#arma3_scripting

1 messages · Page 464 of 1

minor lance
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no

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Its a map Object

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maybe different map versions?

still forum
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how do you retrieve the object?

minor lance
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with nearobjects

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nearestObjects

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client get an array that is correct

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and server gets the same array but with null objects

still forum
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what are the parameters you give to it?

minor lance
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same amount of items

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(nearestObjects [[6646.56,6531.62,0.00143909], ["Land_sema1a", "Land_sema2a", "Land_sema3a", "Land_sema4a"], 500]);

still forum
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@digital jacinth I implemented your Not printed because too long. Set variable '_debug_dumpFullArrays' to dump force printing.

digital jacinth
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nice

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so i will just run your program alongside arma? So far i have not tried it out.

still forum
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But last time it tried to print CfgFunctions init.. My game froze for like 3 minutes and then I aborted 😄

digital jacinth
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as on no real need so far

still forum
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It's a mod. you load it like any other mod

digital jacinth
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ah, guess i need to ask my group admins to add a key then

still forum
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Do you have TFAR? 0.9.12?

digital jacinth
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acre

still forum
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aww 😄

digital jacinth
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no sneaking in something 😉

gleaming oyster
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😬

still forum
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@minor lance different versions of the map could be.. no.. Then it wouldn't return any objects.. null objects doesn't make sense. null means they don't exist anymore. and nearestObjects shouldn't be able to find stuff that doesn't exist.

minor lance
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yep it was that

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I updated my map locally and not in the server

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that usually happen in clients. When clients hhave different versiosn of a map, thay dont see animations correctly (Doors, etc)

still forum
digital jacinth
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nice thanks

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just mounting the mod is enough i assume?

still forum
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jup

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If you get a message about non-working stuff at Arma start then.... Everything is working 😄

digital jacinth
still forum
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yeah. That's one of the two non-working error messages that are trying to tell you that everything is fine

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They are also telling you that this mod has been made by me. Other people would probably fix that stuff 😄

minor lance
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I have another trouble... sorry hahaha

#
        "Land_LampStreet_small_F",
        "LampStreet_F",
        "Land_LampSolar_F",
        "Land_LampShabby_F",
        "Land_LampAirport_F",
        "Lamps_Base_F", 
        "PowerLines_base_F",
        "LampDecor_F",
        "LampHalogen_F",
        "Land_LampHarbour_F",
        "Land_objetivohabby_F",
        "Land_NavigLight",
        "Land_runway_edgelight",
        "PowerPoleWooden_L_F",
        "Lamps_Base_F",
        
        "Land_LampStreet_F",
        "Land_LampDecor_F",
        "Land_LampHalogen_F",
        "Land_PowerPoleWooden_L_F",
        "Land_runway_edgelight_blue_F",
        "Land_Flush_Light_green_F",
        "Land_Flush_Light_red_F",
        "Land_Flush_Light_yellow_F",
        "Land_Runway_PAPI",
        "Land_Runway_PAPI_2",
        "Land_Runway_PAPI_3",
        "Land_Runway_PAPI_4",
        "Land_fs_roof_F",
        "Land_fs_sign_F"
    ]; 
    
    elec_farolas = nearestObjects [[worldSize / 2, worldsize / 2, 0], _tipos, worldsize]; ```
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Having this array withh near 3000 objects

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server does nothing and client does with this code

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            _x setHit ["light_1_hitpoint", 0.92];   
            _x setHit ["light_2_hitpoint", 0.92];   
            _x setHit ["light_3_hitpoint", 0.92];   
            _x setHit ["light_4_hitpoint", 0.92];   
            _x setHit ["light_5_hitpoint", 0.92];   
            _x setHit ["light_6_hitpoint", 0.92]; 
            
        } foreach elec_farolas;```
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any idea?

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and both server and client arrays are 100% the same

agile anchor
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hi all i am trying to set an alarm off to signify the end of a pop up target course. I have the targets stay down once hit until they are reset but would like an alarm to let player know they have hit them all (some are hidden in buildings) what I have tried...{_x setDamage 1; _x animate["terc", 1];} forEach (tgt1 + tgt2); ...ive tried different variables like "damage" & "getdamage" and ["tgt1" + "tgt2"] but still no joy. I am fairly new to scripting so pls forgive me if i'm well off? - any ideas how i could achieve this? thanks very much

minor lance
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I think this should do the work target animationPhase "terc"

still forum
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{_x setDamage 1; _x animate["terc", 1];} forEach [tgt1,tgt2];
minor lance
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_targets = [target, target_1, target_2, target_3, target_4]; 
while {true} do { 
 _down = 0; 
  
 { 
  if (_x animationPhase "terc" isEqualTo 1) then {_down = _down + 1;} 
 } foreach _targets; 
  
 if (_down >= (count _targets)) exitwith {playsound "alarm"}; 
 sleep 1; 
};}```
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@agile anchor Here you go, soryr i was doing some stuff

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You need to put all targets in the array and the alarm would fire when all are down :p

agile anchor
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@still forum thanks i'll try that & @minor lance does that script go in trigger activation box? thanks

minor lance
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For example, if you put it in the activation box it will check only when the trigger is activated

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otherwise, you need to execute the code to start checking

agile anchor
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@still forum that didn't work - thanks tho @minor lance so iput your script in the mission init so i loads straight away or in the trigger init so it waits for it? - sorry this scripting is a massive learning curve for me

minor lance
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Yep if you put that in the init it will inmediatly start checking if someone they are all down

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if you want to restart it, just pasta the code inside the restartpart

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If you put in the trigger, it will start checking when the trigger fires only, for example if your trigger is activated when a variable is equal to 1, if you put the variable to 1 it will start checking

agile anchor
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@minor lance ok thnaks very much for your time i will give this a go

minor lance
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np!

agile anchor
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@minor lance LEGEND! this works thanks you so much and for your time!

minor lance
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hahaha np, we are here to help and be helped!

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^^

winter rose
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@gleaming cedar with UnitCapture and UnitPlay BIS functions?
I believe you would have to work the array itself

gleaming oyster
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"Simple line of code"
🙄 , you will get nowhere with that mentality

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And my statement still applies

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you will get nowhere if you cannot learn how to do things on your own and not rely on premade BIS fncs

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and when your idea isn't possible with BIS fncs (alone) you're stuck at ground zero

winter rose
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as a quick workaround, indeed use setAnimSpeedCoef before recording, then play and it should be fine

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👍

meager heart
torpid pike
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Hey all, i wanted to ask, outside of the fuel parameter is there any way to get vehicle temperature and rpm? i know rpmRTD exists but am looking for universal rpm for vehicles and also if possible a temperature.

open tendon
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ugh im trying to make an AI vehicle with turret (SAW) chase the player but any time the turret wants to engage the driver stops. I need the vehicle to keep moving and firing at the same time...

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i tried disableai autotarget, autocombat, set careless, use domove

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car chase

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yea mission, gonna force the players to follow a specific road

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never used unitcapture il try it

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lol k

torpid pike
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anyone?

gleaming oyster
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nope

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why do people totally miss the concept of just asking your question instead of NEEDING to have someone reply to them every 5 seconds?

little eagle
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Someone willing to answer a question I have?

winter rose
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nope

inner swallow
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no u

winter rose
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Someone willing to answer a question I have?
yes. that will be 50$

little eagle
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😂

meager heart
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#350 ©

winter rose
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btw, since we're at it… #MeToo = "Pound me too"

inner swallow
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🙄

little eagle
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Has a lot of different names, but to me it will always be the "tic-tac-toe grid"

winter rose
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¯_(ツ)_/¯

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hashtag yolo

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on that, I'm off! bye for now

meager heart
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how to switch/toggle map texture on the map control ? (created with ctrlCreate... so no configs) 🤔

little eagle
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I don't think you can.

meager heart
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yeah... seems like not possible

tough abyss
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Anyone familar with finding a building classname? For example House or Building, is there any other types?

little eagle
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What?

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House_F

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House_Small_F

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Church_F

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Church_Small_F

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Ruins

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Ruins_F

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Wall

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Wall_F

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... for what purpose?

tough abyss
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Trying to encompass basically all types of buildings for a loot script, it seems like sheds are excluded using just houses, buildings @little eagle

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most buildings and houses work however

fossil yew
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Is Alive mod dead? Adding data module to save state locally crashes the dedicated server.

lament grotto
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Hey guys I am wondering if theres a script that will add a specfic item to the players inventory, like 5 extra magazines.

digital jacinth
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@lament grotto since you did not specify where the items should be added, i take it as "somewhere in the inventory"

params["_unit"];
for "_i" from 1 to 5 do {
    _unit addItem "magazinesClass";
};
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addItem will try to add the item to any equipment container the unit has equipped if there is room for it

lament grotto
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Awesome thank you

still forum
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@fossil yew You maybe should ask that in ALiVE Discord. ALiVE is not Arma. And a module that crashes your server isn't #arma3_scripting either.

fossil yew
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@still forum np

worldly locust
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If I addAction via remoteExec with flag for JIP, Can I also removeaction via remoteExec with JIP as well at a later point? Basically I have a one use action, that I want everyone to be able to do regardless of when they join the mission, until one person has done it and then I want no one else to be able to do it.

digital jacinth
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If the object is placed in editor you can just add the addAction to it in initplayerlocal.sqf. It is best to just set a condition which will just hide it after someone did the action. The issue can be that the removeAction command is removing the wrong action if there are multiple ones on it and because the ID of the addAction is local on each machine

still forum
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@worldly locust you need the action ID to remove it. Considering the actionID is unique on every client. The answer is no

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but why don't you just remove the addAction from the JIP queue instead if you want it to be removed?

