#arma3_scripting
1 messages · Page 449 of 1
probably there https://forum.infistar.de/ you will have more chances for some "solutions" for the infistar things, Kayserili Pablo Escobar/15
thak you
HAHAHA, dude, good job @meager heart. I had zero clue what he needed.
same 😄
I still don't know, but I'm happy if he's happy.
looking for someone who can help me with this
ppColor ppEffectAdjust [1, 1, -0.01, [0, 0, 0, 0], [1.5, 1, 1.2, 0.6], [0.125, 0.587, 0.114, 0]];
Trying to change the color effect
but i don't know how to get the color i want
thank you
the numbers for this color
trying to make my own night vision goggle script
i don't like ace one
anyone please?
has anyone used createAgent on headless clients and ran into the problem that the units simply wouldnt move? (basically just stand around)
So i finally got the NVG script to where i wanted. but the effect gets disable when i hop on a vehicle.
any clue?
script
@ornate pawn Line 23 and 70, basically determines that it is only active when you are not in a vehicle.
Do you know how to disable rotation of the text from draw3Dicon command.
Text is always facing to player.
I want text to stay static not facing to player
Angle parameter is for icon itself not the text.
the text is not 3D. looking from 90° angle would make it invisible
Nope it is turning and facing all the time to player
not possible
it's 2D text and 2D icons
if you want 3D behavior for anything like that you'd have to come up with a different solution
What is 2D ?
Command is draw3Dicon
because it draws an icon in 3D space
it doesn't draw a 3D icon (And textures aren't 3D, so that wouldnt make sense anyway)
And the command is drawIcon3D
Yes
Text is 2d but when I move 360 around it is as well
Ok not possible to keep it static to not face to me
wat
he wants the 2d texture to behave like its 3D, so if you draw an icon in a given position and walk around it, you'll look at it like it's tilted, instead of it facing directly to the player
no, it's drawn IN 2 DIMENSIONS on your screen
it is NOT a 3D object with one texture
Like it's not a crazy thing, it's just not possible
what you could do is use something that allows you to retexture it (helipad? blood stain? poster? IDK) , set it vertical, and apply your icon texture to it
You'd need to create an object an setobjecttexture to that and somehow put whatever text you want in that texture (which you cant load either without filepatching)
aka not possible
you want floating text always facing you?
@lone glade opposite
Didn't you say you won't get involved?
true true
can never rely on the frenchies
wut? TREASON
I want to text on a billboard
But will be dynamic during mission
@austere granite begone!
@pulsar drum Make a custom billboard model and make it a car license plate.
Then you can set whatever text you want on it. Though only a single line and limited length
@still forum
Custom model means as addon?
Simple object might work too 🤔 Don't know
Do you have a link for car lisence plate?
setPlateNumber
is there any sort of logarithm function?
couldnt you create dialog on the object ?
create dialog on the object What do you mean? You cannot create a dialog ON a object
could somebody please confirm that this piece of code is erroring out equally?
_arr = [1];
count _arr select 0;
count _arr # 0;
Another confirmation required:
_arr = [8, 7, 6, 5, 4, 3, 2, 1, 0];
_arr # 2 ^ 3; //should evaluate either to 1 or to 216, need to know which one gets displayed
_arr # 2 * 3; //18 or 6```
second one is 18
add a nested array to the first one
_arr = [[1]];
count _arr select 0;
count _arr # 0;``` should both error
second one is 216 and 18
that's correct
i'm 100% sure # is just an alias for array select index
it is
I KNEW IT
but it has different precedence
now before you close
the upper test now has to go into the other direction
???
729 and 18
both work?
yes
so # is above ^
# is the highest prio binary command, and still below unary?
has to be below unary
is there a way to have decimal values like .001 that don't automatically get turned to 0?
Decimal values don't get automatically turned to 0.
sleep 0.001 you mean @glad venture ?
You mean rounding?
I think he doesn't know how floats work.
I had some problems with that before but it was numbers like 1e-6 and it was giving me some sort of undefined error
Or maybe he's just confused by the serialization and thinks the number shown in the debug console or after using str and format mean anything.
He needs a floatie.
Fix your script, don't use str on large numbers.
Conversion loses accuracy yes?
It's more of serialization creating scientific notaton that can not be recompiled.
Don't use format or str on large or small numbers. That's the only thing you can do.
str/format etc. and compile etc. are not bijective.
had to google that one…
1: A -> B
2: B -> A
1 and 2 bijektive, e.g. BIS_fnc_netId, BIS_fnc_objectFromNetId.
1: A -> B
2: B -> 💩
1 and 2 not bijective, e.g. str and compile.
Either avoid the conversion, or choose something bijective if there is something.
call compile format ["player setDamage %1", _dmg];
👀
Well that works, but it will never be the same as
player setDamage _dmg;
oh, so there was a faster way…
😐 I hope you're not serious.
obviously 😄
call compile format ["%1 %2 ;", (str "hint") select [0, 4], str "Hello!"];
That just errors.
select 1, 4 indeed
Probably a retarded question. but on the RscCombo, what are the color sections that define the un- focused color and focused color
You could check in the config viewer.
class RscCombo
{
deletable = 0;
fade = 0;
access = 0;
type = 4;
colorSelect[] = {0,0,0,1};
colorText[] = {1,1,1,1};
colorBackground[] = {0,0,0,1};
colorScrollbar[] = {1,0,0,1};
colorDisabled[] = {1,1,1,0.25};
colorPicture[] = {1,1,1,1};
colorPictureSelected[] = {1,1,1,1};
colorPictureDisabled[] = {1,1,1,0.25};
colorPictureRight[] = {1,1,1,1};
colorPictureRightSelected[] = {1,1,1,1};
colorPictureRightDisabled[] = {1,1,1,0.25};
colorTextRight[] = {1,1,1,1};
colorSelectRight[] = {0,0,0,1};
colorSelect2Right[] = {0,0,0,1};
tooltipColorText[] = {1,1,1,1};
tooltipColorBox[] = {1,1,1,1};
tooltipColorShade[] = {0,0,0,0.65};
soundSelect[] = {"\A3\ui_f\data\sound\RscCombo\soundSelect",0.1,1};
soundExpand[] = {"\A3\ui_f\data\sound\RscCombo\soundExpand",0.1,1};
soundCollapse[] = {"\A3\ui_f\data\sound\RscCombo\soundCollapse",0.1,1};
maxHistoryDelay = 1;
class ComboScrollBar: ScrollBar
{
color[] = {1,1,1,1};
};
colorSelectBackground[] = {1,1,1,0.7};
colorActive[] = {1,0,0,1};
style = "0x10 + 0x200";
font = "RobotoCondensed";
sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
shadow = 0;
x = 0;
y = 0;
w = 0.12;
h = 0.035;
arrowEmpty = "\A3\ui_f\data\GUI\RscCommon\rsccombo\arrow_combo_ca.paa";
arrowFull = "\A3\ui_f\data\GUI\RscCommon\rsccombo\arrow_combo_active_ca.paa";
wholeHeight = 0.45;
};
1.82, RscCombo
ill have to fiddle till i find the ones i need xD but ty
Give each of them a distinct color, and write down which thingy is which that way by observing. lol, I' ve done this so many times already.
when you say "thingy" do you mean technical term "thingy" xD
thingy is placeholder for <insert technical term>
or thingamabob
That's too long and doesn't sound as cute.
