#arma3_scripting

1 messages ยท Page 488 of 1

meager heart
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they/he will ๐Ÿ˜ƒ

tough abyss
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Yeah, unfortunately I ainโ€™t bored or have time, but I will keep it in mind in case I do ๐Ÿ‘

frigid raven
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My code is teh cleanest

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nobody can compete with my cleanessness

compact maple
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@coral lynx What do you think you're doing ?

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Please some mods delete the link @coral lynx posted

coral lynx
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why so?

compact maple
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lmao

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wait a sec

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@long gale ici

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remonte un tout petit peu

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@still forum Please, could you delete the link he posted ?

coral lynx
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You didn't answer me why do you want to delete my link?

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its just a git link

compact maple
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the link you posted contain script that The Programmer are selling rn

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but Im pretty sure you know it

frigid raven
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tbh the code is the most confusing thing I've ever seen

queen cargo
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๐Ÿฟ @compact maple just to note: Dedmen is no mod ๐Ÿ˜›

compact maple
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lmao

unborn ether
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I got that from my friend, i don't know whos selling it.

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And why do you sell arma stuff, is it legit?

compact maple
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This is legit, BI allow it. Its like an enterprise, this is just stolen stuff

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and you guys come here as if it was ok lmao

unborn ether
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what? where is that allowed?

compact maple
queen cargo
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source code can be sold as much as you want
in the end, it is just source code
however ... arma is some fairly open platform ๐Ÿคท

compact maple
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its protected

queen cargo
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to me personally, those scripts feel like cashgrab
most of them are

compact maple
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you cant just do what ever you want

unborn ether
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there was a post around my service that this is not legit, hows your legit now?

queen cargo
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show me the license in the code
there is none
everything else is up to who ever bought that code

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and it is down to the-programmer to hunt his license abusees

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though ... as a matter of fact

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he sells mission scripts

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if i download a mission ... i already can use his stuff as some random user

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which means ... all of this is utter stupidity

unborn ether
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Im up to delete this link anyways, if it's shared from some developers leak, but still i just got that link pmed to me from the @coral lynx

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so its kinda public already.

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Also this dude is doing some weird mind games on my PM.

compact maple
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@queen cargo this is exactly what im doing

coral lynx
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hehe

compact maple
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this dude is totally retarded

coral lynx
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Im also interested where is that legit?

queen cargo
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so you are the-programmer?

queen cargo
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and here comes the fun part in that mail already which is why all that selling scripts is bs

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"prohibited to sell product created with our software"

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the moment this all runs through armas mission pbo packing stuff or any pbo packing tool, everything is literally free-for-use

coral lynx
queen cargo
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that is why "stolen mission" is garbage too

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you cannot steal a mission
it gets transfered

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you can missclaim credit

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but that is all ๐Ÿคท

compact maple
unborn ether
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He still believes you can sell arma legit. lol.

compact maple
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@coral lynx ?

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Wth is wrong with you lmapo

unborn ether
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I wasn't even thinking about legit base when I was doing stuff.

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because it can't be legit. Unless you sell pure code or smth, that was stated in my case.

compact maple
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whats the point ?

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sharing code that is for sell is not legal

coral lynx
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My point is I don't like how you scream about "legit"

compact maple
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you just posted stolen stuff, please

queen cargo
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All elements of the site -programmer are and remain the intellectual and exclusive property of the company. No one is authorized to reproduce, exploit, sell, share, or use for any reason whatsoever, even partially, elements of the site that are software, visual or sound. Any single link or hypertext is strictly prohibited without the written consent of the company. you mean this tiny thing here?
as i said: up to the specific abusee

but when it is supposed to get packed into some mission, that part already is stupid and literally all missions using code of that are illegitimate if sold under those conditions

coral lynx
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@compact maple And how "big" you think, life shitcoders are

compact maple
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@queen cargo this is not client side

queen cargo
verbal saddle
compact maple
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thats the older version

queen cargo
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just normal ๐Ÿฟ time @verbal saddle

compact maple
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thank you for deleting that repo btw

verbal saddle
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This is fun to watch @queen cargo

unborn ether
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๐Ÿฟ

compact maple
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idk why you guys are trigerring

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im just saying people are working

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they got their stuff stolen

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and this is ok ?

queen cargo
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always hated those selling scripts anyways ๐Ÿคท it makes fun to break those scripts

verbal saddle
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make your own version then just release it.

compact maple
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^

ruby breach
unborn ether
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When my shit got leaked, I've just made a new one. Because I can.

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Because I can create content.

queen cargo
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nah ... it is fairly useless to write the scripts they sell and ust shove them out for free ...
people do not find that stuff who buy those scripts

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and most of the bought scripts are straigth theoretical license scams anyways

unborn ether
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^ not even going to refuse that

tough abyss
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@verbal saddle Actually pretty good idea, write own substitute and give it away for free if someone selling it annoys that much

compact maple
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^again

verbal saddle
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I did that with a camera script. Only took like 30 minutes.

tough abyss
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I wouldnโ€™t, it doesnโ€™t bother me

unborn ether
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I love how people scream about their work leakage, meanwhile they are taking other people work to sell it after.

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When I see something leaked from me, well, im just getting over it. Since anyways it was not legit to sell it, or hide it.

frigid raven
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I would be proud if sb. finds my stuff worth to share

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๐Ÿ˜ฆ but nobody will ever...

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๐Ÿ˜ข

compact maple
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@unborn ether ?

unborn ether
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@frigid raven Times might come, raise you spirit, soldier.

frigid raven
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My soldier time is over

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call me coder

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DO IT

unborn ether
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vanishes in a mist

frigid raven
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wtf where is he? WHERE IS HE GONE

still forum
thick slate
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I've been trying to get this to work for hours now, but still no luck. Can anyone take a look at this script? I drop it in the respective vehicle init in the editor. It's just not ejecting non 'pilot' units, however, it is showing the hint. Any ideas?

https://pastebin.com/hQKHCMMC

still forum
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might be executed locally

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[_unit, ["Eject", vehicle _unit]] remoteExec ["action", _unit]

compact maple
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@still forum I tought you were a mod my bad

thick slate
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So remoteExec asks the server to execute on the player's behalf? I'll give it a shot. Thanks.

still forum
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yes. that remoteExec line executes the code on the machine that owns _unit

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@compact maple don't mix up mod vs hot

compact maple
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lmao

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roger that

tough abyss
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It is in init, EH exists on every client @still forum

tough abyss
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Maybe this is the problem

compact maple
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what do you guys think?

tough abyss
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Action is supposed to be global, and we all know never put global commands in unit init

still forum
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I think that just about everyone besides commy in that thread is an idiot

compact maple
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lmao why

still forum
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I don't know... Ask them why they say wrong things

compact maple
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i've said that

Well :
5:19:10 Suspending not allowed in this context
This mean that you're trying to suspend a script within a CALL, you must SPAWN the script to get it working.
still forum
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Yeah..

compact maple
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but thats half the truth

still forum
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half yeah

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call is however unrelated to that

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and you don't HAVE TO use spawn.

compact maple
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that moment when you try to help people with the few knowledge you have and commy+dedmen slaughter you lmao

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well I hope the guy will get his script working

unborn ether
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I never read arma reddit before lol

digital hollow
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commy+dedmen slaughter That's when you really learn

unborn ether
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what if Dedmen slaughtered commy and then made him banned

compact maple
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@digital hollow true

still forum
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Take my knowledge or die!

tough abyss
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Reddit... ๐Ÿคฎ

peak plover
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IS commy okay?