worldly locust
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I'm not sure what the "art of the possible" is here to be honest. I know what I want to accomplish and what I've done works but only for someone in the mission at the start and in the server when the action is triggered.

errant jasper
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Why not simply store the action ID on the object locally. Then upon removal, each current client removes it using their local action ID, and the JIP ticket is also removed.

worldly locust
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If there is a good way of doing this I'm open to alternatives

lone glade
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^ call a func that adds the action, store the ID then reuse it when you need to delete it

still forum
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{ My_Action = player addAction...;} remoteExec ["call", 0, "My_action_remoteexecID"];

Then to remove it

{ player removeAction My_Action; My_Action = nil;} remoteExec ["call", 0, "My_action_remoteexecID"];
remoteExec ["", 0, "My_action_remoteexecID"]; //remove JIP queue entry
bright stirrup
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Howdy Arma junkies, does createVehicle param "can collide" changed to "can_collide" at some point ? found some pretty old script with this line > _bolt = createvehicle ["LightningBolt",_pos,[],0,"CAN COLLIDE"];
but it spams my rpt like crazy with errors saying "Error Foreign error: Unknown enum value: "can collide" and official bohemia wiki says it params should be "CAN_COLLIDE" with underscore 🤔

still forum
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I cannot remember it ever being without space

inner swallow
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🤔 I remember being able to remoteExec addAction and removeAction

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Will look through the code in the evening

lone glade
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the issue isn't the RE^

winter rose
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@bright stirrup Ctrl+H CAN COLLIDECAN_COLLIDE ¯_(ツ)_/¯

lone glade
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and I always remembered them being with an underline^

winter rose
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yup, never was CAN COLLIDE
it's only recently (last year I think) that incorrect enum values would raise an error

inner swallow
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Yeah, the ID. I don't exactly remember how I was doing it - I think the remove action was inside the script run from the addAction

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But it remoteExeced the removeAction to all clients so that everyone's action got removed

winter rose
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maybe adding an action with a condition is the safest way; the action is still there but no one can activate/see it

inner swallow
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Yeah I usually do that too

bright stirrup
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Okgood to know , thank you very much 😃

winter rose
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👍

warm gorge
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private _configTiers = configFile >> "SR_CfgTiers" >> "Tiers";
private _tier = 1;

{
    private _chance = getNumber (_configTiers >> str _x >> "chance");
    if ((random 100) <= _chance) exitWith {_tier = _x;};
} forEach [1, 2, 3, 4, 5];

Bit of a logic question here. I'm trying to generate a random 'tier' between 1 and 5 based on certain percentages for each tier. But this isn't working properly and resulting in 1 too often.

lone glade
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use weighted random?

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I remember those obscure commands but I don't remember enableSimulation huehuehue

warm gorge
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private _configTiers = configFile >> "SR_CfgTiers" >> "Tiers";
private _values = [1, 2, 3, 4, 5];
private _weights = [];

{
    private _weight = (getNumber (_configTiers >> str _x >> "chance")) / 100;
    _weights pushBack _weight;
} forEach _values;

private _tier = _values selectRandomWeighted _weights;

Cheers @lone glade, I didn't even know that command worked like that. I'm pretty sure I've done it right.

lone glade
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looks good.

random estuary
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Just to settle an argument, which is more performant or is it negligible?

[] execVM "etc.sqf";
0 execVM "etc.sqf";
execVM "etc.sqf";```
still forum
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All of them are dumb 😄

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execVM loads, preprocesses, compiles the file every time

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the last one is the fastest. But because of how slow they all are the difference is more than negligible

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You probably can't even measure the difference

random estuary
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I thought as much, thanks

winter rose
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if it werkz on AI, it werkz on player - try not moving, also not putting this in the init field

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please use

```sqf
```

for readability

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I know, this is why I ask you to do otherwise

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also, ```sqf
player switchMove "Acts_carFixingWheel";

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tested right now in the editor

digital jacinth
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It could be that this animation you are picking animated the "weapon bone" as well. Besides it looks like it is the animation for "put weapon away, kneel down, fix wheel"

winter rose
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…maybe. script without mods, then add/use them in case of a problem

digital jacinth
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arma 3 has many animations which begin with the character putting away their main gun, as these animations are used in the campaign at specific points. Your best bet is to take a look into the animation viewer and maybe you'll find an animation set which does not switch to your main weapon in the end.

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Even the ACE team had to do compromises with anomations, e.g. healing animations also suddenly select your main weapon as there is no other animation available. Weapon switching in arma is triggered when calling specific animations even.

winter rose
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try in the debug console

player switchMove "Acts_carFixingWheel";``` as well as ```sqf
player playMove "Acts_carFixingWheel";``` and **don't** push any button but 'Escape' to see the result
neon snow
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If I will run script in eventHandler(when Player enters vehicle) will it run locally?

winter rose
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yes

neon snow
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Great :-) thanks

winter rose
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therefore, something is wrong in your script ¯_(ツ)_/¯

#

does

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nope, switchMove ""

neon snow
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sorry to bother but I dont understand how should I use params in here:

this addEventHandler ["GetIn", {
    params ["_vehicle", "_role", "_unit", "_turret"];
}];

Where should I put code in here that is executed when an event occurs?

still forum
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this addEventHandler ["GetIn", {
    params ["_vehicle", "_role", "_unit", "_turret"];
    <your code here>
}];
digital jacinth
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after the params line

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darnit

winter rose
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this addEventHandler ["GetIn", {
    params ["_vehicle", "_role", "_unit", "_turret"];
    _vehicle setDamage 1; // here
}];
neon snow
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big thanks again guys 😃

winter rose
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maybe EH examples should include a // your code here idk

still forum
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If you know the most basic SQF basics you should already know the answer. I think the wiki can infer that knowledge

neon snow
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Maybe, at first I thought that it is like in Java with multi arguments methods, and that code should be after }

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And comma

winter rose
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I can give that EH is "advanced" SQF, but maybe, to avoid people thinking

player addEventHandler ["fired", { params ["_blah1", "_blah2"]; }];
systemChat str _blah1;

It may be obvious to us, but maybe not everyone

still forum
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I agree that it's advanced level. We cannot explain the basics over and over again on every single wiki page

little eagle
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Those examples are for copy paste. The page is not for learning, but looking up stuff.

winter rose
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I thought we could 2 birds one stone here, // your code to select-replace and also learn. but I can agree it is "useless" here, you tell me

little eagle
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You could literally write down "put your code here" and people would still have no clue what to do. Just give up. Not everyone is cut out for this.

winter rose
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"your code"

ruby breach
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It's probably a safe assumption that if someone is using the EH page to copy-paste and doesn't know where to put their code; they don't know enough to reliably be using EHs in the first place.

winter rose
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fair enough - I agree that usage should be found on the addEventHandler page

winter rose
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hint "" should do it

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👍

pine leaf
#

So I have added a script in for the invisible backpack and it seems to be working fine but is there somehow a way to remove the shadow of the backpack ?

covert inlet
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would anyone here be interested in an addAction generator tool #arma3_tools

covert inlet
#

nearEntities or nearTargets, maybe?

still forum
#

do you mean "mod" instead of "script" ? These are very different things...

astral dawn
#

Can't find it in the internet: how do I make my heavily scripted scenario default save-compatible? Is there a list of all the things that are being or not being saved when I press the save button? And what are the initialization steps when I load a saved game?

still forum
#

all scheduled scripts and all global variables will be saved. And resume when loaded

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usually you don't need to do anything to be save-compatible

astral dawn
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And variables of objects set by setVariable?

still forum
#

should be saved too

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variables on map objects might not be saved

astral dawn
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And states of FSMs?

winter rose
#

same
what should be taken care of is UI scripts (disableSerialization) and restarting them, if any

astral dawn
#

Ok, thanks, that's what I wanted to hear 👍 .
What if there is a certain state associated with the state of a GUI menu? Menu will be probably lost but how can we restore it? Does init.sqf or something like that get executed when I load a save? Otherwise it seems that context of the menu we've made will be totally destroyed.

winter rose
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init.sqf no, nor any init field - you're good on that aspect

#

menu, heh it's a bit deeper than that

astral dawn
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yes I'm considering, what If I save during a GUI with a dialog with NPC

still forum
#

The dialog will not be restored

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I don't even know if there is a eventhandler when a save is loaded. CBA has one though

winter rose
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there is

astral dawn
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Hmm... then probably I should use enableSaving to disable saves when any GUIs are created.

winter rose
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↑ what if you ALT+F4 then? a checkpoint save will happen iirc

astral dawn
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Thx for the "Loaded" EH, that's probably what I was looking for!

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If you remember an article covering these topics that would be helpfull as well.

winter rose
#

beside UI, I don't think there is much to say. but if you encounter more data, we can create an article on the BiKi

peak cliff
still forum
#
vehic = "O_MBT_04_command_F" vehic,["Grey",1],["showCamonetHull",0,"showCamonetTurret",0] createVehicle _pos; onMapSingleClick " "; openMap [false, false];

That is one single huge syntax error blob

lone glade
#

wat dis

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it hurts ded, why, just why.

winter rose
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😭 my eyes!

peak cliff
#

Hahahaha sorry guys, just trying to have fun with it.