Anybody know the way to get the name and the idc of a control?
all the names and alls idc from a dialog
💩
allControls _display apply {ctrlClassName _x}
allControls _display apply {ctrlIDC _x}
This how?
mudnut, what's up with the poop?
In response to the question , not answer
I mean, where did yours go?
You used to have two
Got tired of them. This is not a bad question. And I believe bad questions exist.
Like "why?", or something else incoherent.
but var = [No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No control,No
I believe google is a good spot to look first
Holy hell, hastebin or pastebin ffs
i find before in google but, var = no control for the win
I didn't say var = , I said allControls _display.
If you store the controls in an array, and then close the display, obviously the controls will all be null.
Because they're gone.poof
i do that :
0 spawn {
sleep 5;
var = allControls findDisplay 602;
hint "xd"
};
in the sleep i open my inventory
and when the hint appear, i close the inventory and see the var
and its all no control xd
Ehhhh....why not just use something like waitUntil ?
hint "xd"
???
don't matter xD
ok
only no controll
What?
doesn't work, how do i play music for my scenario?
0 spawn
{
waitUntil{!isNull findDisplay 602};
_wtf = allControls findDisplay 602;
hint "a cookie";
};
playMusic "LeadTrack01_F"
playMusic "LeadTrack01_F"; That's how you play music
The controls are null because you close the inventory
mmm
ah, thanks. had a space in there 😆
right
You're saving a reference to the control, if you close the control then it'll say no control
how can i get a list of all fonts?
CfgFontFamilies
"true" configClasses (configFile >> "CfgFontFamilies") apply {configName _x}
^
Added: New ctrlAnimateModel and ctrlAnimationPhaseModel script commands OwO
Is there any overhead for using sleep?
Yes, there is overhead for using any command.
During the sleep?
The game will check your script every frame if the time is up for it to run again.
So how does it compare with a waitUntil {time > _timeEnd}?
sleep is a single number comparison in engine. Which is like a nanosecond per frame. IF the script even get's checked by the scheduler
There is no reason to use waitUntil {time > _timeEnd} ever, essentially.
I am aware
waitUntil periodically executes that script. Which is several microseconds each execution
If you can move a task from script to C++, do it.
Just like
count _array is faster than
private _elementCount = 0;
{_elementCount = _elementCount + 1} forEach _array;
Yeah. And not only faster, but especially shorter to write, easier to read.
Can someone help me make a lightbar script?
tf is a lightbar
Unrelated, game crashes if you delete a control from inside it's onDraw event >.>
The flashing lights on top of a cop car
@little eagle Same if you remove eventhandlers from inside a eventhandler on controls
https://feedback.bistudio.com/T121356 "Acknowledged"
Well, MouseMoving and MouseHolding could kill the display, though that were on displays.
I like self deleting stuff.
Though since this is for CBA, the shit should obviously work in savegames etc., so I guess I will have to use PFH or EachFrame anyway.
Ewwww.. savegames
They're not that hard to do really.
You just have to cut back on the display and ui namespace abuse.
Why does a server have a ui namespace anyway :thonk:
I know it uses it for function caching, but it's a UI namespace...
commy2 would you be able to help with that?
I could definetly help you with that and write the entire script for you.
But I prefer to use that time to lay in bed and stare at my wall
Same, but the ceiling.
Wanted to say ceiling but my brain didn't find the word
No like I want to take a normal car and edit it to have lightbar etc
create scripted light points and animate them and stuff probably
You can't script that. You will have to edit the model.
Stare at the ceiling? Wtf?
mudnut, how old are you?
Ok... anyone know of a good tutorial on this... I cant seem to find it
If you were in school you should know the situation of just not wanting to do something and prefering to just do nothing over doing what you should do
Tons of life servers probably made something like that.
But they probably don't want to share their top secret technology :kappa:
My information reads 18, but why does it matter?
It's okay. :~)
can i make my own list of autocompletes for a specific control ?
"autocompletes"?
Well...
not something i have ever looked into
Hey, has anyone an idea if you can set a default Frerquency for Civs on TFAR? Or does this use the GUER Setting as well?
Why is that? Sounds weird.
Lifers
Fix it, Dedmen.
Like instead of using default frequency. Just use a eventhandler on radio assigned. And then manually set the freq
How old are you commy? 🤔
27
Fair enough
Thinking about that.. Why do life servers choose to use civilian side and then try to fix all the problems with that instead of just using blufor for everyone?
so basically if i start typing in a string , if the strings in an array matches, it kinda gives a list of matches ?
Trade what? Age? Sure
So that they can have a police force?
Is autocomplete in general even possible? I know debug console has something like that
Like yeah.. bla bla intercept bla bla.. but otherwise...
As a kid, sometimes I just wanted to stare outside the window. Look at the clouds. Now I can't do that anymore, too many distractions and things that need to be done. :/
i could probably do a bodge fix with a combo / edit box
Dedmen, keyDown eh, ctrlSetText
I think the real issue is the cursor movement.
well.. I wouldn't want to take that effort
Me neither, because the cursor is stuck.
thanks for the info
Depends on who you are and where you are at as a kid. Looking outside is sort of a absent thing for kids these days. Phones take up their vision
@little eagle ty
What for?
commy wouldn't you use key up not keydown for an autocomplete ?
Maybe.
You'll have to use KeyDown to intercept™ the tab key tabbing out of the control.
™ <--
not looked into intercept
TM TM
Trademarking a trademark? Don't we have a sort of inception here?
interception™
Paradox
I think the state owns the trademark to the trademark.
🤔
:thonk:
Heh. Say, is it possible to run a serverCommand without any acess to the server command password? I know the alt syntax you can input the password manually. However, if i didn't want it to be static or read by a user peeping on the mission contents how would i go about this?