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Haven't seen him aroudn

tough abyss
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Wha? Ppl get banned here?

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Sheeeeeeeeet

tame lion
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question for anyone fluent in ACE here; what variable are the default loadouts stored in for ACE arsenal? I know you can set them via EDEN editor, but I'd rather set them by adding them to the variable directly

austere granite
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wait why did commy get banned?

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Did he bulli too much?

still forum
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I know where to find the arsenal thing. But busy right now. I'll reply later if noone else does till then

tame lion
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i might have found it

digital jacinth
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ace_arsenal_defaultLoadoutsList

tame lion
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and its in UInamespace right?

digital jacinth
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normal mission space as far as i can tell

tame lion
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i litterally just found that part too @digital jacinth , but thanks for the help!

runic surge
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much simpler than what I was trying before

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don't know why I didn't try using the attach command sooner

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also this could still use a bit of cleaning up obviously but this works

rocky mortar
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Does someone know where id the script code of virtual inventory and declaration of hpp ?

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In which pbo

astral tendon
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I have a vehicle named tecVic, im trying by script to remove hes variable but the wach section of the debug console still there, here is a exemple

cursorObject addAction ["die variable",{_this = nil}];
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though, if I put on the debug console cursorObject = nil then it works.

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Any ideas?

still forum
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@rocky mortar explain? What virtual inventory?

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and hpp files can literally be anywhere

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cursorObject = nil then it works. no it doesn't

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that's not how assigning variables works

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_this = nil same. you are setting the _this variable.

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I have a vehicle named tecVic so you want to set the tecVic variable? why don't you just do that then?
tecVic = nil?

ruby breach
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cursorObject = nil ๐Ÿค”

astral tendon
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because my scipt does not have especificly tecVic in it, its for any object that will call my fucntion

still forum
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what happens when a vehicle get's passed to that that doesn't have a var name?

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missionNamespace setVariable [str _vehicle, nil]
if it ALWAYS has a variable set

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Although actually.. That doesn't error when it doesn't have a variable

astral tendon
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And the fucntion is supouse to spawn a new vehicle with the variable of the old vehicle but not only I "do" set the variable and the cursorObject says that its name is testVic but alive returns false and the testVic returns <NULL-object>

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here is a exmple

still forum
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how do you set the variable when you spawn a new vic

astral tendon
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tried with setVehicleVarName and by using _oldvehicle = _newVehicle when the _newVehicle is created

still forum
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_oldvehicle = _newVehicle as I already told you twice. That's not setting variables as you think it does

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that's setting the _oldvehicle variable

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NOT the tecVic variable

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if you want to set tecVic then you HAVE TO DO THAT

frigid raven
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no pass by references eh?

still forum
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every variable is passed by reference

astral tendon
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So i need to manualy set the tecVic inside the script anyway?

still forum
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But don't ask about that. That's probably too high for you and would only confuse you

frigid raven
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ouch

still forum
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The variable won't set itself if that's what you're asking

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SQF script can't read your mind

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It only does what you tell it to

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and if you don't tell it to set the variable. It won't

astral tendon
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So, how should I make so my script using local variables can set the tecVic to my new vehicle with out I have to manualy place it in my scipt?

still forum
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that doesn't make sense

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"how to do something without doing it"

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How's that supposed to work?

astral tendon
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well, I have 100 vehicles with diferent variables placed in the editor, I cant manualy put all their names in it.

still forum
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Ah so you want to first read the variable name

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and then set the variable by that name?

astral tendon
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Yes

still forum
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you said you tried setVehicleVarName so that means you already know how to get the variable name?

astral tendon
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_newVehicle setVehicleVarName (str _oldvehicle);

still forum
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missionNamespace setVariable [ <your variable name as a string here>, _newVehicle]

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So..
missionNamespace setVariable [(str _oldvehicle), _newVehicle]
that probably

astral tendon
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missionNamespace setVariable [(str testVic), cursorObject]

With the debug console it did not worked, testVic still dead and null

still forum
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what does str testVic return when the vehicle is already dead?

astral tendon
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"<NULL-object>"

still forum
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if it is null... then str testVic will just return <Null-Object> and not it's name

astral tendon
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and the original testVic placed in the editor is already destroyed and deleted

still forum
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Well you need to get it's variable name if you want to set it's variable

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you have to somehow store it before it get's destroyed

astral tendon
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so, the variable becames a objectnull when is destroyed?

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not when deleted?

still forum
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yes

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as soon as the object get's deleted (which happens when it turns into a wreck)

astral tendon
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Hum... I just tested and the vehicle did not return <NULL-object> when killed

still forum
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Well as I said.. You need to get the variable

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if you can then fine. If not then you need to do something else

astral tendon
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that was because the vehicle was deleted

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the second method I tries was to save the variable as a string and then use _newVehicle setVehicleVarName _newVehicleString;

still forum
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Well as long as you can get the variable name. The script I sent you will do what you want

astral tendon
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Its does set the vehicle as testVic but alive says its dead and using the testVic name in the wach returns objectnull

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here is a exemple

rocky mortar
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@still forum i talked about the virtual inventory of BIS ๐Ÿ˜ƒ or simple inventory ui in game

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do you know where to find the pbo

still forum
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what virtual inventory of BIS?

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I don't know what "virtual inventory" is supposed to mean

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@astral tendon you already told me that. And you already showed me that example. And I told you what to do

astral tendon
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So, how do I get the variable of the old vehicle and then set it on the new vehicle?

coral lynx
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@queen cargo Just imagine, that theprogrammer dudes we've been talking about managed to put down that public repo somehow.