#

I have my specialities but coding is not one of them 😅

tough abyss
#

Does anyone know where CBA and ACE save their local client settings? Tried google, and removing the whole mods and no bust. Something's corrupted somewhere.

still forum
#

profileNamespace

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your player profile. My documents/Arma 3/<yourname>.vars.arma3profile

little eagle
#
profileNamespace setVariable ["cba_settings_hash", nil];
saveprofileNamespace;

@tough abyss

tough abyss
#

thanks Commy
@still forum that'd also wipe my arma 3 settings, which i'd rather not do

peak cliff
#

@still forum any idea how to solve it?

still forum
#

don't know what you are trying to do.

lone glade
#

saveprofileNamespace;
reeeeeeeeeeee

still forum
#

Probably

vehic = "O_MBT_04_command_F" createVehicle _pos; onMapSingleClick " "; openMap [false, false];

But I don't know what that array stuff in there is supposed to be doing

lone glade
#

that varname^

#

bootiful

still forum
#

This ^ spawns a vehicle at _pos and closes the map and removes the click EH

shadow sapphire
#

How do you page to see if a waypoint is complete?

peak cliff
#

@still forum yup that one works perfectly but I’m trying to spawn the grey version

#

Exported it via attributes in the editor

still forum
#

I don't know how to apply the attributes stuff

cosmic lichen
#

You could export the paint job and other stuff in the Eden Garage

#

Then use BIS_fnc_initVehicle

peak cliff
#

And how can I integrate it in the code? I got it working for the jets but this seems a bit different

cosmic lichen
#
[
    _veh,
    ["GreenHex",1], 
    ["showTracks",1,"showCamonetHull",1,"showBags",1,"showSLATHull",1]
] call BIS_fnc_initVehicle```
#

That should do the trick

#

That's how it's exported from Virtual Garage

peak cliff
#

Thank you!! Do you just press “export” ?

cosmic lichen
#

yes

#

export, and then copy it into your script

peak cliff
#

Okido going to try to adapt this to my existing code. 😄

shadow sapphire
#

What's the appropriate way to do this?

[_G3, 1] setwaypointstatements ["True", "
    _G2 addwaypoint [_this, 10];
    _G3 addwaypoint [_this, 10];
    _G4 addwaypoint [_this, 10];
    _G5 addwaypoint [_this, 10];
    _G6 addwaypoint [_this, 10];
    _G7 addwaypoint [_this, 10];
"];```

Are the quotations messing things up?
Or the use of _this in the activation field?
Or something I'm not suspecting yet?
winter rose
#

it would need global variables, not local ones ("_G2")

still forum
shadow sapphire
#

Ah, yeah. That'll do it. Well, global variables can't be used in the current context.

Okay, well... how would I go about doing this as like a waituntil waypoint done situation?

still forum
#

you can setVariable on the group

#

set the waypoints on there. And then get them off the group again inside the statement

shadow sapphire
#

If it's global, I think that'll cause problems for me in the long run. I'll look that up.

#

What's the simple way to waituntil a waypoint is complete?

still forum
inner swallow
#

german is an interesting language 😛

shadow sapphire
#

I've read over that page. My scripting prowess isn't sharp enough to glean what I need from it.

inner swallow
#

depending on why you need to use waitUntil of course

shadow sapphire
#

Hmm... I've already used waypointstatements, but waypointscript may work.

astral tendon
#

In what situation the isServer can return false even if i am playing on a dedicated server?

tame portal
#

@astral tendon isServer only returns true on the server itself

winter rose
#

if you call it from the client

#

(obviously)

astral tendon
#

what is that "MULTIPLAYER CLIENT"

tame portal
#

on the left is the dedicated server setup

#

each square is a game instance so phsyically the game running on a PC

#

in that instance only inside the server's "box" it returns true

#

on the other hand when you directly host a game via "HOST GAME" in the multiplayer tab, you yourself run the server in the same game instance as the one youre playing in and people connect to you

#

in that case isServer returns true in the game instance the host is running

astral tendon
#

So, what else could be?, right now i am on a server playing my mission but many scripts with the isServer are not running

winter rose
#

then it's an error in your script. simplify at most, then debug with something like

systemChat "execution";
if (isServer) then {
    systemChat "I iz server KTHXBAI";
};
systemChat "executed";``` this will sort things out
astral tendon
#

Well, I dont have acess to the debug console in this server

#

Because those scripts run on a hosted coop game

#

I dont see how isServer would not work in a hosted game

astral tendon
#

I just read about the publicVariable page, if I undestand right that is unreliable for dedicated servers?

austere granite
#

its not

winter rose
astral tendon
#

See DreadedEntity coment

winter rose
#

Local variables cannot be publicVariable'd.

astral tendon
#

By Local variables I tink he is not falking about the one we put _ on it

winter rose
#

of course _variable cannot be broadcasted, and the fact it has been tested on a dedi doesn't change that. Don't worry, it works.

austere granite
#

yes he is

#

that's a local variable ;)_

astral tendon
#

Because that returns a error anyway

winter rose
#

@astral tendon if isServer returns false it is because it runs on a client, really.

maybe somewhere in your init.sqf you have a if (player == player) then { if (isServer) then {/* code */}; }; or something; if it is a dedi player will never be equal to player and only a client will pass through this condition

astral tendon
#

nothing like that

winter rose
#

anyway, isServer returns false because the script runs client-side.

astral tendon
#

also, most of it are being called by initServer.sqf and then uses publicVariable to set to other players

#

I am using execVM for things that i want only the server to execute

winter rose
#

…doesn't change a thing

#

check and re-check where it runs. isServer is a failproof command and is not at fault here.

astral tendon
#

wait

#
if (!alive player) exitWith {};

On a server what that returns?

winter rose
#

if it is a dedicated server, the same as not alive objNull iirc

#

and the result is I don't know ¯_(ツ)_/¯

#

true, false or code error

#

↑ shouldn't run on a dedicated server

ruby breach
#

I just server exec'd alive player through debug on a dedicated server > returned false. Same thing with diag_log

astral tendon
#

interesting

winter rose
#

isNull player should be true then.
So here is the thing, alive objNull is false, exiting your code.

astral tendon
#

then

if (!alive player or isNull player) exitWith {};

is the way to go for dedicated servers?

winter rose
#

if (not hasInterface)

#

^ helps to know if you have a dedi or even a headless client

#

if (hasInterface) then { /* run the script */ };

the server shouldn't even start the script (if dedi)

astral tendon
#

In this case i need the sever to not exit it

winter rose
#

and what if the server is non dedicated, and server's player is dead? Think of it.

What is this script that should run on everyone but only when player is alive or is server?

astral tendon
#

Its a cutscene

#

the server setup the players possition

#

Here is how it looks like when its a player hosted

pine leaf
#
        
        if(backpack player != "") then {
            unitBackpack player setObjectTextureGlobal [0, ""];
            [unitBackpack player,0,""] remoteExec ["life_fnc_setTexture",RCLIENT];
        };        
        
        if (uniform player isEqualTo "U_Rangemaster") then {
            _skinName = "textures\cop_uniform.jpg";
            if (LIFE_SETTINGS(getNumber,"cop_extendedSkins") isEqualTo 1) then {
                if (FETCH_CONST(life_coplevel) >= 1) then {
                    _skinName = ["textures\cop_uniform_",(FETCH_CONST(life_coplevel)),".jpg"] joinString "";
                };
            };
            player setObjectTextureGlobal [0, _skinName];
        };
    };```

Anyone know how i get add a hide shadow for the backpack?
robust hollow
#

pretty sure u cant unmodded

#

also using setobjecttextureglobal and then using remoteexec to do the same thing locally is a bit of a waste.

pine leaf
#

Well my original goal was to just get the backpacks invisible

robust hollow
#

nvm

icy light
#

Is there a way I can display an image in a listbox inline? (not setpicture, ive already used that for a picture at the beginning of the line I want to add another at the end)

little eagle
#

lbSetPictureRight

#

Otherwise, no.

icy light
#

Can that be used along with the setpicture on the right?

little eagle
#

lbSetPicture is on the left, but both can be used at the same time afaik.

icy light
#

sweet! and I need jsut the path to the .paa?

little eagle
#

Whether the picture is on the left or right, the path is exactly the same.

icy light
#

sweet exactly what I needed! ty

little eagle
icy light
#

yep already there 😄

#

well crap now its just blank

still forum
shadow sapphire
#

@still forum, thanks!

winter rose
#

oh my, I missed that 😄

inner swallow
#

Theoretical question:
Say if I play music from a car or something via say3D, and I want it to loop. What's the best way of doing this?

I was thinking that I'd have to use a while loop that sleeps for the duration of the music. Is there a better way?

winter rose
#

yep!

#

create CfgSFX attachTo vehicle 🙂

inner swallow
#

Ooh

#

And this is vanilla compatible?

#

Like, I can just have it in the mission file and that's enough?

#

Hmm, glancing through that, I would have to place it in description.ext?

#

Yes, okay, thanks 😃

winter rose
#

yup, yup & yup - addon free 😉

#

use with createSoundSource

meager heart
#

_just loop it ™ _

winter rose
#

BIS_fnc_loop intensifies

inner swallow
#

Yeah I discovered createSoundSource from the cfgSFX wiki

#

I assume the sound source can be "turned off" by using deleteVehicle?

winter rose
#

I think so yes

inner swallow
#

Hmm. Nice, may be able to incorporate it into a functional radio for the grunts while they wait in their transport

astral dawn
#

I think I read somewhere long time ago that I need to wait for one frame after issuing uniform/inventory manipulation commands. Is it really so? I hardly remember what I was reading about.

unborn ether
#

@astral dawn What are you trying to achieve?

lone glade
#

@astral dawn that's false

#

you, however, need to wait one frame after you killed a display / dialog to create a new one

#

otherwise the game will just crash, it can't handle deleting a display / dialog and creating a new one on the same frame.

astral dawn
#

Thanks. Wasn't sure if I've really seen it somewhere or it's an error in my memory. 😆

ruby breach
#

My immediate guess is that you're trying to execute it on a non-local object

gleaming oyster
#

local args, global effects

still forum
#

are you sure that's the correct hit name?