Eh. It seems like it needs to be in ui evh
I want to keep everything within mission contents.
Does serverCommand care who is executing the comand if it's local to a client using the ui?
The client has to have access to the command.
Right, so i guess we have nifty -> admin command now
?
what am I missing here? error missing ']'
while {true} do {[]remoteExec [heal.sqf, 0]};
If(admin player != 0) then
{
//is admin
};
montarion, this is not how remoteExec or SQF for that matter works.
admin command reports a number, not a boolean.
["heal.sqf"] remoteExec ["BIS_fnc_execVM", 0];
Hello guys) Requires a responsible person to support the script partion of the RP server on your terms.
if !((admin (owner player)) isEqualTo 0) then
{
};
If(admin (owner player) != 0) then
Still doesn't work. owner only works on the server, and on a dedicated server, player is null.
So, a) remoteExec it b) pass player to server ?
I forgot what you're trying to do.
At this point i am just looking at the usage of admin, it originally was ui evh with serverCommand
oh. thanks @little eagle and @wary vine !
that might help you mud
Alright lol
The command is pointless crap :~)
Guess having it makes sense, but the implementation is horrible.
Oh, it even says the whole admin command only works on the server. Well thanks for nothing.
if you can basically do the same with the available command its pointless
ServerCommandAvailable was the original method iirc
(call BIS_fnc_admin == 2)
Was about to post that, but that function is literally the same as what I posted.
Yup
Added: New ctrlAnimateModel and ctrlAnimationPhaseModel script commands
anyone tried this yet by now?
or is this only for the compass stuff
define IS_ADMIN_LOGGED serverCommandAvailable "#shutdown" , oh. Yeah this is no different
if (call BIS_fnc_admin isEqualTo 2) then heres how we use, you could alter?
🤔
i came bearing a gift but i have question, about vehicle respawns, we are using
BIS_fnc_moduleRespawnVehicle
im try to understand what the third last condition is doing.
position selection type (0 = random, 1 = newest, 2 = oldest)
what is newest/oldest?
I wouldn't use the function, if it's meant to be executed by a module.
ok , noted, but do we know the answer to the question?
createVehicle, waitUntil vehicle is dead >> create vehicle again
By not using the function, but the module instead. Those modules have a ui and it probably says more explicitly what everything does.
Could be when the respawn points were created 🤷 shrug .
the condition above this is what does that, i believe
At least try to read the module ui in the game. It will tell you what it does.
private _respawnTime = 60;//60 seconds.
for "_i" from 0 to 1 do {
private _vehicle = "classname" createVehicle [x,y,z];
private _timeSpawned = time;
waitUntil {
(!alive _vehicle) ||
(time >= (_timeSpawned + _respawnTime))
};
};
time = (_timeSpawned + _respawnTime) that doesn't work
feck
time is a reserved variable. And using nothing on || won't work too
we do have the suggested way of doing things. however i noticed an issue .
this respawnVehicle [30, 0]
Into the init box.
so we testing this way
arma doesnt like exact times
It likes exact times when the source of the time is the same all the time, server for example with its serverTime
Nope it still doesn't.
It likes exact times when the source of the time is the same all the time
Jesus
You just cannot execute anything when no script is being executed.
The times are atmost exact to frametime
which can be low as we know arma..
The tick time doesn't care about frames tho.
Well, still the best to get one time from server, or execute time-based action on it (if its so critical ofc). Relying on current PC time for critical tasks never been good for me.
AFAIK time and even serverTime is different for each connected PC?
time starts at 0 when you JIP and diverges, serverTime is synched at JIP, but also diverges afaik.
Also serverTime is broken in SP.
So sad, why don't they fix stuff like that,,,
I think serverTime also jumps backwards a minute after you connect or something weird like that,
Do you guys think a "fileExists" script command that checks if give filepath exists in pbo or via filePatching could be a security risk?
How would it be?
With filePatching one could use it to enumerate all files in Arma directory and then read them with loadFile.. Atleast if filePatching is active which in itself is already a security risk
no, since you have preprocessFile|LineNubmers
Don't put anything critical into the Arma directory. It's not like you you could search C in the editor a few years ago.
And esp. loadFile.
oh yeah that one too ^
fileExists should've been a thing from 1.0
I guess you can already enumerate all files via loadFile anyway
Or just debin the pbo.
I'll add that once Dwarden tells me that now is the right time to dump a few script command requests
Does it mean anything if they still bother with SQF after the last DLC?
they added new commands today. So I guess there is more coming
I would like to see something like dropBackpack|dropUniform|dropVest or dropWeapon existing 😄
dreams 😦
we don't have drop commands yet?
getObjectCargo, setObjectCargo
oh good would fap to that one
We have a drop action, but it aborts when you turn your avatar and is therefore super unreliable.
I didn't look into removeWeaponCargo commands.. Might not be that hard to implement
getObjectCargo, setObjectCargo over removeWeaponCargo etc.
Yeah, because the only way now is just to wipe it out. pain.
but removeWeaponCargo would take weapon classname. And if you have multiple weapons. Some with attachments, some with magazines.
Which to choose?
Well for that one it just can be the first met, the one that commy2 states will fit that request more.
what do you propose for the format?
[weapons, items, magazines, backpacks]
magazines are array of [classname, ammocount].
weapons are array of [classname, side, top, muzzle, bipod, magazine, secondary magazine]
And backpacks... Oh god.. backpacks..
How does removeItem pick the weapon when used on a rifle in a backpack 🤔 ?
Dedmen, you can use magazinesDetail to get ID and use removeWeaponCargo with ID in parameter
I too read the wiki.
for ammocount you can separate it to removeMagazineAmmoCargo (long asf tho)
getVehicleLoadout can be a good one, like getUnitLoadout but for vehicle
Don't name it "vehicle".
We are already talking about that. That's getObjectCargo.
It would work on ammo boxes. Just "object".
what do you think about the format I posted above?
backpacks would nest kinda deep. But you can't put backpacks into backpacks right? atleast in vanilla. So that shouldn't be too bad
also items have to be [classname, count]
theoretically... could/should be the same for magazines and weapons.. ugh
Ofttopic: actually you can have backpack in backpack and getUnitLoadout gives interesting result, instead of its count it gives BOOL
I'm sure you can write something down that makes sense. :~P
So getUnitLoadout would break in that case? Then I have nothing to fear. If my implementation is broken then.. ¯_(ツ)_/¯
discord isn't that old, dummy.
you said it in november 2016
keep looking.
umm
I have gone through all the colors on a listbox
I cant seem to stop it pulsing to white xD
maxHistoryDelay = 0;
I want it to pulse but not white if you know what i mean xD
Probably can't then.