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atlassian surprised me a bit, gitlab should not fall for that ๐Ÿ˜„

still forum
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Didn't we already talk about that?

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While you have a valid non-null object that has a variable set to it. just str _objectVariable

rocky mortar
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@still forum press "I" key to show inventory : ))

astral tendon
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Yes, and I already saved the tesVic in a string called _newVehicleString, what else I need to do?

still forum
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So you mean the normal non-virtual inventory. some ui_f pbo probably exactly that. ui_f.pbo RscDisplayGear

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@astral tendon scroll up. I sent you the code.

astral tendon
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Look at my replie

frigid raven
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lol

astral tendon
still forum
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As I said.

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it doesn't work with null objects

astral tendon
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thats what happens, I manualy put testVic there to check

still forum
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So stop testing with null objects

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You told me only testVic is nullObj as it's already spawned dead

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and that the others work

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so stop using broken crap and then being suprised why it doesn't work

astral tendon
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ok

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testVic is alive and is a truck on my right, still, could not change to the vehicle I am aiming at

still forum
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but it says testVic == supplyRepairTruck

meager heart
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๐Ÿ˜ƒ

astral tendon
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and i Hit the local exec

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so, it did not set my cursorObject as the testVic, testVic still the truck

still forum
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You've set the supplyRepairTruck variable

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so why do you expect that the testVic variable has magically changed?

astral tendon
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testVic = cursorObject

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I did before

still forum
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๐Ÿคฆ

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ยฏ_(ใƒ„)_/ยฏ

astral tendon
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Or, there is diference with the "=" and the code above?

still forum
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I don't even know anything anymore

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I gave you what you needed... I don't understand the rest

astral tendon
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testing again and all though it set the tesVic alive returns true but cursorObject returns the model name of the vehicle, maybe needs another steep?

unborn ether
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Can anyone tell what's that exactly about:

20:55:19 Warning Message: Bad vehicle type 
20:55:23 Duplicate weapon Throw detected for C_man_1
20:55:23 Duplicate weapon Put detected for C_man_1

When operating with player gear.

still forum
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but cursorObject returns the model name of the vehicle setVehicleVarName missing

astral tendon
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missionNamespace setVariable [_newVehicleString, _newVehicle];
_newVehicle setVehicleVarName _newVehicleString;
tough abyss
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SetVehicleVarName? Wow, we are talking some advanced shit here!

astral tendon
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Now it worked

still forum
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(โˆฉ๏ฝ€-ยด)โŠƒโ”โ˜†๏พŸ.*๏ฝฅ๏ฝก๏พŸ

astral tendon
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though, for multiplayer scenario, do i need o remotexecc that missionNamespace?

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oh nevermind, i see

still forum
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you can add a , true at the end to make it global

astral tendon
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it was the Alternative Syntax of setVariable

still forum
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actually it's not a alternative syntax and the wiki is wrong but... whooo cares

astral tendon
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missionNamespace setVariable [_newVehicleString, _newVehicle, true];
 [_newVehicle, _newVehicleString] remoteExec ["setVehicleVarName",0];
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Looks good?

still forum
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๐Ÿ˜ฎ didn't know setVecVarName is local effect...

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yeah

astral tendon
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https://community.bistudio.com/wiki/setVehicleVarName
Can you add a coment on this page that if some one wants to replicate the editor variable or pass the variable to another object it shoud use this:

_newVehicleString = (str _oldvehicle); 
missionNamespace setVariable [_newVehicleString, _newVehicle, true]; //the old vehicle needs to still exist before it be deletd
 [_newVehicle, _newVehicleString] remoteExec ["setVehicleVarName",0];
still forum
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No..

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Because that would be a lie

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_newVehicleString = _oldvehicle; and that's also wrong

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you don't have to delete something to be able to set a variable

tough abyss
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Not everything on wiki follows the engine stuff exactly but sometimes it is better when command has alternative syntax instead of millions confusing conditions trying to squeeze into one, like ropeCreate, it would have been a disaster to write as one. @still forum

astral tendon
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I was wrong, It means that the vehicle still need to exist, aka not be delted from the game

still forum
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Still wrong

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setVariable doesn't care.

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And for setVehicleVarName it's obvious that null objects don't work

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and it has nothing to do with either remoteExec or str

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so.. no. I won't put that onto wiki

astral tendon
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well nevermind, if some one can document about that issue for people that need to pass editor like variables around to other objects that would be good.

still forum
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As long as you know what that code does. You already know that....

astral tendon
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Sort of.

rocky mortar
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@still forum thank you

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i m going to look for that

frigid raven
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Did anybody of you kinda tried to manipulate ACE3 advanced fatique? I want to implement some roleplay features like have a better constitution and therefore have an overall better fatique rate

fossil yew
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Why does this work (soldier animation)

this spawn {
  _this disableAI "ANIM";
  _this switchMove selectRandom ["Acts_CivilListening_1","Acts_CivilListening_2"];
}

while this doesn't

this disableAI "ANIM";
this switchMove selectRandom ["Acts_CivilListening_1","Acts_CivilListening_2"];

Both pieces are placed in init of the unit. Is it 'cos of timing of the init and unscheduled call?

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2nd thing works if I call it from debug window later.

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I guess it is timing?

meager heart
still forum
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@frigid raven you can just do that by setting a few variables

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you don't have to manipulate advanced fatigue itself. You just set a variable onto a unit to tell it to have more power reserves

frigid raven
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I am looking for exactly those variables then

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But I am not able to locate them

still forum
frigid raven
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Ah thank you bud!

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btw. is there a global variable to check if ACE3 is enabled? I'd like to have some polyfill if ACE3 is not available or something

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Or is this possible with installed Addons by vanilla funcs?

still forum
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ACE_Common

frigid raven
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this is the bool var then? k gonna try it!

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thanks a heap again

still forum
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Same should work for every other ace module

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ACE_advanced_fatigue for example

frigid raven
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nice

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I fucking love this

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gonna make the best RPG mod ever - be prepared !!!!!!!!!!!!

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kjeagnjksdgs

meager heart
#

RPG - role playing game or rocket propelled grenade launcher ๐Ÿค”

frigid raven
#

wtf Rocket propelled grenade for sure!

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You play the life of a RPG

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from manufacturing until launch

meager heart
#

k

regal kraken
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I always wondered why RPG is so popular to merit tons of dedicated servers but you see people use them in KotH as well time to time

rocky mortar
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@still forum it seems it s not in this pbo, the gear interface is not the same

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is it possible that standard ui inventory is in addon pbo or ebo ?

still forum
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What kinda question is that?

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That would be the third option?