#

in the vehicles config

#

you click on things. And it shows you the config entries of what you clicked on

#

on the left side you want CfgVehicles and then the name of the vehicle

#

if you are sitting in the vehicle it should also be display on the bottom left.

#

so you can directly click on it

#

probably in the Hitpoints class in that vehicle's config

#

uhm..

#

I know when you DM me. You don't need to tell me that

#

There. Fixed

lone glade
#

the arrows are too small

lone glade
#

perfect

somber cosmos
#

quick question, for a static deployed hmg would the turret path be 0 or -1?

inner swallow
#

🤔

#

damn, can't remember.

somber cosmos
#

i tried 0 when using addWeaponTurret but that didnt work so i'm assuming it's -1

inner swallow
#

probably

#

since i suppose it's a driver turret

lone glade
#

^ what he said

#

driver turret, thus -1

little eagle
#

@still forum Where are the wheels?!

still forum
#

On top of course

#

lol.. my of c a use fixer is still working XD

little eagle
#

lol found t is right b4 rdiver seet

dull dock
#

Hey all, first time posting here.

I need some help with creating a trigger which produces an image on the players screen for a few seconds and plays some sound affects. Trying to produce a hallucination or flashback affect.

What I think needs to happen is to have in the trigger (on activation) null = [] execVM "images\flashback.sqf"; playmusic "example1"; or playsound "example1";

But I am not sure what to put in the flashback.sqf to make the image display. Any ideas would be awesome.

little eagle
#

Do you already have an image?

#

@dull dock

"commy_hallucination" cutRsc ["RscTitleDisplayEmpty", "PLAIN", 0, false];
private _display = uiNamespace getVariable "RscTitleDisplayEmpty";

// kill duplicate vignette
private _vignette = _display displayCtrl 1202;
_vignette ctrlShow false;

// texture control
private _control = _display ctrlCreate ["RscPicture", -1];

private _width = safezoneW;
private _height = safezoneH * (getResolution#4);
private _left = 0.5 - _width / 2;
private _top = 0.5 - _height / 2;

_control ctrlSetPosition [_left, _top, _width, _height];
_control ctrlCommit 0;

_control ctrlSetText "<path_to_image>";

// fade effect
0 spawn {
    sleep 10; // keep 10 seconds
    "commy_hallucination" cutFadeOut 2; // fade for 2 seconds
};
#

Assuming the picture should cover the whole screen without being stretched.

dull dock
#

@little eagle So the above lines would go in the sqf file and activated via a trigger with what I posted earlier?

little eagle
#

Wherever you want the effect to be. It's universal.

#

The line 1 zero is the fade in duration. Could set that to 2 too.

dull dock
#

Thank you so much, will give it a test when I get home from work.

little eagle
#

@still forum To get what I just posted scheduler safe, what do you think about mass replacing all ; with , ?

gleaming oyster
#

Absolutely there is, READ.

#

read with your eyes ffs

little eagle
#

I just reread the page and it clearly says where to enter the maximum distance.

gleaming oyster
#

know versus know how to replicate?

#

yes and yes'

#

Then why not use the one that does?

#

i don't know what you're on about

#

use the animation viewer and find something that you think looks correct. Or find the one that is used for actions, then bam

eternal charm
#

Is it possible to texture vest without using mod??

little eagle
#

No.

icy light
#

So the function canAdd only checks the inventory (Uniform, Vest, and Backpack) Is there a way to check if the item can be added in a weapon slot as well? For instance you are buying a rifle from a trader, it first checks your primary slot is open and checks if bag space is available? Or perhaps check one first then another?

little eagle
#

Store the current one, add the one to test, check if it actually changed, remove it if so, readd the original.

#

There is BIS_fnc_compatibleItems, which reports all compatible items. Maybe check that, but make sure to check in a way that is case insensitive.

icy light
#

hmmm

little eagle
#

"hmmm" ?

icy light
#

Well this code is running server side, and Im not sure how to store the current one?

#

I know this has been done, just not sure how to do it

little eagle
#

Then use BIS_fnc_compatibleItems. That works without object to test on.

icy light
#

ty

little eagle
#
private _isCompatible = (_gun call BIS_fnc_compatibleItems) findIf {_x == _optic} != -1;
icy light
#

Oh is this for buying an attatchment?

little eagle
#

It is for checking if _optic is compatible with _gun.

#

What you do with that further doesn't matter.

icy light
#

Oh I only meant is there a way to check if the player has no weapon at all

#

That checking if the attachment is a bit deep

little eagle
#

If the player has no gun, there is no gun to have any compatible optics.

icy light
#

I must have misworded it

#

Lets say you go to a trader and your uniform, vest, and bags are all full but you have no gun. If you run canAdd on a sniper rifle, it will fail

#

despite the fact that you could in fact add it to your primary weapon slot

lone glade
#

wat

little eagle
#

canAdd only works on persons, not sniper rifles.

icy light
#

player canAdd "srifle_LRR_F";

#

will fail if vest, uniform, and backpack are full even if you have no weapon

little eagle
#

Then don't use canAdd. Think of something else.

lone glade
#

yes.... that's normal

#

that command checks the player containers

#

weapon slots aren't containers

icy light
#

Hmmm

#

so then in turn, even if you did a check player addItem would fail because it wouldnt use the primary slot either correct?

lone glade
#

what you want to use to add a primary slot item is, you probably guessed it, addPrimaryWeaponItem

icy light
#

right

lone glade
#

addItem adds an item to the player inventory, again, containers

little eagle
#

^

icy light
#

so if you run that code, does it fail if they have a primary weapon already or overwrite it?

lone glade
#

overwrite it

icy light
#

ah, and the existing one is dropped or despawned?

lone glade
#

it cease to exist

little eagle
#

Sadly "" cannot be used to overwrite with empty slot.

lone glade
#

it goes poof

icy light
#

ahh ok

little eagle
#

*poof* lol

icy light
#

LOL

#

so will it generate an error if the slots empty?

little eagle
#

I don't think so.

lone glade
#

it's very likely that it silently fails

little eagle
#

Sadly.

icy light
#

ah right that makes sense

little eagle
#

Rereading this, I have no idea why I thought this was about attachments. Guess I unconsciously found weapon slots to be trivial. :thonk:

lone glade
#

they are 😄

#

now if only we could add attachments to weapons in containers

#

PLS BI

little eagle
#

A3 inventory belongs into the trashbin of failed designs.

lone glade
#

YES

#

BI UI elements are getting better

#

but some choices just tilt me so hard

little eagle
#

The ui is alright, aside from us not having a way to remove glauncher mags for years, which is inexcusable.

#

But the way this stuff is all handled internally and how that is reflected in the scripting api is unbelievably bad.

lone glade
#

10 year old code with band-aids strapped to it

#

also I hate myself for using pixel grid and right as I finish BI fix pixel rounding

little eagle
#

safezone

austere granite
#

safeZone 👌🏻

little eagle
#

Ironically I came to like the pixel... well not the grid, but drawing one pixel wide lines is awesome for debugging, i.e. the mildots.

lone glade
#

wait a second

#

actually pixel grid is still better since it doesn't have rounding

#

SAVED

little eagle
#

since it doesn't have rounding
Tell me what 30 pixels divided by 7 are then.

lone glade
#

lalalalala

#

I don't hear you

austere granite
#

anyway inventory scripting is such a clusterfuck

lone glade
#

eeeeeh

#

could be worse, it's not as bad as other stuff

#

like UI....

austere granite
#

UI coordinates suck but at least it improved

lone glade
#

oh, no I wasn't speaking about those

#

that's easy stuff

austere granite
#

inventory just got 500000 more commands to fix shit, but it's still gay as fuck

little eagle
#

Who thought naming the launchers "secondary weapons" was a good idea? The pistols are secondaries if anything.

lone glade
#

^ remnant from A2 probably

#

it's the back slot technically

little eagle
#

addPrimaryWeapon -> addGun
addSecondaryWeapon -> addLauncher
addHandgun -> addPistol

lone glade
#

but man the time and economical constraints can be felt to this day

little eagle
#

If you have "primary" and "secondary", why not use "tertiary" as well? 🤔

lone glade
#

counter argument:

  • dammage
gleaming oyster
#

😬

lone glade
#

BI = bohemian Inconsistencies

little eagle
#

I hate how Americans are in charge of emoji, so we do have a black female cosmonaut, but no (dam)mage.

meager heart
#

🌚

austere granite
#

topkek

#

dammage is just funny though

#

its not just really annoying super shitty design that needs about 5000000 commands to actually work

gleaming oyster
#

sldt1ck, that's creepy af

lone glade
#

why is that a thing

austere granite
#

(inventory)

little eagle
#

why is that a thing
Cooperations in charge of language. Emoji are language.

gleaming oyster
#

why are skin shaded emojis a thing? Did people needed to feel special in their emoji language?

austere granite
#

yes

#

exactly 😃

lone glade
#

i'm still asking myself who are these citrus yellow people

#

also blob emojis -> everything else

#

GIB BACK BLOBS

gleaming oyster
#

Bl ob.

little eagle
#

They're yellow, because normal people use white background, and white on white wouldn't stick out, obviously.

austere granite
#

normal people
white background

#

hahah get a load of this fucking idiot

little eagle
#

Rude,

lone glade
#

he's right tho

gleaming oyster
#

Eh. We're about to argue preference

lone glade
#

tbh I have some form of albinism and my eyes are extra goddamn sensitive to light....

austere granite
#

its called being white

gleaming oyster
#

??

little eagle
#

and my eyes are extra goddamn sensitive to light
That's just because you never leave the basement.

lone glade
#

help, the germans are bullying me 😦

little eagle
#

:tank:

gleaming oyster
#

Aren't you german alganthe???

little eagle
#

He should've been...

gleaming oyster
#

I mean, if WW2 turned tides we would all be some german derivative

lone glade
#

i'm french obviously

little eagle
#

🏳

gleaming oyster
#

Well it's not very obvious

meager heart
#

especially on his github page...

lone glade
#

I should start making more typos and use a very thick frenglish accent when I talk to people

#

I'm sure i'd get kicked out of the unit i'm in under an hour

#

wait, wait I got an even better, idea, make aliases for all the command, in french

meager heart
#

also use more oui and baguettes in chat

lone glade
#

ouioui, the hero we deserve.

little eagle
#

🥖

lone glade
#

TIL ouioui is called noddy in english

little eagle
#

🐸 🍗

unborn ether
#

💅

little eagle
#

Why?