🤔
Cool. I knew there was some entry for the delay.
colorSelect[] = {0.1,0.1,0.1,1};//When Hovering over selection
colorText[] = {0.3,0.3,0.3,1};//Color of text
for the flashing text too
Didn't you say you tried them all?
1,1,1,0.6 is a ligher grey
Current default value of radius parameter of addAction is 50m. Is it the same value compared to previous one(before the Tank DLC)? I think addAction is activated from longer distance than before Tank DLC
Pretty sure it's 15, not 50.
thx, commy2
default is more than 15.
hgad to change it all after update
i have a video showing this i dunno if link here
Biki currently says 50
If you create a CBA settings addon that contains the userconfig\cba_settings.sqf that only overwrites Server kind settings, does it need to be loaded by clients also, or is it enough with just the server?
server would be enough if those settings are set to overwrite the clients.
ty
Turing a script into a mod?
Probably another nigel
U'd wanna use cfgFunctions in ur mod config
like this
from \common\Arma 3\Addons\functions_f.pbo
u should call it like
mm
or mit
not ace
Yeah this was named that way the second time around, I can see why I shouldn't so I'll rename it
ACE
What are you doing?!
overwriting all your hard work ? 😄
:kappa:
Just saying that to avoid collisions, I wouldn't use someone elses OFPEC tag.
Yeah I didn't think very hard
thonk*
thinked
think thonked thunkt
😄
CfgPatches?
Don't have it, I didn't believe it was needed
Without CfgPatches, your config is ignored.
config crash course
I've had previous experiences with the configs but I've never picked up CfgPatches is a must-have
Or may stop stuff from loading/working
is it possible to add a runway that shows up on the pilots hud for landing? i know i can slap some run way parts down but how do i get a player built run way to be used for auto landing and visible in the pilots hud?
@exotic tinsel instrument landing system, "Ils"
there some reference here
https://community.bistudio.com/wiki/CfgWorlds_Config_Reference
it may help, maybe not
@UD1E#2095 thank you
does anyone here knows how to create visual effect with scripting?
@ornate pawn describe "visual effect"
well i believe this was created using swfx
sweetFX *
here's the original video
How do I simulate a shift + left click waypoint marker on the map through scripting? Is there a scripting command to set it the same way?
Googled it and found this forum reply: https://forums.eutw.net/viewtopic.php?t=4913#p42891
It shows the commands to use
0 = this spawn {_this setSpeaker "NoVoice"};
?
private _destinations = ["marker1", "marker2", [3757, 13481, 0], [3957, 13481, 0]];
private _destination = [];
{
private _markerPos = [getMarkerPos _x, _x] select (_x isEqualType []);
private _distance = player distance _markerPos;
if (_distance > 500 && {_distance < 5000}) exitWith {
_destination = _markerPos;
};
} forEach _destinations;
Anyone see an error in this code? I'm getting this error: 15:21:31 Error in expression <ons_destination=[];{private _markerPos=[getMarkerPos _x,_x]select(_x isEqualType>
15:21:31 Error position: <getMarkerPos _x,_x]select(_x isEqualType>
15:21:31 Error getmarkerpos: Type Array, expected String
It'll fail on the 3rd and 4th "Destination" in your destinations array because it's passing as an array
But im doing a check with _markerPos to see if it's an array or not. Otherwise it wont run getMarkerPos
private _destinations = ["marker1", "marker2", [3757, 13481, 0], [3957, 13481, 0]];
private _destination = [];
{
private _markerPos = _x;
if (_markerPos isEqualType "") then {
_markerPos = getMarkerPos _markerPos;
};
private _distance = player distance _markerPos;
if (_distance > 500 && {_distance < 5000}) exitWith {
_destination = _markerPos;
};
} forEach _destinations;
@warm gorge Do it like this.
Alright ill give that a go, strange why it would bug out though with the way I did it
Not strange. The array is evaluated before the condition.
top to down, left to right.
I wish the arma scripting language was strongly typed -_-
Since z is always 0, and you're using
OBJECT distance ARRAY
which assumes the ARRAY is AGL,
I'd use distance2D for the correct distance of those two positions. Yours is always a bit larger atm.
Alt add this before the distance check:
_markerPos set [2, getTerrainHeightASL _markerPos];
_markerPos = ASLToAGL _markerPos;
Alright ill change it to distance2D I think
Well, disregard. AGL also has z=0 unless your player is flying around. It's okay.
Sorry, a bit early.
All good haven't changed anything yet 😃
Is it possible to set a map waypoint the same as when you shift + left click on the map?
@warm gorge You'll have to create it manually with a rectangle on top of an ellipse. It doesn't appear to be the standard marker we all know and love
Alright cheers
Who knows how to build a coop MP mission in the campaign? Are there any such campaigns except apex
Is it possible to set a map waypoint the same as when you shift + left click on the map?
not the same, but you will have couple more options with this
0 spawn {
disableSerialization;
private _ctrlW = 2;
private _ctrlH = 1.25;
private _posX = (safeZoneX + (safeZoneWAbs / 2)) - (_ctrlW / 2);
private _posY = (safeZoneY + safeZoneH) - _ctrlH;
private _display = findDisplay 46 createDisplay "RscDisplayEmpty";
private _ctrlMap = _display ctrlCreate ["RscMapControl", -1];
_ctrlMap ctrlSetPosition [_posX, _posY - 0.25, _ctrlW, _ctrlH];
_ctrlMap ctrlCommit 0;
player onMapSingleClick {
if (_shift) then {
private _wp = group _this addWaypoint [_pos, 10];
_wp setWaypointType "MOVE";
_wp setWaypointDescription (profileName + "move there and do something!");
};
};
};
```try it in the console ^
@warm gorge
I might be able to work with that, cheers
could I use a custom texture for BIS_fnc_setUnitInsignia and does it have to be defined in description.ext or could i just link it like /textures/logo.jpg?
but I heard there is a bug with setObjectTextureGlobal and relative paths, be wary
@still forum i don't want to use set object texture because it will be just small logos that are different and I don't want to have to create a full texture for each one because the mission file will be too big
BIS_fnc_setUnitInsignia uses setObjectTexture
there is no alternative if you don't want to use that.
So not possible then.
well with setUnitInsignia only the insignia has to be there right? so it would only be like a 128x128 for each different one?
oh so is it just index 1?
this ^ BIS fnc function is doing the job
I don't know which index. But one of them certainly
or is 1 for backpack?