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Only the latest DLC's are ebo

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did the inventory get added in a recent DLC?

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I think you can answer that by yourself

tough abyss
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Yes, standard UI inventory is definitely in an addon

still forum
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Well I found the gear display

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I don't know if RscDisplayGear or RscDisplayInventory? Or maybe FuturaGear? But it should definetely be in ui_f.pbo because.. like.. That's where UI stuff is..

meager heart
#

idd 602

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RscDisplayInventory iirc

meager heart
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njet

still forum
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yes.. aliens

meager heart
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njet!

regal kraken
#

Team Green, secure the atmospheric reprocessor!

tough abyss
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Preprocessor

frigid raven
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posalujsta

rocky mortar
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@still forum thanks you i just found declaration in config.bin, i have to find script associated now

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RscDisplayInventory was the right name

still forum
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"script associated" what do you mean? what script?

rocky mortar
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all script that manage interface, reload of items etc

still forum
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reload of items?

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The inventory is in engine if you mean that

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there is no script

frigid raven
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Just found this: http://www.armaholic.com/page.php?id=11655

Can I create a deticated server with it on my machine for testing purpose? Because I am tired to deploy the missions to my real host with WinSCP all the time etc. etc.

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Just wanted to know really quickly if this tool will do what I wish for

still forum
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yes you can. many people use TADST

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but you can also host locally without it

frigid raven
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alright got it

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but hosting from inside Arma ... wont it make my player == server ?

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like in preview?

still forum
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yes

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local hosted means player==server

frigid raven
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so its better to use TADST eh ?

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because I want to have the "real feel"

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hope u get my point

still forum
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you can certainly use it if you want yeah

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My personal "real feel" is to start the server via command line without any additional tooling that I didn't make myself

tough abyss
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You can run local dedicated server

frigid raven
#

oh - tell me more

tough abyss
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On 127.0.0.1

frigid raven
#

or give me a guide to that pls - I want to make it the cool way like you guys do

tough abyss
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There is server exe in the arma distribution, the rest is rudimentary

frigid raven
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๐Ÿค”

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I hate asking trivial bullshit

tough abyss
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Maybe you can configure it with TADST too, never used it so no idea

still forum
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That's what TADST does yeah

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just a nice UI that will assemble the start parameters and write the config files for you

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clicky-pointy

calm bloom
#

Hello. Do you know if there is a way to block user input inside the vehicle but let him to dismount or change vehicle position?

tough abyss
#

enableSimulation false?

rocky mortar
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@still forum yes i talked about how the item are reload, i dont understand why it s in engine

calm bloom
#

it is working only for whole vehicle for me

tough abyss
#

What is working for whole vehicle?

calm bloom
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stopping other player from using it

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but i am checking it again on dedicated

tough abyss
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Are you applying it to the vehicle or player?

calm bloom
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for vehicle because it does nothing for player

tough abyss
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It will disable the whole vehicle obviously

calm bloom
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actually not, it is working rather interesting

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vehicle doesent update its position

slim cypress
#

Hi. What would be the best approach to script: If someone has been killed during a pvp mission, its slot disappear instantly in the lobby and he will be unable to connect. thank you

fossil yew
#

@slim cypress why not use one life mission?

#

No respawn

calm bloom
#

seagull template

#

or respawn = 1;

#

in the description

tough abyss
#

@calm bloom this is what you can do. Create dummy agent and player remoteControl dummy; this will disable controls but not action menu

calm bloom
#

interesting approach thanks

#

not sure it is fine for 200 player environment though

#

backup plan is to simply make screen black

tough abyss
#

That will work too or just eject the driver

calm bloom
#

yes we do that atm

young current
#

play some animation on them that disables input

calm bloom
#

ive tried that

#

i am not familliar with animations, the one i copied from the endgame
player switchMove format ["Acts_AidlPercMstpSlowWrflDnon_warmup_%1", 1]

didint block the turret

#

And player changed its crew animation and appeared above the vehicle

young current
#

what is the purpose of this anyway?

#

you would probably need to use a gesture if those work in vehicle

#

as switchMove and the like that play animatios do replace the current animation (sitting in a vehicle)

calm bloom
#

regular soldiers cant fly the helicopter and all that stuff

young current
#

so what you are after is locking the pilot seat to specific people?

calm bloom
#

yep at the moment they simply cant get in specific position

young current
#

one hacky solution comes to mind is setting fuel to 0 if person entering pilot seat is not the pilot

calm bloom
#

yep but there are different vehicles

young current
#

something something he does know how to turn the fuel pump on or something

calm bloom
#

tanks, aircrafts with turrets and all that stuff

young current
#

is there any real benefit for them being able to enter it and do nothing?

calm bloom
#

not really. Im rewriting the code anyway so may be tanks can transport people in combat and no magic disembarks is a bonus too

young current
#

if a gesture can block input that might work

#

or the remote control was not a bad idea either imo

calm bloom
#

Yep i will check this for sure

#

thank you

young current
#

put in some chickens or something on the map that can are then randomly remotecontrolled ๐Ÿ˜„

frigid raven
#

Can anybody tell me how to copy the setup from the GUI Editor ๐Ÿ˜†

#

I pressed SHIFT-ALT-S but wasn copied to clipboard

tough abyss
#

Iโ€™ve never figured out how to work that thing

astral tendon
#
_newVehicle = cursorObject;
_magazines = getMagazineCargo cursorObject;
   if (count (_magazines select 0) > 0) then { 
    {_newVehicle addMagazineCargoGlobal [_magazines select 0 select _forEachIndex, _magazines select 1 select _forEachIndex];} forEach _magazines; 
   };

Im trying to duplicate all magazines inside of a vehicle, tough, I cant duplicate hand grenaddes.
grenade laucher magazines and weapons magazines do duplicate.
If i remove the weapons and grenade laucher magazines then it duplicates the hand grenades magazines.

ruby breach
#

General practice, don't use _arr select 0 select 0, use (_arr select 0) select 0

still forum
#

the select _forEachIndex shows me you are definitely doing something wrong

#

you are iterating through the array you get returned

#

which always only has 2 elements

#

you probably want to iterate through one of the sub arrays

astral tendon
#

That script was not made by me, i did not even know what _forEachIndex does really.

ruby breach
#

Before coming here to ask questions, it's generally a good idea to know what your code is trying to do (which includes knowing what the commands you're using do)

astral tendon
#

Though, All I need to to is copy one vehicle inventory to pass to another, is there other right way to do that?

ruby breach
#

Dedmen has already told you how to fix it

#

That said, you aren't moving the inventory from one vehicle to another in that code

astral tendon
#

I know, im just duplicating it.

worldly locust
#

I'm trying to determine whether an aircraft has bombs on board. As far as I can tell this for example on a Blufor aircraft would have a B_BOMB_PYLON hardpoint on one of its pylons and could then use a getpylonmagazines to get the class to know what type of bomb. Am I on the right path or missing something obvious?

frigid raven
#

Ah I just found ctrlEventHandlers

#

โญ

queen cargo
#

General practice, don't use _arr select 0 select 0, use (_arr select 0) select 0 @ruby breach that does not matters at all

still forum
#

All I need to to is copy one vehicle inventory to pass to another impossible to do completely.