#

Why???

lone glade
#

I don't eat frog legs

#

I do eat snails on occasions tho (mostly christmas)

little eagle
#

🐌

meager heart
#

first thing in my mind when i see snail in chat, that how we call arty when you need 8 or 10 grid but map is 6 and no map tools

little eagle
#

Because the artillerists are still trying to figure out how to punch in all those numbers?

meager heart
#

yeah 😀

lone glade
#

use landmarks and numpad^

meager heart
lone glade
#

it's backwards

#

1 is bottom left 9 upper right

#

you goddamn weirdos

meager heart
#

that when you have no map tools

#

same in irl also

#

just look at snail shell...so that why it's called like that 😀

fossil yew
#

Is there a command or CBA/ACE function that returns a random position within a circle around reference position?

fossil yew
#

Thanks

fossil yew
#

I've seen now getPos has a version. Oh.

little eagle
#

I wrote this, when I was bored.

fossil yew
#

I actually managed to find this through search on Discord channel now, so it's very useful. Sorry for being too lazy to search before asking!

dull dock
#

@little eagle The script you provided me for an image to flash up on the screen worked like a charm. Is it possible to do the same thing with a short video? Thanks again.

open tendon
#

im having this weird ass problem where if I exit a driver seat while in

#

'setcaptive' , the vehicle turns from civilian to WEST

#

anyone got a clue how I can keep a vehicle civilian while i am in setcaptive?

#

lol this makes no sense, i put a civilian in the driver seat, deleted him, and now the problem is gone

astral tendon
#
_this addEventHandler  ["HandleDamage",{
            _returnDamage = (_this select 2);
            if ((_this select 4) in ["B_45ACP_Ball","CSW_Taser_Ammo"] AND currentMuzzle (_this select 3) in ["hgun_Pistol_heavy_01_F","CSW_M26C"]) then
            {
                _returnDamage = 0;
                if((_this select 3) distance (_this select 0) <= 10 AND !(captive (_this select 0)) AND  Alive (_this select 0) AND isnil {(_this select 0) getVariable "Tased"}) then {null = [(_this select 0)] execVM "TaserEffect.sqf"};
                if((_this select 3) distance (_this select 0) >= 10 OR captive (_this select 0)) then {(_this select 0) setskill ["courage", ((_this select 0) skill "courage")+(_this select 2)]};
            };
            if ((_this select 4) in ["","GrenadeHand","mini_Grenade","rhs_ammo_mk3a2","rhs_ammo_m84"]) then
            {
                _returnDamage = 0;
                if ((_this select 2) >= 7 AND !(captive (_this select 0)) AND side (_this select 0) != west) then{
                [(_this select 0)] spawn {
                (_this select 0) call VoiceBanged;
                (_this select 0) setUnconscious true;
                sleep 2;
                (_this select 0) setUnconscious false;
                sleep 4;
                if ((animationState (_this select 0)) in ["unconsciousfacedown","unconsciousrevivedefault","unconsciousfaceright","unconsciousfaceleft","unconsciousfaceup"]) then {
                [(_this select 0), "AinjPpneMstpSnonWnonDnon_rolltofront"] remoteExec ["switchmove", 0];
                sleep 1;
                [(_this select 0), "amovppnemstpsnonwnondnon"] remoteExec ["switchmove", 0]};
                };
                };
            };
            _returnDamage;
}];

Why is this event handle not working on dedicated servers? this works on SP and Coop player hosted

winter rose
#

where do you set it?

astral tendon
#

On a unit

winter rose
#

…init field ? script ?

astral tendon
#

script

winter rose
#

how is the script called?

astral tendon
#

the unit is created and then calls the script

#
SpawnUnitLeetCrew = {_Objectpos = getPosATL _this;
Sleep random 3;
_unit = group Opfour createUnit ["O_soldierU_F", getPosATL _this, [], 0, "CAN_COLLIDE"];
_unit execVM 'AiTargeting.sqf';
_unit execVM 'moral.sqf';
_unit setPos _Objectpos; 
removeGoggles _unit;
[_unit] join grpNull;
lockIdentity _unit;
_unit call LeetCrew;
if (random 6 > 1) then {
_unit call selectrandom [GivePistol,GiveSMG];
} else {_unit call selectrandom [GiveRifle]};
[_unit, "NoVoice"] remoteExecCall ["setSpeaker", 0];
if (LevelDifficulty == 2) then {_unit execVM 'HostageSpoter.sqf';};
};
#

'moral.sqf' is were the EH is

winter rose
#

cool, but where is this script called?

#

init.sqf , initServer.sqf , other event handler, etc? the EH should work, it sounds it is not called at all
is the unit created at least?

astral tendon
#

Yes it is

#

and other EH works

#
//unlimited magazines and roe
if (!isPlayer _this) then {
_this addEventHandler  
[  
 "Fired",  
 { 
  _mag = _this select 5;  
  _unit = _this select 0; 
  _unit setVariable  ["HasFired", true, true];
  _unit spawn {sleep 5; _this setVariable  ["HasFired", nil, true]};
   
  if ({_x isEqualTo _mag} count magazines _unit == 0) then  
  { 
   _unit addMagazines [_mag, 1];  
  };  
 } 
];
};

This one for exemple

winter rose
#
This EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently local will fire.```
astral tendon
#

That means???

winter rose
#

can you provide a simple example mission on a hosting site? for people to try the issue

astral tendon
#

You can set up a Dedicated server for this test?

winter rose
#

arma3server.exe?

astral tendon
#

I dont know how to do that, i give up on it long ago

#

I just had this isue in a server hosted from other people

winter rose
#

¯_(ツ)_/¯

astral tendon
#

Well, RIP.

wary vine
#

is there a way of using the chat box to send custom messages , i.e if I made a message box, and someone messages in a specific channel it would send to the messagebox ?

compact maple
#

battleye can get chatbox message, so i guess this is possible but dont know how

digital jacinth
wary vine
#

is this with only cba ?

digital jacinth
#

this requires CBA, yes

half laurel
#

trying to figure out how to write code blocks in that nice coloured format

winter rose
#

like that:
```sqf
hint str player;
```

half laurel
#
hint str player;
#

aha

#

thanks

winter rose
#

👍

#

I wonder if sqs is supported 👀 😄

half laurel
#

ok so my question is pretty fundamental ot arma, but i can't see an easy solution

still forum
#

@little eagle could work. If you wanna be really sure you grab SQF assembly and disassemble the script to check if all the Expression ends are gone. I would probably just isNil it.

digital jacinth
#

it tries to do standard highlighting on unrecognized file formats

winter rose
#
~10
@ player == player
hint format ["Player is %1", name player]
still forum
#

@winter rose haven't seen it yet. The library doesn't seem to be maintained anymore. No one is accepting my pull request for new sqf commands

winter rose
#

no SQS support, I am sad 😢 😄

half laurel
#

is there a way to check if a magazine is full on both pilot (turret -1) and gunner (turret 0) in a plane? so far i have tried using allturrets and magazinesturret and i can see al lof the mags, but they show als othe empty ones for plane pylon mags. I'm trying to check for full fuel drop tanks on both turrets

#

whe ni try to use (ammo >0) to check their content the empty pylons still return true

#
    _magp = _unit Magazinesturret [-1];
    hint str _magp; sleep 1; /lists the pylonmagazines even after tanks have been dropped/ fired
    { 
        if ((_x) isKindOf ["uns_pylonRack_1Rnd_fuel_A1", configFile >> "CfgMagazines"] )then
        {
            if (_unit ammo "uns_FuelTank_Launcher_dl" > 0) then
            {
                _count_tanks = _count_tanks +1;
            };
        };
    } foreach _magp;    
    hint format ["Pilot Tanks available: %1", _count_tanks]; sleep 2; //returns 2 for 2 empty pylons tha thave the drop tank pylon mag present (but empty) 
#

weird huh?

#

is there a better way to gather a magazines array of only FULL mags?