The backpack is a seperate object
a setObjectTexture on the uniform can't possibly do anything on the backpack
would i do player setObjectTexture or (uniform player) setObjectTexture, player setObjectTextureGlobal has been working for me
uniformreturns a string.
What type does setObjectTexture expect? Object. correct.
Is a string a object?
no!
I've always had issues with setObjectTextureGlobal on units not syncing properly all the time. Havent been able to identify exactly when the textures dont sync, but I know that it doesnt function correctly
Hi all i am trying to get an array of all markers that have turned Green on my map but cannot work it out _arr = allMapMarkers select {(markerColor == "ColorGreen") } but i get an error Error Invalid number in expression
https://community.bistudio.com/wiki/markerColor needs the marker name
it doesn't magically know what marker you might mean
select { markerColor _x == "ColorGreen" } I believe
Ahhh perfect no errors 😃
👍
If you use setObjectTexture with your own custom textures, I believe you’ll want to get the path of the actual mission pbo if that’s where your texture is stored. There’s a trick on how to do it, don’t remember what it was.
Ah, here it was
could I use a custom texture for BIS_fnc_setUnitInsignia and does it have to be defined in description.ext or could i just link it like /textures/logo.jpg?
I've always had issues with setObjectTextureGlobal on units not syncing properly all the time.
//--- Description.ext
class CfgUnitInsignia
{
class mbadge
{
displayName = "Combat medic badge";
author = "random dude";
texture = "pictures\medic_badge.jpg";
textureVehicle = "";
};
};
//--- script
[_unit,"mbadge"] remoteExec ["BIS_fnc_setUnitInsignia"];
```works ^ was no troubles 🤷
OK some advice please I am using EOS and trying to save the zones when cleared and restore on restart of server so I have got the array of cleared Zones :-
_arr = allMapMarkers select { markerColor _x == "ColorGreen" }; profileNamespace setVariable ["X_mission_C_Zones", _arr];
As I am using profileNamespace will this save on the server or local for everyone
I dont have any experience with saveing things. but this might be of use https://gyazo.com/8333c36804ec4b242fb68cb2a806cbee
If you use saveProfileNamespace Saves the variables stored in profileNamespace to the persistent active user profile.
Cheers
profileNamespace saves wherever you set that variable. If you set it on the server then it will be saved on the server
server also have "user profile" and profileNamespace... ^ so possible both options (server/client)
Thanks seems to be on server then 😃
@meager heart Did you test this with join-in-progress? Looking at the code it does not look like it would work.
err nope not yet good point !
Is is possible to scan messages sent on MP server?
"messages"?
Chat messages I mean
No.
Eg.: SIDE CHANNEL: Ezcoo: "get rekt nub"
Kind of. You could read it before sent by script running on the clients.
Not with #arma3_scripting
you can check what clients are sending out on clientside.
But you cannot monitor stuff serverside
Yeah, I was thinking of a server side solution... But manually scanning the msgs on clients is fine too
¯_(ツ)_/¯
Once the messages are sent, there is no way to read them.
The chatlog is STRUCTURED TEXT and you can't read that.
Only the edit box from the chat (not chat log) can be read, because it's STRING.
well there is a way.. But that's not #arma3_scripting and way out of your scope
intercept can read TEXT?
Could maybe do some very hacky solution with RCon and database 😛
yeah that too.
But that is too not readable on serverside
RCon?
Battleye
That's a creative abbreviation.
no
Yes
Yeah, could write that with cba, without, idk.
Just playing with the idea of monitoring the chat channels for insulting or otherwise hostile messages, and genuinely guiding the player to talk in more friendly way, then warning and finally kicking the player
That serverside admin supertool that I know could easily do that. Filter out words and then send the censored messeage to other clients instead of the original
Why censor? Can't you replace the insult with something funny and/or self defeating?
That is called "modern censor"
You not only have to read the sent message, you also have to block it, and I really doubt this is possible even with addon.
you can remoteExec to all clients and tell them to spawn a black box over the chatbox so that no one can read the message
<REDACTED>
The chat box can be moved in the LAYOUT menu, though I'm pretty sure you could read the position anyway.
I blame this again on the chatbox being hard coded, and not scripted.
Enfusion will fix
Best is probably to kill it and replace it with your own chatbox.
Nah, you could easily make your own chatbox. Even server command could be handled.
It's just that no one bothered yet, or no one could figure out how.
Maybe I'll write it like that scripted lobby if I have free time.
Sounds mildly fun.
remoteExec and custom UI doesn't sound that hard
Yeah, it's definitely possible.
hide default chat list. And use CBA chat EH.
Just problematic for scripted/engine stuff
AI messages. systemChat and other chat commands
I could do it with only mission I think.
The chat wouldn't include systemChat / AI etc.
It would be a separate chat for the players.
Could even move that in LAYOUT menu, but that would require addon again. :/
Best is probably to kill it and replace it with your own chatbox.
I had a WIP for it, but i ran into some annoying issues there
Can't remember what it was exactly
The dumbest thing, mission only, is checking each frame if the chatbox is opened.
was mostly out of annoyance with the ** Connecting, ** is using modified data file ** conntected spam * 50000
sick markdown
markdown is good , markdown is great
markdown has very consistent syntax across all implementations!
Header please thanks
oh no wait
???
Can you use
camSetTarget
On a picture element in a dialog?
Therefore lets say show a particular piece on the map in a dialog window.
Serving as maybe multiple locations on the map in a sort of security cam dialog ?
Or can you only assign it to an object or player ?
camSetTarget set's the camera target
You mean you want to set the camera target onto a sepcific object?
or you want to show the 2D map?
camSetTarget requires OBJECT, not CONTROL, so no.
I want to show a 3d view of a location.
And preferably multiple 3D view (spectator view) of locations.
And this in a dialog window.
As a CCTV kind of setup ... 😉
Is such thing possible?
private _mission = uiNamespace getVariable "RscDisplayMission";
private _map = _mission ctrlCreate ["RscMapControl", -1];
_map ctrlSetPosition [0,0,1,1];
_map ctrlCommit 0;
Do this in debug console
Maybe it's close to what you want.
That's 2d view.
I would like to see the 3d view in such format lets say ...
Withouth spectating fully ...
🤔
On a picture element in a dialog?
Those are all 2d though.
r2t will not work nice on that distance though.
It like craps itself for objects farther away than 100 meters.