#

does not matter*

ruby breach
#

Sometimes it does. Depends on what you're doing

still forum
#

As soon as you get to weapons with attachments you're goofed.

queen cargo
#
    BEXP4;12;72198322242649744;
        BEXP4;0;139922640589167;
            VARIABLE;0;4;_arr
            BINARYOP;5;6;select
            NUMBER;12;1;0
        BINARYOP;14;6;select
        NUMBER;21;1;0```
for that case, never
#

problem starts when using other binary ops

ruby breach
#

In general practice, it's a good habit to get into. Although I agree, in that case irrelevant

still forum
#

more parenthesis are usually better. More readable and they don't hurt anything besides filesize

queen cargo
#

๐Ÿคท thats true though

ruby breach
#

Before he tries doing something later like ```sqf
_arr = [["class1","class2"],[1,1]];
_num = 1 + _arr select 1 select 1;

queen cargo
#
_arr = [["class1","class2"],[1,1]];
_num = 1 + _arr # 1 # 1;
```would work fine though
ruby breach
#

It's just SQF holding true to its motto of being consistently inconsistent

queen cargo
#

not really

#

select is a normal binary command

#

precedence 4

#
  • is ranked higher
#

thus left 1 and right _arr are taken and passed to + which says "WTF?"

#

select on the other hand then gets the result of + because, regardless of what you do, it will always come after +

#

ohh extra: that thing would even evaluate to 1 + _arr getting solved first if select had the same precedence as +

#

the moment you understand all that is the moment when _arr select 0 select 1 - 1 select 15 / 3 - 5 select 0 select 10 * 10 + 4 * 0 - 100 would make sense to you

#

which btw. evaluates to ((((_arr select 0) select (1 - 1)) select ((15 / 3) - 5)) select 0) select (((10 * 10) + (4 * 0)) - 100)

#
    _arr select 0  select  1 - 1   select   15 /  3  - 5   select 0  select    10 * 10  +  4 * 0   - 100 
((((_arr select 0) select (1 - 1)) select ((15 /  3) - 5)) select 0) select (((10 * 10) + (4 * 0)) - 100)
tough abyss
#

You can safely chain select N command until you pop

#

No need for brackets

#

Operator precedence matters like in any other language, and it is not case of good practice or bad practice

queen cargo
tough abyss
#

Ah there is page on wiki too

frigid raven
#

Is there a way to disable the ESC key so it will not close the Dialog UI ?

#

Or do I have to overwrite it's handler somehow?

tough abyss
#

Yes

#

Keydown

#

Return true when esc is pressed

frigid raven
#

Ok check

#

next question for my beloved ones...

#
_loginButton ctrlAddEventHandler ["onMouseButtonDown", { [getPlayerUID player, clientOwner] remoteExec ["X11_fnc_playerLogin", SERVER];}]
#

The two parameters actually are not delivered

#

why is that? Any special situation for buttons?

tough abyss
#

Onxxxxxx events do not work in scripts

#

We have been through this just recently

high marsh
#

It's just MouseButtonDown

#

no need for the "on"

tough abyss
#

Orange box on EH page?

high marsh
#

Yes

frigid raven
#

checking...

#

ah ok was about the on

high marsh
#

Yes

frigid raven
#

So... not working in scripts...

#

Is there a way then to deliver the player instance to the handler function then?

#

I am kinda confused right now

tough abyss
#

Donโ€™t write on

still forum
#

use the MouseButtonDown eventhandler

tough abyss
#

If EH is added by script

#

I swear it says the same in the orange box

still forum
tough abyss
#

I think orange colour is appropriate, I mean red would probably be over the top for it as it is informational only

#

Still would probably be more memorable

high marsh
#

Obviously orange is too inviting.

frigid raven
#

AH lol

#

must be removed

#

I kinda overread it as is not necessary

#

what is the purpose of the on thingie then?

high marsh
#

Had too many Xetra? Sleep calling your name?

frigid raven
#

Wow rude

#

#votekick

still forum
#

on thingie is used in configs

meager heart
#

maybe change that warning/info box color to... red ? ๐Ÿค”

#

(would not help much for those who can't read anyway... but...)

high marsh
#

@meager heart That would throw off the sensitive people, claiming the wiki page attacked them mentally.

frigid raven
#

๐Ÿ‘ fun train arrived it seems

high marsh
#

fun train has no reigns.

frigid raven
#

Ok some question you brave people can make fun about incoming...

#
 Returns the control, the pressed button, the x and y coordinates and the state of Shift, Ctrl and Alt.

So...

_loginButton ctrlAddEventHandler ["MouseButtonDown", { [_this select 0, getPlayerUID player, clientOwner] remoteExec ["X11_fnc_playerLogin", SERVER];}]

yields No control for the first param

#

Curious who of you smarties can explain that pah!

still forum
#

you can't send controls via remoteExec

#

doesn't make sense

frigid raven
#

...

#

Now it is my fault?

still forum
#

maybe

#

Arma RPT should tell you that it can't serialize the control

frigid raven
#

ok...

meager heart
#

why you need that ? there is only one eh per button... aka can't be different controls when eh fires ๐Ÿค”

frigid raven
#

I want to close the friggin display when a button was pressed

#

my nooby way was to call the controlParent and displayClose in this face

meager heart
#
params ["_control"]; 
ctrlParent _control closeDisplay 0;
frigid raven
#

what

#

ah within the handler

#

not the remoteExec call

meager heart
#

yep

frigid raven
#

Ah meh I am mixing stuff up so often

still forum
#

closing your display. on someone elses machine doesn't make sense. as he doesn't know anything about your display

tough abyss
#

I guess remoteExec page need red box too

frigid raven
#

omg no it does not

high marsh
#

M242 handing out the red boxes today.

frigid raven
#

Jeez asking stupid questions here is like I drinking dirty water in the desert... I have to because I have no other source but it is disgusting!

high marsh
#

People need to stroke their egos Xetra. Nothing personal ;)

frigid raven
#

well if ppl have to stroke stuff...

#

should take a break then

proven crystal
#

Hello good sirs, I have a question!

frigid raven
#

denied

proven crystal
#

dammit :(

#

so rude too. it makes me sad

winter rose
#

I have an answer, let's trade

west grove
#

oi, any scripter around?

#

i'm trying to check if the player has a certain magazine in his inventory and then i want to know how many bullets it has

#

i can get a list of his crap via magazinesAmmoFull, but now i'm kinda stuck

rustic pendant
#

Another question here

proven crystal
#
    _object = _this select 0;
    _object addAction ["Open Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; 

    _object addaction ["bla", {}];