#

not spotted that before

winter rose
#

do you want to check if they are full mags or if they didn't fire ?

half laurel
#

i want to check if the plane has an "unfired" drop tank present

#

so the plane i'm testing (we have about 20 planes to add this function to) has a pilot and gunner. The gunner OR the pilot might get the drop tanks added, using the loadout editor, s owe must cater for both turrets

#

so i need to know how many full fuel tank magazines does the pilot have and same for gunner

#

i think i can do it by querying magazinesAllTurrets

meager heart
#

also maybe turret index is wrong, we have bis_fnc_getTurrets and bis_fnc_allTurrets to get them

slim oyster
#

Hey fellas how can one set a custom attribute in the Mission/Scenario class and have it save to the sqm/execute even if it is the default value? I want to use the expressions from multiple scenario attributes to set values on every mission built in editor with this addon. I know that the Cfg3den Logic class always saves to sqm/executes regardless of the default value, but I can't find any class define that changes this behavior in the 3den configs.

half laurel
#

index returns ok -1 for pilot and 0 for gunner. bot harrays are hinted correctly

#

i'll have a go with this and come back if still stuck

meager heart
#

gl

austere granite
#

magazinesAllTurrets would do it

half laurel
#
_allmags = magazinesAllTurrets _unit;
 //returns [["className", [turretPath], ammoCount, id, creator],...], 
//e.g.
[["uns_pylonRack_1Rnd_fuel_A6",  [-1], 1, 1],    ["uns_pylonRack_1Rnd_fuel_A6",  [-1], 0, 1] ]
//so
        if( ( (_allmags select _i select 1) == "[-1]")
//==Error type array expected number, string
#

where i'm using _i to step from 0 to count _allmags

austere granite
#

why the string of "[-1]"?

half laurel
#

any idea what syntax to use to check the turret value?

austere granite
#

these days for array comparisons just use _something isEqualTo [-1]

half laurel
#

i tried -1, "-1" [-1] and "[-1]"

winter rose
#

isEqualTo

austere granite
#

magazinesAllTurrets select { (_x select 1) isEqualTo [-1] }

#

isEqualTo is your array comparison these days, in A2 days it was usually str both sides and then compare that i believe

half laurel
#

tjhanks guys

#

i finished up with a long bit of code, but it seems to work ok

#
_allTurrets = [(typeof _unit), false] call BIS_fnc_allTurrets;
_seats =  (count _allTurrets);

allmags = magazinesAllTurrets _unit; //returns [["className", [turretPath], ammoCount, id, creator],...]
_ct = count _allmags;

//check for fuel tanks

//pilot turret
if (_seats < 1) then
{
    _count_tanks = 0;
    _i = 0;
    while {(_i < _ct) } do
    {
        if( ( (_allmags select _i select 1) isEqualTo [-1]) && ((_allmags select _i select 0) isKindOf ["uns_pylonRack_1Rnd_fuel_A1", configFile >> "CfgMagazines"] ) ) then
        {
            if  ((_allmags select _i  select 2) > 0)then // is the ammo full
            {
                _count_tanks = _count_tanks + 1;
            };
        };
        _i = _i + 1;
    };
//    hint format ["Pilot Tanks available: %1", _count_tanks]; sleep 1;
};
//gunner turret
if (_seats > 0) then
{
    _count_tanks = 0;
    _i = 0;
    while {(_i < _ct) } do
    {
        if( ( ( (_allmags select _i select 1) isEqualTo [-1]) || ( (_allmags select _i select 1) isEqualTo [0]) ) && ((_allmags select _i select 0) isKindOf ["uns_pylonRack_1Rnd_fuel_A1", configFile >> "CfgMagazines"] ) ) then
        {
            if  ((_allmags select _i  select 2) > 0)then // is the ammo full
            {
                _count_tanks = _count_tanks + 1;
            };
        };
        _i = _i + 1;
    };
//    hint format ["Tanks available: %1", _count_tanks]; sleep 1;
};```
#

horrible to work out, but it does the job - for single and dua lseater planes who could have drop tanks mags loaded on either pilot or gunner stations

#

all of my fuel tanks on every plane i nthe mod inherit from class uns_pylonRack_1Rnd_fuel_A1

astral tendon
#

Guys, i just found this

if (!isServer) then{
[{systemChat "test"}] remoteExec ["spawn",2];
}; //nothing

if (!isServer) then{
[{[] spawn {systemChat "test"}}] remoteExec ["call",2];
}; // works

Seems that you cant remoteexec to the server the spawn comand but you can spawn from call, I tested it with local coop with another player (my self)

#

Some one mind add this the the spawn wiki page?

#

about the test, I use the global exec button on the editor debug console

#

Thats why the !isServer is there to avoid the server from execute that and only the connected player to use the remoteExec

still forum
#

Some one mind add this the the spawn wiki page? no

#

because it's wrong

winter rose
#

spawn is a binary command, you lack the left parameter

#
[0, {systemChat "test"}] remoteExec ["spawn", 2]; // should work
#

@astral tendon

astral tendon
#

It did, thanks.

winter rose
#

👍

astral dawn
#

How many variables in missionNamespace is too much? 10 thousand? 100 thousand?

gleaming oyster
#

why would you need 10 thousand or 1000 thousand?

#

if they are all of the same type just use one array

astral dawn
#

I am considering using an oop implementation which stored object members like myClass0_myVariable, myClass1_myVariable

still forum
#

"too much" doesn't really exist.

#

it's too much when your game crashes as it's out of memory

lone glade
#

I am considering using an oop implementation
nope, just nope

still forum
#

You should keep them to the minimum possible

#

If you wanna use OOP then I guess you have to live with filling the namespace with a ton of crap

#

SQF isn't made for OOP.

astral dawn
#

why not?
other then memory, is there some threshold beyond which lookup time will be super slow?

still forum
#

It's a hashmap

#

sooo...

#

not really

lone glade
#

you're just making your life harder with no additional benefits

astral dawn
#

Are you talking against OOP in general?

lone glade
#

no, OOP in arma

astral dawn
#

Do you have any experience with OOP in arma?

lone glade
#

it doesn't exist

still forum
#

OOP is a good thing. But SQF is just not made for OOP

#

You can fake it by building a bunch of workarounds which will make your scripts slower and use up more resources and be harder to write than just using non-oop

astral dawn
#

Yes I know it doesn't exist. I am just resolving object's members into missionNamespace getVariabe[_object + number + member - kind of thing.

#

I was looking at code34's repo and he has made quite a lot of things with his oop implementation

still forum
#

Compiles to full-speed SQF code That is my biggest problem with it. I need the best performance.

#

Yeah.. It's full-speed SQF. A big converluted mess of crappy and ineffective full-speed SQF.

lone glade
#

it just doesn't make sense to use fake OOP

dry zephyr
#

Why do some functions start with BIS_ and others do not?

lone glade
#

BI usually tag their funcs with the prefix BIS_

dry zephyr
#

Aren't all functions BI functions?

astral dawn
#

TAG_fnc are functions written in SQF

#

So you can check what's inside them

still forum
#

all functions in unmodded Arma are BI functions

#

the rest are.. well.. modded functions

lone glade
#

well, missions aren't mods as far as I know ^ 😄

little eagle
#

@dull dock

The script you provided me for an image to flash up on the screen worked like a charm. Is it possible to do the same thing with a short video?
No.

astral dawn
#

What's the general memory overhead when I create a variable in missionNamespace? For instance I create a number, then what extra memory will the game allocate for this variable? I'm still trying to figure out the borders of 'too much'.

dry zephyr
#

So regarding BIS_ functions versus non BIS_ functions, something like setFuel I will not find an SQF script or entry in Function Viewer, but something like BIS_fnc_setFog I will?

still forum
#

setFuel is not a function. It's a command

#

length of the varname + 9
16 bytes
I think another 16 bytes.. not 100% sure.
and for number another 16 bytes.
Oh and the namespace entry is another 8 bytes..
@astral dawn

little eagle
astral dawn
#

@still forum If the Number in Arma is single precision, it's 4 bytes... why 16 bytes for number? Or I didn't understand you correctly?

dry zephyr
#

@still forum @little eagle Thank you. The differentiation between commands and scripts was the key. Commands are native code functions that are exposed by the engine to scripts. Scripts are script code functions that can use commands or other scripts. There's no source for commands because it is in the engine implementation. There is source for the scripts because there are script files and BI has exposed the script files in the Arma installation.

little eagle
still forum
#

@astral dawn 8 for the vtable. And 4 for the number. 4 padding

dry zephyr
#

Any idea what the back story is for why BI started exposing higher level logic as scripts instead of commands (when)? Did they develop the script facility, create scripts themselves, and then realize it would be useful to modders/mission editors to expose the BI scripts as well? They could have implemented kept everything that is a BIS_ script as a command.

still forum
#

scripts are easier to write than commands

#

you need a engine programmer for commands. BI doesn't have as many of these

#

and some things are just so specialized that a command doesn't make sense

little eagle
#

It's a scripting language. Functions and return values that you can change were added when they switched from SQS to SQF.

astral dawn
#

Thanks @still forum . Assuming I have even a 1 million of variables, and the average overhead (top value) is around, say, 32 bytes. Do you think that extra 32 megabytes for these global variables can make a lot of trouble for the game?

still forum
#

probably not

#

When I broke my memory allocator Arma crashed around a billion allocated values. That's just the lowest level values though.

#

which.. is resonable

little eagle
#

But why would you want to create a million variables in the first place?

astral dawn
#

Read the discussion above please. Really I don't, just considering extreme cases.

little eagle
#

Eh, you will never get OO to work in SQF. Many people tried and no one got anything to work that is popular, because it will always suck.

astral dawn
#

Yeah I see many dead projects trying to make OOP. I even made one myself a few days ago, lol.

#

Well it's totally doable. As I heard, they made C++ atop of C compiler and they were feeding the C++ output into the general C compiler. For the first iteration of C++ i mean.

little eagle
#

It's not with SQF, because SQF is not C++. C++ can use C, but SQF can not.

