawnfunc], line 82
Suspending not allowed in this context
i think you already know what the solution to that is
i used spawn
you didn't, didn't save, or used call somewhere else
you used spawn in the next line though
huh since when does the rpt include the final function name thingy?
every preprocessed file i think
never seen it 😛
oh you mean before the line number?
yeah the thingy between the brackets
yea never noticed that, probably a feature from the cfgFunctions framework
they inject extra headers into the function iirc
yes they do if you do not disable it with headertype=-1;
interesting, is this new though?
couldn't tell you, sorry
no its real old
the headtyper stuff
it shows scirpt name if you set scriptName in functions
maybe it has just been too long since I've had A3 open ^^
@halcyon crypt function name in rpt is the scriptName SQF commands stuff.
CfgFunctions sometimes adds that automatically ... sometimes not..
Oh. too late
Uhm, just a question, how many scriptors here use Git or other SVC tools?
loads
would it be okay to ask about workflow here?
ACE/CBA use feature branches. Always stable build in master branch. And a release branch for releases
we just throw everything in master and pray it still works 😁
Use git
and use Gitkraken with it if you're a really prop erson right @lone glade
For Intercept I keep a seperate dev branch that get's feature branches merged into it while they are being worked on and eventually just get's reset to master branch when all feature branches are done
messy. Don't do.
I've been using git for a while now, and when I started on DUWS-R, I forked it but now its been about 2 years since i've been on the dev team but im still working on my fork, should I stay on my fork and pull from there or work directly on the organisations main line?
you should ask them, really
well...... I'm kinda the only dev left active....
seems mostly an etiquette thing, then
Well... If they let you work directly on the main repo then do that 😄
could always maintain in one place and PR every once in a while
👍
ok, so since i converted to using "spawn" to call my function im getting diff errors. this is the message
17:54:56 Error +: Type Script, expected Number,Array,String,Not a Number
this is the line
_v_endtask = _v_missionname + "_EndTask";
what am i doing wrong?
_v_missionname is type SCRIPT ( {code} iirc ), you cant add that with a string
on nil
expected number, not a number means somethign doesnt have the value you expect it to have
No. CODE is code
Script is handle returned by spawn
so _v_missionname = [] spawn ...
somewhere
yea wasnt sure on that one, been a while
yeah _missionname is a string
Where do you get that variable from?
_v_endtask = "";
_v_missionname = "";
// requires task names be mission
_v_delimiterloc = (_v_taskid find "_") - 1;
_v_length = count _v_taskid;
_v_missionname = [_v_taskid, 0, _v_delimiterloc] spawn BIS_fnc_trimString;
_v_endtask = _v_missionname + "_EndTask";
Yeah
thats the whole bit
Use call
No reason to spawn that
besides that spawning that just doesn't work at all
well i was told to use spawn when calling a function that i need to have a delay in
i might have needed to explain a bit more comprehensive when i said to use spawn: you only need to use it in the root bit , subsequent calls are fine from within the spawned code
You modified a vanilla function that doesn't need a delay to function just so you could have a useless delay?
Don't tihnk so
no but in the function that code is in
spawn { sleep; call {sleep}} is fine, no need to replace all calls
You need to spawn functions that want to suspend
suspend aka Sleep/waitUntil
As longs as the function that suspends is scheduled it's fine
Even if you call inside a spawned function it is still scheduled so sleeping in there is fine too
https://imgur.com/a/U4qFD
Possible get this ID via scripts?
Instead of posting a screenshot with minimal information you could also link the wiki page and say what you want
https://imgur.com/a/PQdje
I understand that # 0 this is this ID, but how to get it into the script?
Thanks for the next basically 0 information screenshot
You can't get it via script
and you don't need it
No, I need to get this information, I would not ask if it would not be necessary
Why do you need it?
for RCON
Oh. Then it's impossible
Can I now tell you alternative ways to do this
or do you just not care?
bcs cmnd kick not working with GUID, name or UID
Wiki says it does though
In RCON just use #userlist then you get ID+Name+UID.
Then just search user by name or UID and then grab the ID from the table
@still forum please help, i have an issue with https://abload.de/img/2018-01-2700_33_51-arn6j4c.jpg
@austere hawk You have a syntax error at line 157. The cookie in your metavariablearray is one too high. You need to decrease the index by if (_index == 1) then {1} else {1}
And then it should work
If not try this ༼ つ ͡° ͜ʖ ͡° ༽つ fix
but the file i stole from someone else clearly says decrease index by -2
It's good that you didn't ask your very specific question in some life forum. here is definetly the perfect place to get help with that
but then they would know i haxored their files...
Hey does anyone know how to make VR entities in the editor?
I have some VR entities with the init "[this, 10] call bis_fnc_VRHitpart;"
which works for showing the damage, but the time is totally broken
the number is supposed to tell it to reset the colors but it doesn't work
so I can either disable simulation so they remain standing but this doesn't help because the colors don't reset
or I can enable simulation so they fall and die like normal, but what I really need is for them to respawn then just like they do in the VR arsenal
so that it forces the hit zones to reset like they should
anyone know how I can acheive this? I found nothing online
If I want to save the player's inventory into a database, what is the easiest command to use to gethe player's inventory?
https://community.bistudio.com/wiki/getUnitLoadout
does the job for me
@willow haven Gonna try this myself sometime, good stuff you want to do.