    _object addaction ["bla", {}];...

}] remoteExec ["bis_fnc_call", 0, _something];```
#

so i add actions to an object during runtie via script

#

i thought they needed to be added on the clients, but if i use -2 in the parameter (for all eycept server), nothing happens

rustic pendant
#

Is there a way to change the 3rd person view to be in front of the character ? I want to have a shot from the front of the cockpit but still be able fly the plane

proven crystal
#

and then if i put 0 in the parameter i think i would be getting the actions added multiple times, everytime someone connects?

ruby breach
#

@west grove No clue what exactly you're trying to do (because someone could have more than one of that magazine, etc, etc). findIf / select are likely your best bets

west grove
#

i just want to know the ammo count of the first magazin of a certain type in players inventory

#

i can check if the player has the magazine in his inventory via "... in magazines .." etc. but then i don't know the bullet count

ruby breach
#
(magazinesAmmoFull player) param [(magazinesAmmoFull player) findIf {_x select 0 isEqualTo "CLASSNAME"},["",-1]] select 1;
#

Returns -1 if nothing is found

west grove
#

nice. thanks.

west grove
#

ok, script works. time for sleep \o/

tough abyss
#

@proven crystal why do you think 0 will add actions multiple times?

#

This is not how it works

#

-2 will not add it on server, and on hosted server you are the server so it will not add it to you but to everyone else

#

0 will just add it to everyone including you

#

So the difference is whether you gonna have the action or not, the rest is the same

proven crystal
#

so with -2 it would work as it should if i host it on a server?

#

not from my computer i mean

#

i want to make sure that its also available for people who join late. last time i fumbled around with these functions i had the action popping up multiple times

#

might have messed it up somewhere elso though

#

so 0 would be my way to go i guess to have it show up for me and everyone else, wherever i host it?

tough abyss
#

You can use 0 and not worry about where you host it, as it will just be ignored on dedicated but added to all players

proven crystal
#

good good. and action will also show up for people joining late, because i have something in the jip part of things, right?

tough abyss
#

Yeah it will show for JIP as long as _something exists, if you delete _something it will remove it from JIP too

proven crystal
#

excellent. thanks

sturdy cape
#

hey there again.after getting my vehicle locking problem solved (thanks to @cold pebble for his kind help) i thought iยดd ask here for my next task.i am currently working on an anti-backpack-dupe solution and i cant figure how to achieve this other than trying some code that removes backpack _x if theres 2 times the same when taking it out of a container or putting it in.is there already someone who solved this without having infistar?thought on this?

#

the removebackpack doesnt work btw

#
if ((isPlayer _x && _x != player) && (alive _x)) then {
_backpack=backpackContainer player;
_backpack_x=backpackContainer _x;
if(_backpack==_backpack_x)then{
hint "No Duping!";
removeBackpack player;``` thats basically the code block which should ( in theory,arma has another opinion ๐Ÿ˜ƒ ) do the job
rose hatch
#

So I've made a script to fold the benches on the hummingbird. I know the animations are fine, but does anyone know if it would upset battleye or typical server anticheat setups if I add a function to lock the bench seats when they're folded up so players can't sit on a folded bench?

tough abyss
#

What is typical server anticheat setup?

#

@sturdy cape backpackContainer is not the command you are looking for

#

this is what you want

#

why are you trying to use _x when you're not telling your code what _x is?

meager heart
#

btw we have removeBackpackGlobal

tough abyss
#

_x Represents the current element during a loop with: apply, count, configClasses, configProperties, findIf, forEach, select.

#

you're not looping your code at all

#

you're just using if then statements

rose hatch
#

No idea what a typical anticheat setup would be. My main concern is if the lock command would be blocked

tough abyss
#

backpackContainer does what unitBackpack does, there is no difference @tough abyss

#

oh

#

huh, how about that

#

either way

#

that code is some serious spaghetticode

#

if you replace all instances of _x with player it might work

#

but as it stands arma has no idea what _x is supposed to be since you're using it incorrectly

#

or replace _x with whatever you're trying to run the code on

#

i'm not sure if _x works like that in condition statement

#

@rose hatch who knows, it is entirely up to the server owner/ mission maker

#

i don't believe missionmakers can change server's locked / unlocked setting, i think that's something only #loggedAdmin can do

#

or is it adminLogged

#

Not server settings

rose hatch
#

vehicle lock

meager heart
#

๐Ÿค”

#

you mean it will be blocked with CfgDisabledCommands ?

rose hatch
#

No idea, that was the question

#

I don't have a frame of reference for what commands server owners typically block

meager heart
#

imo blocking "vehicles locks" commands will just break 90% of missions with the vehicles lol

#

not sure about lifers

rose hatch
#

Good point

high marsh
#

@tough abyss if you have serverCommand password or display is local to an admin then it can execute server commands like lock

frigid raven
#

good morning persons

sturdy cape
#

@tough abyss

Its _x because theres an eventhandler "take" that fires the file and it should in theory pass object?

#

Also it wasnt the whole file.just the part in question sorry

#

Obviously it has a waituntil in front of this

#

Call is player eventhandler "take" Call (function Name of the stuff here)

#
[] spawn
{
while {1 == 1} do
{
waitUntil {!isnull (findDisplay 46)};
{
if ((isPlayer _x && _x != player) && (alive _x)) then {
_backpack=backpackContainer player;
_backpack_x=backpackContainer _x;
if(_backpack==_backpack_x)then{
hint "No Duping!";
removeBackpack player;
};
};
} forEach nearestObjects [player, ["IG_Survivor_F","DSR_Object_Storage_Small","DSR_Object_Storage_Large"], 10];
sleep 1;
};
};```
#

Will try the unitbackpack command

meager heart
#

๐Ÿ™ˆ

cedar kindle
#

what are you trying to do even

sturdy cape
#

Well in result prevent players to use an inventory bug to dupe backpacks

meager heart
#

dude, if you copy pasted that code from somewhere, better just forget about that place...

sturdy cape