#

It is, again, a scripting language.

inner swallow
#

mhm. SQF stuff gets broken down further into C++ and stuff, which is where i'd guess the OOP lies

little eagle
#

The script gets interpreted by something written in C++, but that doesn't mean you can actually use C++ or C, which would be required for doing stuff like OO yourself.

astral dawn
#

For proper & fast OOP there needs to be a compiler so that you don't need to check things at run time a lot through super slow SQF, that's the problem.

still forum
#

I could make one theoretically

#

Just doesn't make much sense. IMO there is no need for OOP in SQF
If you really need it. Just write C++

astral dawn
#

Yes I've seen your Interept mod. Probably too hard for me personally because I will have to create a library for Linux as well.

still forum
#

Or you could just use the Lua module and write real OOP with Lua

#

Or python

little eagle
#

Dedmen, you should've just put Intercept into CBA, so everyone was forced to use it.

still forum
#

I wanted to put the optional into it... But no one wanted it

#

not even you wanted it for full joystick hotkey support

little eagle
#

But no one wanted it
You never made a pull request.

still forum
#

Oh.. Guess I'll have to fix everything up and do that then 😄

lone glade
#

commy

little eagle
#

alganthe

lone glade
#

imagine the LEGENDARY levels of crying adding intercept to cba would create

little eagle
#

And?

lone glade
#

"but, but, but, my 'clientside' cba is borked"

little eagle
#

It wouldn't be.

still forum
#

It will be optional tho

lone glade
#

do it

astral dawn
#

So imagine we have a server hosted somewhere. And the hoster only lets us load missions and addons for arma (like Nitrado service does). Will I be able to run an Intercept+(Lua/Python) solution to run a scenario made with Intercept? I assume the hoster doesn't have to have Python installed.

still forum
#

I ran dll's on nitrado like.. 4 years back

#

might have changed

#

Intercept Lua/Python have the engines for these included

#

No extra dependencies needed

inner swallow
#

It wouldn't be. thanks 😃

little eagle
#

It will be optional tho
Weak. You have the opportunity, so use it recklessly. If someone complains they can stop using CUP etc. lmao.

still forum
#

But we would need git LFS on CBA repo

lone glade
#

really?

still forum
#

I don't want to clutter the repo with binaries

lone glade
#

aaaaah, forgot about that

astral dawn
#

So... has anyone implemented a mission with Intercept?

lone glade
#

mission no, extra stuff yes

#

ded made a perf profiler that is mighty useful

#

well, he used brofiler, but still 😛

still forum
#

brofiler is only the UI :U 🔨

#

I am not aware of a mission no

#

You cannot put dll's into missions. So that's not really attractive

#

and python/lua plugins aren't far enough because there are only a handful of people interested in python which all don't have time to dev on it. And for the lua one it's basically only me ¯_(ツ)_/¯

#

But theoretically! It's possible

little eagle
#

Maybe

#

Maybe no one actually needs OO.

#

¯_(ツ)_/¯

still forum
#

I'd say my hashmap variable type is already enough

#

You can't really enforce static types on a dynamically typed language anyway

little eagle
#

createNamespace
deleteNamespace
with <custom namespace> do

#

namespace.variable as alias for getVariable

austere granite
#

such oop much wow

still forum
#

Oh. Can actually do that now. Since a month ago

little eagle
#

namespace.variable = as alias for setVariable

austere granite
#

you can do .variable custom syntax shit now?

little eagle
#

createNamespace alt syntax to copy all variables from another one to emulate inheritance.

still forum
#

I can add commands yeah.. but I don't think . would work.. not sure

little eagle
#

you can do .variable custom syntax shit now?
No.

astral dawn
#

Well I have a friend who was making a mission with Intercept actually. It was working but then he gave it up because of real life.

still forum
#

I could use # 😏

austere granite
#

commy ruins my hopes and dreams

little eagle
#

All this could be implemented in a week I'd say. But oh well, Arma is not OS.

still forum
#

You can do with in a day with intercept

little eagle
#

Make the PR on CBA already dammit

#

SQF would be better than Enscript will ever be.

#
namespace.variable =

As setVariable alt will probably not work tho.

#

Even with Intercept.

still forum
#

Would have to try really...

#

oh.. on left side of equals

little eagle
#

Yep.

#

Otherwise it's not setVar.

still forum
#

well. Could build a custom compiler ¯_(ツ)_/¯

little eagle
#

I mean, one could use to a different syntax too I suppose.

#

But this would be my ideal.

#

Maybe instead of with do, have using to change the namespace of the current scope.

still forum
#

how about set ?
namespace.variable set _value

little eagle
#

Good enough I suppose.

still forum
#

Remind me tomorrow 5 PM to check if . could actually work

little eagle
#

do it fgt

still forum
#

Yes! I will do it now! I will go to bed now

little eagle
#

Remind me, is it using createNamespace command already?

#

If it's not nullary, add an unary ARRAY variant to inherit all variables from a parent namespace.

#

done

#

in

#

a

#

week

#

ffs

#

But nooo, we need another new unique language.

still forum
#

is what using createNamespace?

little eagle
#

intercept custom command

still forum
#

nope. Because the hashMap is not a real namespace

#

Couldn't create namespaces yet when I made that

little eagle
#

ok

#

createNamespace "<name>"

#

createNamespace ["<name>", <parent>]

still forum
#

then put's a <name> variable into missionNamespace to store the namespace

little eagle
#

Inherits all values from <parent>, best would be all future ones as well.

#

then put's a <name> variable into missionNamespace to store the namespace
Yeah.

astral tendon
#

Is there a way to set were the player is looking at? especialy verticaly

winter rose
#

you mean, changing his camera? no way so far I believe

still forum
#

can't think of a way either

astral tendon
#

One kinda way i find is to make a camera and attach to the player, it is the far as I can go.

little eagle
#

Is there a way to set were the player is looking at? especialy verticaly
No. And especially not. Sadly

young current
#

with cutscene type animations/gestures you can control the head/camera I think

dry zephyr
#

Has anyone seen another language with binary operators like SQF where parameters are passed in before the function call rather than after (like C and alll derivatives)? Specifically this construct of [param1, param2] call myfunc;

unborn ether
#

Deadfast had a mod on armaholic which was changing a 3rd person camera offsets. Not sure how exactly that one is coded, and if it works for first person, but thats real somehow.

little eagle
#

@dry zephyr Every language with + - * and /.

#

@unborn ether But that is not the head, and was it even changing them while the game was running or just some config entries?

meager heart
#

probably just extCameraPosition for the 3d person view, like in all other several millions addons since ofp 😀

still forum
#

^ yes that.

kind torrent
#

Hey guys! Sorry to bother, I have a bit of a question!
You know how you can set the Arma revive system through a mission editor, yes? Y'know, walk up to em and revive.
Is there a function/script that I can execute to revive them through the console or something? Sometimes, a player plays solo, and I like to bring them back up without having to get out of Zeus, run up to them, and revive them myself. There must be some kind of function or text I can put in, for example, Debug Console mid-game to activate a revive.

little eagle
#

Delete your question in #zeus. This is the right channel for this I'd say, but people don't like if someone spams all channels.

kind torrent
#

Ah, sorry.

#

Done.

#

I've been trying to find the function.

#

I can only find the parameters.

winter rose
#

@kind torrent

{ ["#rev", 1, _x] remoteExecCall ["BIS_fnc_reviveOnState", _x]; } forEach _guysToHeal;
kind torrent
#

@winter rose If I post that, it will revive the target?

winter rose
#

if you set the target in _guysToHeal array, it's quite self-explanatory

kind torrent
#

Okay! I'm very new to any scripting stuff, so it's new to me haha

winter rose
#

if you don't really know, you can replace _guysToHeal with allPlayers, it should do the trick

#
  • allPlayers
    it will "spam" the message to everyone, but it's not a big thing
kind torrent
#

Hm, I see. So long as they revive. I will test it now! If it works, I'll try to dissect the code to learn more about how it works!

#

I appreciate this a lot!

winter rose
#

👍

kind torrent
#

it doesn't seem to revive ..

#

Nothing appears to happen.

#

@winter rose I take it that this is supposed to work probably in the functions/debug, but I notice that it's not reviving any! 😮

winter rose
#

how do you execute it?

kind torrent
#

I've tried in the Debug, as well as target debug, player parameters, and such.

#

This is in Zeus. I'm sure it would work if it was in editor.

#

But my intent is to revive players remotely in the Arma Revive System, as opposed to going to player and reviving them with the hold action.

winter rose
#

I thought you had debug console enabled. you would then need a script yes. is it your mission or the official one?

kind torrent
#

Debug console is enabled.

#

I tried it in that -- to no effect.

winter rose
#

with "SERVER execution" ?

kind torrent
#

It's my custom mission, with revive system enabled.

#

Yes.

winter rose
#
{ ["#rev", 1, _x] remoteExecCall ["BIS_fnc_reviveOnState", _x]; } forEach allPlayers; ``` right?
kind torrent
#

{ ["#rev", 1, _x] remoteExecCall ["BIS_fnc_reviveOnState", _x]; } forEach _allPlayers;

#

Yes.

#

Ohp.

winter rose
#

yup.

kind torrent
#

I .. missed the underscore. Oh my GOSH.

#

I'm so rookie.

winter rose
#

np, happens 😄

kind torrent
#

Thank you. I'm such a fool.