Yeah, I'm making kavala into a target range and I was initially using just pop up targets (and some skeets that explode when you shoot them)
but now I want some fancier stuff
especially since I can't get moving targets to work
the rails I mean
but I've never done SQL so
anyone @here know solution (if possible) to this: https://forums.bohemia.net/forums/topic/213439-set-the-scrollbar-position-with-rsccontrolsgroup-not-rsclistbox/
is there a way to get the id of a client executing a server function via remoteExec?
@fluid radish you can send clientOwner as an argument
I guess I could, but then I'd be trusting the client to identify itself - is there some sort of magic variable/parameter passed to remote functions instead?
@fluid radish Is this what you are looking for? https://community.bistudio.com/wiki/remoteExecutedOwner
that's exactly what I was looking for, thank you @obtuse cosmos
Hey, is there a script that would spawn a placable door as open instead of closed? Open doors module is not working.
From google I'm seeing a lot of vehicle door stuff but what I'm looking to use is basically a sliding bulkhead door from a mod
thank you, will take a look
Anyone know why my gesture (animation) works in singleplayer but not multiplayer?
show me your code?
like no animation on either screen
// show code
noone, even the client executing it can see it: SQF player playAction "Foski_Gesture_handsUp"
it's my friends one but he aint on and I was integrating it via script
you just want hands up ?
it's a custom gesture, can walk around and such
and it's happening with all my other gestures as well for some reason
let me try
1 sec
where did you get "Foski_Gesture_handsUp" from ?
I don't see it on https://community.bistudio.com/wiki/playAction/actions
Note: Not all of these work btw
@cerulean whale You said you can move with hands up? Or stand still like:
yer
show fix?
yeah 1 sec lemme just reload my game lmao xD
rgr
you can walk around with hands in air?
😮
or is it like, static?
LMFAO
that is so funny!
These are new, right? From Laws of War DLC I assume...
@obtuse cosmos No thats not coming from that DLC. That animation is called "Acts_CivilIdle_1" and were in arma since alpha i think.
@obtuse cosmos And yes, you can move like this.
lmao
never ever saw this 😄
are the panic animations new?
or did they just add category for it in Anim Viewer?
¯_(ツ)_/¯
How come the animations behave differently? ```sqf
player switchMove "Acts_CivilIdle_1";
I can move
With playMoveNow, I can't but, it isn't the same
They don't behave differently, they're a blend of animations
so that you don't have a new anim for each type of movement
Well, seperate that is
this is what I get with switchMove: https://youtu.be/RppzccQv_Us
Think of it like a statemachine:
Moving left? -> Transition to left
Moving Right? -> Transition to right
anyone know how to do it?
Do what? @willow haven
scroll up a bit
How do ou mean Haz? playMove places anim in qeue
@obtuse cosmos If you want to interrupt it you need to
player switchMove "";
yeah
I know that
but I mean, when I do: ```sqf
player playMoveNow "Acts_CivilIdle_1";
it doesn't look liek the same aniamtion at all
try playmove isntead, you could be breaking something
okay
with playMoveNow
playet stands, hand on neck
idle
player playMove "Acts_CivilIdle_1";
same as playMoveNow
Surrender?
@obtuse cosmos ill just repost it
Hey does anyone know how to make VR entities in the editor?
I have some VR entities with the init "[this, 10] call bis_fnc_VRHitpart;"
which works for showing the damage, but the time is totally broken
the number is supposed to tell it to reset the colors but it doesn't work
so I can either disable simulation so they remain standing but this doesn't help because the colors don't reset
or I can enable simulation so they fall and die like normal, but what I really need is for them to respawn then just like they do in the VR arsenal
so that it forces the hit zones to reset like they should
anyone know how I can acheive this? I found nothing online
@willow haven what do you want exactly?
Use extDB3
ooh
I didn't see that question...
let me check Wiki for you @willow haven
I tried, but maybe you'll have better luck
really it would be fine if the hit zones reset like they should
they are still damaged
otherwise I need them to respawn just like in the VR arsenal
Description:
Initialize hit effects on VR targets
- grey - undamaged
- orange - damaged
- red - destroyed
Parameter(s):
0: OBJECT
1 (Optional, default is 30): NUMBER - delay before hit parts are returned back to default
Returns:
NOTHING
so it should disappear after 30 seconds I assume
oh
yes it works
AH
but I need it to then stop working
else I need to have the dummies respawn like in the arsenal when they respawn right there in the same position
I'm making a target range, but it's going to suck if the targets break after one shot you know
it should
it has it by default, and has its own function
although..
come to think of it you never see it reset on the dummies in the arsenal, but it does reset on the VR target vehicles
so maybe it only works on them?
ah