#

Its an idea ive got from a friend who normally is pretty skilled.i just turned it into a File.well how can i approach this?

tough abyss
#

while {1==1} has really bad smell to it

#

If I see this in script Iโ€™m usually not interested in the rest

hollow thistle
#

B.A.D. code ๐Ÿ˜„

tough abyss
#

I mean why limit yourself? You could go 123==123 or 1337==1337 for extra credit, right?

sturdy cape
#

Lol hey.pROFLessionality right there @hollow thistle

hollow thistle
#

๐Ÿ™ƒ

sturdy cape
#

Well like i said its an idea.i am open for suggestions .thats why i am here right now

tough abyss
#

Do you have any proof that the duped backpack is the same object? I doubt this is the case but with numerous Arma ๐Ÿ› ๐Ÿœ ๐Ÿž it is not that impossible of a notion

compact maple
#
if ((isPlayer _x && _x != player)

wut

tough abyss
#

@compact maple it just skips player so it can compare everyone else to player

compact maple
#

you cant be a player, and not a player at the same time ?

#

oh wait

#

got it

meager heart
#

it's only when 1==1

compact maple
#

1 always match 1

meager heart
#

ok... but what about 3==3 ? /s

#

๐Ÿ˜„

compact maple
#

what about true

tough abyss
#

What about 1 != 2

fossil yew
#

is there a command to force player respawn without killing him?

#

for round based game type idea

tough abyss
#

Like forceRespawn?

fossil yew
#

lol, sometimes i need to use wiki

#

thanks

tough abyss
#

It still kills old init just no message

fossil yew
#

ok. How do you force someone to go spectator?

#

BIS_fnc_EGSpectator?

tough abyss
#

selectPlayer into some seagull or switchCamera to some object

#

Dunno about BIS fnc never used it

#

Iโ€™d use switchCamera back and forth no need to kill player but you can make him an observer until his turn

meager heart
#

How do you force someone to go spectator?
BIS_fnc_EGSpectator < with this yes, also check function file, there are no wiki page for it

#

iirc 8-10 params there + mode

#

is there a command to force player respawn without killing him?
you can create new unit (the same type) and use selectPlayer maybe

#

lol

fossil knot
#

Sjrr

#

Just do this

#

<style> player spectator </style>

#

That's just bullshit don't try that

meager heart
#

@fossil knot before you will continue check this #rules

astral tendon
#

Is there a command that i can make a windon apears in the player screen and he can copy the text on it?

frigid raven
#

@astral tendon You are talking about UI stuff. I started with that through this tutorial vid: https://www.youtube.com/watch?v=oLQkMyr98b8

If you grasped that part (took me a whole day) you can surely find a way to make the copy-text stuff possible

still forum
#

@sturdy cape Its _x because theres an eventhandler "take" that fires the file and it should in theory pass object? eventhandlers don't pass _x... so no?
while {1 == 1} wtf is that?
And the code you posted doesn't really have anything to do with a eventhandler...
Did you try that, that is actually what is happening? That both objects are the same? Because that shouldn't be possible.

tough abyss
#
{
if (_x == "Placeholder_Magazine_Type") then {
        jet setPylonLoadOut [_forEachIndex, "SEAD_Missile_Magazine_Class", true]; 
    };
} forEach getPylonMagazines jet;

Someone audit this for me please, I'm not at my computer and I just wrote this offhandedly and before I send it I want to make sure it works

#

actually i don't think i am selecting a pylon

still forum
#

Doesn't work yeah

tough abyss
#

so that wouldn't work

#

yeash

still forum
#

first argument in array is the index of the pylon

tough abyss
#

yeah

still forum
#

so _forEachIndex

tough abyss
#

instead of _x yeah?

still forum
#

ye

tough abyss
#
{
if (_x == "Placeholder_Magazine_Type") then {
        jet setPylonLoadOut [_forEachIndex, "SEAD_Missile_Magazine_Class", true]; 
    };
} forEach getPylonMagazines jet;
#

thank

#

@still forum could you explain forEachIndex a bit? i don't really understand the magic variable documentation on it

still forum
#

well.. it's the index... that the forEach is at.

#

forEach's index.. forEachIndex

#
{
_x == _array select _forEachIndex
} forEach _array

almost-always-mostly-generally true

tough abyss
#

yo dawg
i heard you like indexes

#

i understand now, i believe

#

ah

#

actually yeah i get it

still forum
#

indices*

#

:d

compact maple
#

lol i get it too, never used _forEachIndex but thats pretty simple

tough abyss
#

can't believe i got nae nae'd with indices

#

i always correct people on that

#

but alas, it was i

frigid raven
#

just be glad you don't get trolled like me the whole time

#

I don't dare to ask any more questions tbh

tough abyss
#

why not?

#

if i stopped asking questions after i got trolled a couple times i wouldn't even know what SQF stands for

frigid raven
#

I... they hit me... ๐Ÿ˜ฆ

tough abyss
#

show me on the FSM where they touched you.

compact maple
#

lmao

frigid raven
#

@high marsh is the worst

tough abyss
#

oof

compact maple
#

dedmen is not bad too

tough abyss
#

getting called out

still forum
#

SQF stands for something?

#

I thought it's just SQF.. And you pronounce it like "squiff"

tough abyss
#

status quo function

#

compared to SQS

#

status quo script

still forum
#

Just trolling you m8 ๐Ÿ˜„

tough abyss
#

o-oh

#

i was like

compact maple
#

FSM is the most wtf thing i've seen on arma

still forum
#

but I like my "squiff" idea

tough abyss
#

FSMs are so fucking great

#

god

#

they make my dick the big dick

#

once i learned how to use them

compact maple
#

what it can be used for ?

tough abyss
#

everything

#

literally everything

compact maple
#

but we already have sqf ?

#

whats the point

tough abyss
#

they are a visual representation of conditions and states

#

they can handle all mission logic

#

FSM stands for finite state machine

compact maple
#

could you give me a proper exemple when I need to use FSM in my whole coded sqf mission

tough abyss
#

let me try to find one of mine that you can see more clearly

compact maple
#

cant read this xD

tough abyss
#

basically

#

FSM can handle everything

#

you write SQF into it

#

it's just a flowchart for the mission's logic

compact maple
#

mh

tough abyss
#

you can have multiple FSMs in a mission but it's best practice to only have one, which is missionFlow.fsm

compact maple
#

what type of action there is in it ?

tough abyss
#

missionFlow.fsm runs on mission init and runs globally unless you tell it to not run on clients which is easily done and is what i do

#

anything

#

anything you want to do can be done with FSM

compact maple
#

like what, hint something, functions ?