Can I run for example multiple spectating of people. In a dialog with multiple boxes displaying the cams on those persons?
mcc sometimes creats a small helmet cam thingy. That works fine over half of the map
Doubt you can make a bird perspective with r2t.
Sure, but only objects 100 m around the camera.
ahhh that.. yeah
Can I run for example multiple spectating of people. In a dialog with multiple boxes displaying the cams on those persons?
I just told you why you can't -__-
Well, not from bird view at least.
Don't need birdview.
I would need like the behind the person view.
What you get when you would spectate a person.
Do you know what pip is?
Pic in pic right?
Yes. That's the closest you can get to displaying something else than your avatar, more than one thing on the screen at a time.
And it's really ugly looking.
Nothing close to an actual spectator where you only watch one unit.
["rendertarget0",[[heli1,heli1 selectionposition "slingload0"],cargo1],heli1,false] call BIS_fnc_PIP;
You wouldn't be able to push this in a dialog would you?
Not with that function at least .sec
private _mission = uiNamespace getVariable "RscDisplayMission";
private _cam = _mission ctrlCreate ["RscPicture", -1];
_cam ctrlSetText "#(argb,256,256,1)r2t(rendertarget0,1.0)";
_cam ctrlSetPosition [0,0,1,1];
_cam ctrlCommit 0;
Maybe try this?
Doesn't pop anything.
Even if you create it after the BIS_fnc_PIP ?
private _mission = uiNamespace getVariable "RscDisplayMission";
private _cam = _mission ctrlCreate ["RscPicture", -1];
_cam ctrlSetText "#(argb,256,256,1)r2t(rendertarget10,1.0)";
_cam ctrlSetPosition [0,0,1,1];
_cam ctrlCommit 0;
private _camera = "camera" camCreate getPosWorld player;
_camera camCommit 0;
_camera cameraEffect ["INTERNAL", "BACK", "rendertarget10"];
What about this?
how would I go about drawing a name tag above an ai?
how would I put it above an ai's head? I tried changing the height and using getposATL but they are both by the feet
Move it higher...
If you increase the height of the icon position.. It will be higher
The part where you use
getPos cursorTarget
You add 2 meters to the z.
Like
ASLToAGL getPosWorld cursorTarget vectorAdd [0,0,2]
Btw., dedmen, can you fix the wiki?
@frank ruin If you want to make CCTV you can use r2t as preview, its quality is usually not so good on far distances even on high settings. Most of players turn that to low, so its even worse. To actually spectate, its better to use actual camera.
Nuke the onEachFrame from that page, and also change the getPos AGLS to something that actually uses AGL.
Example 1 & 2 I mean.
getPos AGLS where?
Example 1 & 2
@little eagle That did work,mm
I don't see AGLS though
@frank ruin Nice.
I'm sure you can make something usable out of that then.
getPos?
Change to what?
I don't know what command returns AGL
ASLToAGL getPosASL
ASLToAGL getPosASL cursorTarget ?
Yep.
Looks derp compared to getPos, but getPos is wrong and will fail in houses, on rocks etc. You know this.
getPos is what brainlets use
player in player
fixed then I guess
getPosRealVisualAGL is the best command
For a second I thought that was a thing.
do I use on each frame for every player or addMissionEventHandler?
That question doesn't add up in my brain
Ahhh
re-read it.
addMissionEventHandler then
I guess. Because "for every player" doesn't make much sense
onEachFrame doesn't work more than once, as the last one overwrites the previous one.
It's just for debugging.
but oneachframe is local right?
all eventhandlers (besides addMPEventHandler) are local
Yes, but a different script may use it too, and you'll break that or it will break yours. So don't.
never use onEachFrame only use EachFrame in addMissionEventHandler or the BIS_fnc_addStackedEventHandler
Or Draw3D in this case.
oh.. yeah.. EachFrame is wrong in any variant for this. Draw stuff should be in Draw3D
Hey ive got a quick question im trying to apply a custom texture within the editor on a headgear, is anyone aware of a way to do this in editor? Or will I have to go straight to using a config to test my texture?
config
Thanks
Addon config even.
there are only commands to retexture vehicles via script. aka backpack or units or... vehicles.
But helmet and night vision and weapons and weapon scopes and... goggles are all "weapons"
Can't even retexture vests. :/
It's possible to play an animation to an unit when i'm inside the eden editor ?
there is vestContainer but never tried that. I know backpackContainer returns the backpack itself. So maybe vestContainer...
While inside the editor, no time passes, and since animations need time, you can't play an animation in the editor.
Ok thanks for the clarification
Dedmen, doesn't work. It works for the backpack, because the backpack is it's own container, while the vest and uniform use a dummy object.
such a dummy thing that arma thing
✊🏼
Whats with the 🔨
is there a way to wait until the player has spawned in?
waitUntil {
(isPlayer player)
&&
(!isNull (findDisplay 46))
};
@errant jasper if your question was about insignia, never had any troubles with jip's (was using it for units only, dedicated/local host) 🤷
also wiki note "Do not remote execute" but without re was fails...
@still forum DAMN FURRY!
fürry* 😄
and @deft dock smells like old 
@jade abyss smells like my ballsack after 2 days of not showering
awesome?
if so, tell him he's very feminin
REVEILLE
ok, back to important stuff
ah
« Réveil » meaning "wake-up" indeed 👀
🔔
I have it on my phone to wake up coworkers, classmates etc. that sleep on their desks.
this one also good option https://youtu.be/rIos0ya-yss 😄
Sure, but that's just loud. So you actually need a loud device for it.
fart?
too smelly and doesn't work on command
just take a hand crank siren
is there a way to detect if plane is over water or land? trying to make sure my ai paratroopers only eject over land if the target is near a coast
will this work if i use planes position? https://community.bistudio.com/wiki/surfaceIsWater
@LifeSnatcher#6222 getPos results in AGLS position type, so that measures from both sea/terrain contact
And if have one, so assume your Z-coordinate is the one that will show height from anything.
There's also the surfaceType syntax: https://community.bistudio.com/wiki/surfaceType
will surfacetype work if i use the plans position in the air?
It takes 2D position so you'll just have to select 0 and select 1 to pass it's X and Y
rgr, thanks guys
You'll probably more specifically want the surfaceIsWater syntax that you linked to as it's more geared to your specific need
surfaceIsWater ignores the z, so you'd use getPosWorld if you wanted to be the most efficient.
yup, its working great, thanks guys
Wait, couldn't you measure the angle from which the object is to the player? Since if you were to use the distance 2d as the adjacent side amd the distance as hypotenuse side you'd technically be able to get the theta?
throws 🍌 at @jade abyss
DAMN DUDE WITH BANANA IN HIS FACE!