#

You are awesome. ❤

winter rose
#

tell me something I don't know 👀
no but seriously, no problem 😄 just try, and it should work

kind torrent
#

It works perfectly. ♥

#

Thank you! I'm going to do my best and learn how the code works!

winter rose
#

welcome aboard!

kind torrent
#

😄 !

late gull
#

guys, i'm trying handle with hit points damage

#
theChoperer addEventHandler ["Dammaged", {
    params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"];
    if ((_unit getHitPointDamage "main_rotor_hit") > 0.89) then {
        _unit vehicleChat format[localize "STR_main_rotor"];
        ["epicFail",false,true,true,false] call BIS_fnc_endMission;
    };
}];
#

but now working when u lose the main elise?

lone glade
#

because the hitpoint is called hithrotor ^

#

you're trying to use a command that uses a hitpoint with a selection

late gull
#

yes, also tested with hithrotor

#

they are the same

#

they do return the same damage

lone glade
#

so what's the issue?

late gull
#

-.- now working when the img example happens

#

only if you get hit

lone glade
#

try using handleDamage instead

late gull
#

it's like no damage received

#

ok, will test with HandleDamage

#

@lone glade worked, thx

meager heart
#

hit point name is HitHRotor < main rotor, Yeiij

lone glade
#

^ someone didn't read 😄

meager heart
#

to get all hitpoints names you can jump in that heli and paste this into the console

copyToClipboard str ("true" configClasses (configFile >> "CfgVehicles" >> typeOf vehicle player >> "HitPoints") apply {configName _x});
lone glade
#

^ noooope

#

getAllHitPointsDamage

#

gimme 5s to find the wiki page

meager heart
#

oh didn't saw your answer lol

#

and getAllHitPointsDamage too

#

hitpitottube exists 👀

still forum
#
if CBA.canUseWeapon(SQF.player) && SQF.missionNamespace.getVariable("ShouldEquipBinoc") then
    CBA.addWeapon(SQF.player, "Binocular", false)
    CBA.selectWeapon(SQF.player, "Binocular")
end

This is so neat. It could be so much neater if more people would push me into finishing this stuff

#

Ugh. Discord LUA highlighting is ugly

astral dawn
#

What is it?

#

The LUA interface for Intercept?

still forum
#

ye

#

Thinking about a way to integrate CBA and other libraries and have it be easily accessible. I'd say this way works fine

#

And things like

SQF.player:getPosASL()
SQF.player:setPosASL({1,2,3})

or maybe even

local playerPos = SQF.player.positionASL
SQF.player.positionASL = playerPos * 2
astral dawn
#

That's cool

#

Can you explain to me please... I always wanted to know why couldn't they hide locality resolutions into the engine? HC programming just seems so hard for me if I consider different cases where I'd have to pass units around owners to handle them in a single script. People seem to run HCs on a single machine anyway.

still forum
#

because the client doesn't know who owns the object

#

because he generally doesn't need to. As the server does all the interfacing anyway

astral dawn
#

Ownership is like the (remote) computer/process who is processing the object and streaming data on it, right?

still forum
#

yeah

#

the machine that's simulating the object

astral dawn
#

Hmm i think I see the problem... probably it's too hard to synchronize the main process and HC processes so that SQF code executed at the server produces synchronous results when targeting HC handled objects 🤔

still forum
#

HC is just a "normal" client.

#

yes. That's too hard. They'd also need to do it for every other normal client

astral dawn
#

But imagine that HCs are the same machine, then there's no more huge network delay between them

dry zephyr
#

@little eagle Good point that all languages have binary operators with the math operators /*+-, but can anyone think of any other scripting or compiling language that states parameters before function execution like [param1, param2] call my_func?

still forum
#

the parameters in SQF are either 0. Or one after the command. Or one before and one after the command

#

command
command arg1
arg1 command arg2
That's all that SQF supports.

#

the calling a function has the parameters on the left side is just arbitrary. It just sounds more logical call function instead of function call

inner swallow
#

I wish it was call function [params] though (or something similar)

#

Current thing is just inconsistent

dry zephyr
#

It is arbitrary in the sense that SQF arbitrarily uses that pattern, but arg1 and arg2 are not swappable. We can't do "my_func call [param1, param2]" and get the same result.

#

And that's interesting, because most (all?) other languages went with the (equally arbitrary) arguments after the function like the standard C my_func(param1, param2). Even when dealing with reflected or indirect method invocation in other languages, both args and function pointer go to the right of the equivalent to 'call'.

compact maple
#

Hi, I am wondering about something. If I want to make a function that return me a 50 character string. What would be the best choice in term of performance, should I call that function client or server side ?

still forum
#

if you need it on clientside.. then calling it serverside doesn't make sense. Same as other way around

compact maple
#

right, thanks you

half laurel
#

any idea how to import a preinit EH to arma 3 without using CBA?

queen cargo
#

NO! NO LUA
please T_T

half laurel
#

am bringing in an old function suite from FRL_missilebox (the GPS/INS targeting system Myke made - with permission)

#

it relies on a preinit EH

#
//old CBA versions - need to make work in vanilla Arma 3
class Extended_PreInit_EventHandlers
{
    FRL_GPSINS_preinit = "call compile preProcessFileLineNumbers '\uns_missilebox_c\functions\fn_GPS_preInit.sqf'";
};
//old CBA versions - need to make work in vanilla Arma 3
class Extended_GetIn_Eventhandlers
{
    class Helicopter
    {
        FRL_GPShideObject = "_this spawn FRL_hideGPSobject";
    };
    class Plane
    {
        FRL_GPShideObject = "_this spawn FRL_hideGPSobject";
    };
};```
still forum
#

use CfgFunctions preInit

astral dawn
#

How do I measure CPS in ARMA? Some server monitoring projects measure it somehow but i can't find how to do it properly on my own.

still forum
#

what are CPS? Do you mean FPS?

#

execute diag_fps on serverside

#

or use #monitor chat command

astral dawn
#

No they mean CPS... Conditions per second. wait I'll give a link

still forum
#

you can freeze the game down to 0 fps and do millions of "conditions per second" or run the game at 500fps and do 0 "conditions per second"

astral dawn
still forum
#

How would that arbitrary completly useless thing help you to measure something?

#

I think that's used as a "how loaded is the scheduler"

astral dawn
#

I don't know! I see it somewhere and a friend of mine is saying that it is supposed to help us measure server load. I'm trying to understand it as well.

#

In several exile server discussions I can see people comparing CPS

still forum
#

That is essentially what ASM's CPS means. Where cycles per second is not really a fitting name

#

as 1 frame == 1 cycle

#

so CPS == FPS

astral dawn
#

Well as I understand the CPS script author is probably doing the same but in the 'FSM evaluation' part of the game? And it is somehow supposed to be linked with AI performance?

lone glade
#

FSMs are scheduled, they have their own part of the scheduler

still forum
#

Most AI stuff doesn't run in FSM anymore I'd say

lone glade
#

^ it does

still forum
#

besides danger.fsm?

lone glade
#

yep

still forum
#

Oh man...
ASM is doing this

           {
               if (alive _x ) then {
                   if (isPlayer _x) then { _Players = _Players + 1 }
                                   else {  if (local _x) then { _locAIs = _locAIs + 1 }; };
               };
           } forEach allUnits;

How is it supposed to accurately measure performance if it does that in a loop?

astral dawn
#

I think that's how it reports the amount of units to the extention

lone glade
#

holy mother of indentation

#

LUL

still forum
#

yes. It is.

lone glade
#

that's a very ineffective way to do it

still forum
#

afaik someone made a rewrite of ASM. Keep forgetting where to find that

astral dawn
lone glade
#

don't use it

#

it's payware, it doesn't comply to EU standards regarding privacy and you can't delete your account

still forum
#

payware? sure? I tried it a little over a year ago. And didn't have to pay anything.
Didn't get it to work at all anyway

lone glade
#

I got it to work, but it was so barebones it was laughable

#

I tried it upon release afaik

still forum
#

If I need something I still run ASM

lone glade
#

I don't need to dedi test stuff anymore 😛

astral dawn
#

So... AI performance is locked to FPS, no need to use 'CPS' or anything like that. Can I sum it up this way?

still forum
#

the more fps the more CPS too

#

FPS is the most important factor

astral dawn
#

Ok, thanks a lot! 👍

meager heart
#

for the monitoring tools, imo the best > #monitords also it's %100 free, without registration and sms 😄

boreal fog
#

Welp, time to upgrade my rig to nuclear standards

astral dawn
#

Yes... #monitor is great but we were considering what can we use for remote-monitoring of both our windows and linux server... maybe just make an Intercept addon for that to generate a super-simple HTML page or something like that.
ASM, AFAIK, doesn't have 64 bit executable

still forum
#

Correct. But the rewrite I mentioned provides a 64bit one

dry zephyr
#

Does compile script command do anything more than load the text of a SQF function into memory as a character stream for fast lookup of the script text later? Or does it store it in memory as a condensed text version, an intermediate non-text representation, or native code?

still forum
#

yes. It compiles it

#

to intermediary assembly code

#

that get's executed by the script VM

late gull
#

how u know that much about SQF @still forum

still forum
#

I spent alot of time studying it

#

like anyone who knows anything about anything

late gull
#

😃

#

i know, just respect my friend

#

hmm, i don't now how to say that expression in English

cold frost
still forum
#

worked fine for me a couple months back

cold frost
#

64bit linux version ?

still forum
#

What?

#

64bit linux doesn't exist

cold frost
#

of armaserver

#

ok thx wasnt sure and you're OS was 64 ?

still forum
#

yeah

cold frost
#

ok thx then i've done something wrong

#

you used default 24000 port ?

still forum
#

one sec I'll look

cold frost
#

thx man

still forum
#

yeah. 24000

spark cobalt
#

"64bit linux Arma Server doesn't exist" ... fixed it for you

#

64bit linux absolutely does exist 😉

cold frost
#

?

#

is it by default i only have one arma3server

warm gorge
#

How could I add a script to run for an object on JIP players through the debug console while the server is already up? I can't seem to think properly right now...

still forum
#

@cold frost there is no second one. You can only have one.

#

@warm gorge if (didJIP)...

astral dawn
#

@warm gorge See remoteExec and remoteExecCall, and its JIP parameter which can be an object

warm gorge
#

Yep just ended up using remoteExec, cheers

slate pollen
#

could someone help me with some Init code im trying to attach a barricade to a vehicle while retaining its x,y,z

astral dawn
#

Do you mean that you want the barricabe attached to a vehicle with their relative positions remaining the same?