Look at me trying to over complicate things lol. I don't trust BiS functions anymore though. Always a overcomplicated solution
there is a getPos syntax that returns the angle I think
A wait. That was the opposite. I'll find it for ya
https://community.bistudio.com/wiki/getDir There. Alternative syntax
No, i think youa are thinking of getDit
😄
:D lol
GetDir only cares about the direction in relation to two objects though right?
Not necessarily the angle?
afaik that is getRelDir
It returns the angle as if the first object was facing northwards
^
getRelDir takes the object. It might take the angle the object is currently "looking" at into account. Thought the wiki page doesn't really say that
BAANNNAAANNAAAAAAA
« Returns direction, which is relative to object's current direction, from given object to another object » was already there, but it's even clearer now
clearness increased
Is there a way to check which scope player is using at given moment? Eg. whether he's using binoculars or some 8x scope
binoculars are not a scope
Well, binoculars or a scope 😛
https://community.bistudio.com/wiki/currentWeapon should be able to detect if he has binoculars in hands.
And https://community.bistudio.com/wiki/primaryWeaponItems returns what scope is on his weapon.
Don't know how to check if player is actually looking through it currently
cameraView == "GUNNER" @tender fossil
to check if person is actually using scope / binos
^ executed on the client obviously
If you remoteExec things (that are filtered) from the server to the client, would that still trigger the Battleye filter?
Thanks @still forum @winter rose @Adanteh#0761 ! 😚 👍
@still forum Thanks for revised desc. I'll have to use this in an interesting way.
I have a "framework" mission with roughly 400 AI belonging to rival sides (west and east) all over Malden, dynamic simulation turned on and two side of players (roughly 25 players) playing in the same area. After roughly hour of play, stuttering in the mission occurs every 2-3 seconds. I can't find the source of stuttering - there is no scripting code running every 2 seconds - spawning of AI occurs very rarely (twice in 60 minutes, 2 groups only).
Can anyone give me some pointers what to look for?
@fossil yew I don’t know if this is a possible answer, but are you offloading so off the server?
care to elaborate?
Get an HC
Delete ai players cannot see
Recreate them when in zone or in visible range
Is setObjectViewDistance [0, 500] the same as calling setShadowDistance 500?
@warm gorge I would assume so. But why set object to zero?
Was just an example, wouldn't actually do that. Just not sure why an alternative syntax was introduced when theres already a shadow distance command
First number in array is the object view distance in your first example there.
check it with getObjectViewDistance 😀
Yep seems to be the same
is there like an empty vehicle/object type that I can use to attach to a vehicle to have that play a sound?
setViewDistance / viewDistance
setObjectViewDistance / _get_ObjectViewDistance 😄 consistencyyy
is there like an empty vehicle/object type that I can use to attach to a vehicle to have that play a sound?
if you aboutplaySound3Dit will be played on "sound source" position anyway...say3Dis better for moving objects, but effects are local...remoteExecshould help, swatguy17
isn't it the same as playSound3D i mean it will be at source position ? 🤔
Not sure.
I have a trigger set to Radio Alpha that runs a script i.e call in air support - but how can I limit it so the player can use it again for say 10 min ?
Can rotorlib model be changed with scripting?
@misty trail one option would be to have a Boolean server variable, "lockAirSupport" for instance, that is set accordingly when you want to allow or disallow air support calls. Then in your script where you actually launch the air support, call your "AirSupportCooldown.sqf" that sets the variable to disallow further calls, sleeps ~n~ minutes, and then resets the variable. Maybe even send a hint to the player(s) saying the air support asset is available again
perfect that makes sense I was over thinking the whole process !
No worries! Happens all the time ;)
@peak plover How do you mean "changed" ? Nothing official has any support for "changing" any features, afaik it's only commands to check if a certain feature is enabled
You can simulate your own flight model in a sense.
You can force it in the description.ext, or force it on the server
But i do not think you can flip it on or off via sqf
I am trying to get all airports from Tanoa. _places = nearestLocations [_centerPosition, ["Airport"], _mapSize];
Still missing last one Tuvanaka Airbase. Feature or bug ?
from Wiki: Airport (On Tanoa only. Tanoan airports have their own location type. On Altis and Stratis, airports are NameLocal)
maybe this https://community.bistudio.com/wiki/allAirports @real tartan
also check landAt page comments, there is airports ID's
@real tartan allAirports, but your issue is maybe, that you're not covering not the whole map with nearestObjects. You put a circle inside a square and therefore, the edges are not filled out, You only scan pi/4*100% of the total area of the map.
Use
_mapSize] * squrt 2
in future.
I don't think that would necessarily account for sloped terrain, but that would only skip objects at the edges of the map.
@little eagle I suspected "out of range", I figured it out and then come here to see the same suggestion. thank you anyway
Cool. It's weird that the variable called _mapSize , when it is in fact only half of the map's size, or radius. Idk where the variable came from though.
btw there are no magic variables _mapSize or ?
_radius = sqrt((worldSize * worldSize) + (worldSize * worldSize)) / 2 ?
The world is flat and a square.
@errant jasper I used pytagoras, starting with basics 😄
@meager heart there are in general no magic variables
Sure there are. _x
I wouldn't call a variable passed to my code a magic variable
more like a parameter
same as _this is a parameter. There are just also others like _x
Are we arguing semantics?
yes
according to this https://community.bistudio.com/wiki/Magic_Variables they do exist!!! 😄
I like "parameter" more. Descriptive name instead of occult Jungian crap.
presses delete
Gonna use that from now on.
😀
In any other language they are called parameters. And they are the same in SQF
just that you don't see the immediate connection like on call/spawn where you pass the parameter yourself. Doesn't mean they are something magic
Copy paste the page, rename it "script parameters", and make this one redirect?
But still.. To some people SQF is pure magic
@winter rose ^ wiki stuff
I should've been sleeping for 7 minutes...
SQF is pure magic to you if you're looking at the code of someone vastly more experienced than you.
E.g. if you're a scrub, or if a mortal is looking at my godly code.
Variables are magic same as thunder is made by the gods
Curious, does anyone actually use SQF's exception handling?
very few people use it as a exitWith replacement. Because you can also return stuff and get the return value with catch. over multiple scopes
But I don't remember seeing anyone that actually uses it for error handling like it was made for.
I don't think it's a good idea to just quit a script mid execution. At least let it fail gracefully.
Good to know. Rather limited use then. I think the couple of times I need to do similar I used goto and a _result variable. But then again, in those cases I was not calling too deep.
private _normalVector = vectorNormalized _rotationAxis;
private _sinTheta = sin _theta;
private _cosTheta = cos _theta;
// Rodrigues Rotation Formula;
// https://wikimedia.org/api/rest_v1/media/math/render/svg/2d63efa533bdbd776434af1a7af3cdafaff1d578
(_vector vectorMultiply _cosTheta) vectorAdd
((_normalVector vectorCrossProduct _vector) vectorMultiply _sinTheta) vectorAdd
(_normalVector vectorMultiply ((_normalVector vectorDotProduct _vector) * (1 - _cosTheta)))
This one is pure magic to me.
That's not magic sqf to me though. just magic math
Yeah.
Actual SQF magic:
fullCrew vehicle _unit select {(_x select 0) isEqualTo _unit} param [0, [nil, ""]] select 1
agreed. very much. if you don't know the commands and which ones takes one/two arguments.. you're screwed
Actually... let's...
fullCrew vehicle _unit select {_x#0 isEqualTo _unit} param [0, [nil, ""]] select 1
Yes.
Like assignedVehicleRole, except that it doesn't screw you over if you have an AI leader in the group of _unit.
Minus the "assigned" part.
You could always make use of the expectedArrayCount parameter of param to make it look like more magic.
I suspect you can use findIf and speed it up a bit.
And make it even more unreadable.
(_turrets select {{_x == _weapon} count (_vehicle weaponsTurret _x) > 0}) param [0, []]
Is there a way to decrease or increase vectoring for VTOLs? I got one flying over my head with 700 km/h but the rotors are still facing upwards 😄
this maybe https://community.bistudio.com/wiki/Arma_3_Actions#VectoringDown @knotty mantle
Yeah i am sadly not having a unit inside that vehicle.
Put a dummy in and then delete it.
Well i wanted to stay away from pilots as they tend to f*ck up the flight. But i´ll test if he has an impact.
Thanks working nearly perfect. Somehow they dont want it down to the last pitch. but it is way better than before 😃
nearly perfect
So "flawed"?
is there an event handler for a vehicles ammo changing?
@ruby breach would this cover loading from something like a HEMTT?
It's only for soldiers I thought, but not sure.
Biki says soldiers and vehicles, but I'm not sure myself
im trying to disarm a ghosthawk
would this cover loading from something like a HEMTT?
Probably not as reloading is the act of changing the current magazine, not adding to the magazine cargo.
_heli setVehicleAmmo 0;
Done.
???
I do want chaff and flares, and also don't want Hemtts to give it minigun rounds
So you want to remove the weapons, not the mags?
yeah or just remove only the gun ammo
Well, what is it?
if i disable the gun, will it be on all helicopters?
Magazines can be reloaded, weapons are gone outside of scripts.
if i disable the gun, will it be on all helicopters?
Not necessarily.
is there a way to check how much ammo is in specifically the gun and remove only the gun's ammo? I could just waitUntil the ammo is not 0, remove it and call the function again
Which gun?
the ghosthawk one
Trying to help, but this is hard to follow.
the M134 minigun
Init box?
it'll be spawned through script but I can add the commands to the script
private _mainTurret = [0];
private _weapons = _heli weaponsTurret _mainTurret;
{
_heli removeWeaponTurret [_x, _mainTurret];
} forEach _weapons;
This may or may not mess up how you can aim as gunner or turn your head.
Could add the dummy weapon to fix that. Not sure, haven't touched helis in years.
afaik the view limits are in the turret not the weapon
Yeah, but I vaguely remember not being able to turn at all without weapon.
Which is I assume why FakeWeapon exists.
true
"true" or "possibly true"?
possibly true
true
how would I show a map on a UI?
I'm having flashbacks here.
should I use a RSC frame or picture or what
private _mission = uiNamespace getVariable "RscDisplayMission";
private _map = _mission ctrlCreate ["RscMapControl", -1];
_map ctrlSetPosition [0,0,1,1];
_map ctrlCommit 0;
Posted yesterday.
hello
"hi" in timid
Any idea how to make rifle optics work on pistols like joint rails on crack? I've googled that a few different ways with no results.
You can't do that with scripts.
Compatible optics are defined in config. Addon config, so you need an addon for that,
darn
also if i was to post a script here, would you be able to tell me why it's behaving funny in multiplayer locking people other than the script executer in place?
Maybe.
how'd you do that code snippit
code box
_flier = Player;
myUAV = [getPos _flier, 50, "B_UAV_01_F", west] call BIS_fnc_spawnVehicle;
createVehicleCrew (myUAV select 0);
supportUav = myUAV select 0;
sleep 0.1;
_flier connectTerminalToUav supportUav;
_flier remoteControl driver supportUav;
sleep 0.1;
driver supportUav switchCamera "Internal";
sleep 210;
//_flier hint "Drone battery will die in 30 seconds."
sleep 0.1;
_flier remoteControl driver supportUav;
sleep 30;
_flier connectTerminalToUAV objNull;
sleep 0.1;
deleteVehicle supportUav;```
Here's the whole list of supported markdowns for Discord https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-
ty i had to google that quickly lol
how'd you do that code snippit
```sqf
player setDamage 1;
```
Who wrote that script, Slay?
May I ask what the reasoning behind those sleep 0.1 is?
Perhaps it's a placebo but i feel like it if has too much going on at once it doesn't do all of it
so i tossed them in there
And what drones battery only lasts 4 minutes :P
to have a very arcadey quick drone deploy like wildlands then have it die in 4 minutes, but instead get deleted
Spawn a drone and kill it after 4 minutes?
basically yeah but have it instantly connect and control when you press the button
I think it would be cool if the drone actually ran out of fuel and crashed.
it works kinda as intended but it locks people besides the person executing it
i'm unsure what is doing it, have yet to go through and disable bits to see, was wondering if you seen anything right off the back that stands out that might disable another players controls
How is the script executed?
via a radio trigger
Hmm, not sure how those work...
press 0 twice then you get some type of options depending on what you put in the activation i think off hand
would have to go check eden
but i'm not sure if it executes that for the entire team, or just the player that clicked it
That's what I'm not sure about either.
It seems to me that the script is executed for every connected machine then. Or maybe at least for everyone in that group.
it seems to be for the group, i've yet to see ais have them but any obvious way to negate that?
Considered using
https://community.bistudio.com/wiki/addAction
?
it would probably be more accessible that route
The statement ("script") is only executed for the client that clicked on the action.