tough abyss
#

yep

compact maple
#

I dont get the utility, you can do this in SQF too

still forum
#

It's just used for flow.. Like.. you know a flow chart

#

yeah you can do everything a FSM can with just SQF too

tough abyss
#

but it's probably not as efficient and much less organized

#

for instanec

#

i made a mission for my group where i had waves of attacking enemies on a FOB

#

all the while, friendly outposts were randomly mortared

#

and were destroyed if the enemy mortar wasn't killed in time

compact maple
#

is FSM procedural too ?

tough abyss
#

FSM is not a language

#

it's just a filetype

#

and during all this the friendlies had to leave the base, break through enemy attacks, and go capture objectives in adjacent towns and bring them back to base

#

i was able to cleanly do all of this with FSM

#

there's no limit to what you can do with an FSM

compact maple
#

what does it look like ?

#

im so confused lmao

tough abyss
#

what do you mean what does it look like

#

you mean what does it look like when you're working on an FSM?

compact maple
#

yes plus you said thats not a langage, so we write SQF in it

tough abyss
#

correct

tough abyss
#

yeah

#

that's a good example

compact maple
#

its like an actions vizualizer, with the order you want

tough abyss
#

yes it's a flowchart

compact maple
#

well

#

ty, thats good to know

tough abyss
#

๐Ÿ‘Œ

#

FSMs aren't widely used from people that aren't really into missionmaking

#

they have a bit of a learning curve

#

but i'm pretty well-versed in them

#

so if you ever have a question about them, feel free to ask

compact maple
#

I've been working with sqf for years, never tried FSM, but assume I want to create a login procedure, like when the player connect, I'm running some query on DB, creating an account, etc, I could do this in FSM, better than sqf ?

#

or this is only and only for in game actions, like working with AI..

still forum
#

IMO FSM add's usually not-needed complication

#

I can see it for mission flow. Like walking between tasks. But besides that...

tough abyss
#

Just to point out you are all talking about scripted fsms

#

Because there are other kinds

still forum
#

what other kinds?

tough abyss
#

Some AI kind of kinds

compact maple
#

I really dont need more complication lmao

tough abyss
#

that's true

#

what M242 is saying

#

about other types of FSMs

#

predominant use for us is scripted FSM, though

cedar kindle
#

i think theyโ€™re not widely used because the editor is crap

tough abyss
#

editor is okay

#

it's sufficient for me to do what i want to do

#

for framework

#

I used to edit fsms by hand when didnโ€™t know there was an editor ๐Ÿ˜‰

cedar kindle
#

@compact maple if you donโ€™t know when to use it you shouldnโ€™t imo. if you have a flow that is hard to follow in code and should be visualized with potential forks from conditions based on priority, sure

#

i canโ€™t count the amount of times Iโ€™ve emptied a transition due to some odd bug and canโ€™t undo it

#

in the editor

tough abyss
#

You mean copy paste format bug? Still there

cedar kindle
#

yeah probably. i stay far away from fsm nowadays

tough abyss
#

Yeah a bit awkward if you donโ€™t know about it

compact maple
#

people are slowly quitting A3, hope A4 will come soon ๐Ÿฟ

tough abyss
#

Quitting? Why you say that?

cedar kindle
#

Iโ€™d probably use CBA state machine if I had the need

#

lifers hopefully @compact maple

compact maple
#

Bc I dont see populated server like I saw 1 or 2 years back

tough abyss
#

oh you're talking about FSMeditor @tough abyss

#

yeah it does suck

#

but i guess it KINDA works

compact maple
#

can it be worse than the BI ui editor ?

tough abyss
#

absolutely yes

compact maple
#

lmao

tough abyss
#

BI needs MANW2.0

#

To keep it going

still forum
#

None of the MANW 1 mods really brought any hype that brought in new players

#

They made life awesome for people who were already playing Arma.

#

But not really much that pulls new people in

tough abyss
#

Did PUBG win some?

still forum
#

win what?

tough abyss
#

Some prize

still forum
#

no

#

it didn't exist back then

#

And PUBG never brought anyone to arma. It probably even pulled some players away

frigid raven
#

what is MANW

still forum
#

Make Arma not War Competition

compact maple
#

PUBG is a disgusting game

frigid raven
#

Acronym Definition
MANW Mediterranean Anti-Nuclear Watch (Greece)

#

oh ok

#

@compact maple wow isnt that a bit too harsh?

still forum
#

lul.. nice coincidence

frigid raven
#

never player PUBG but cannot imagine it is disguting

compact maple
#

well, I could advise you to try it so you can see from your own eyes, but dont

tough abyss
#

It won 2nd place @still forum

still forum
#

no it didn't

tough abyss
#

Yes it did

still forum
#

Atleast PUBG didn't

#

that didn't exist back then.. like.. Not even the idea of making it probably

tough abyss
#

It wasnโ€™t called PUBG was called Battle Royale

still forum
#

Battle Royale ghost hotel won second

#

Battle Royale might've brought some people to the game.. But their servers were blown empty by PUBG/Fortnite releases

compact maple
#

im wondering what PLAYERUNKNOWN became

tough abyss
#

Rich

compact maple
#

I dont doubt that

tough abyss
#

So is Rocket

#

i should make a fortnite arma 3 ripoff :^)

#

i'll make millions

still forum
#

How will you make any money from a Arma mod?

#

you cannot monetize mods :d

#

Yeah same. Rocket sure didn't make that much

tough abyss
#

i'll hold everyone who downloads it at gunpoint until they give me $5

#

Made enough to start own company

compact maple
#

lmao

young current
#

๐Ÿ˜›

tough abyss
#

Partypooper

compact maple
#

@young current lmao you just made everyone stop talking

young current
#

๐Ÿ‘น

errant jasper
#

You guys just have disguise your chat, like this:

private _canMakeMoneyFromArmaMods = false;
private _rocketNotRich = true;

PUBG addEventHandler ["Purchase", {
    params ["_buyer"];
    _buyer setCaptive true;
    Vauun doWatch _buyer; 
}];

PU_canStartCompany = true;
tough abyss
#

it's genius

compact maple
#

lmao

frigid raven
#

I just love those virgi... errr I mean developer jokes !

wet cobalt
#

U aint codin u aint nuttin'

frigid raven
#

Can anybody tell me the event type when a player joins the server, presses continue on the map and then spawns in the game?

#

I tried PlayerConnected and Respawn

still forum
#

PlayerConnected fires while he is on map screen I think

#

Respawn should do it

tough abyss
#

Respawn fires for respawn not spawn

#

Needs forceRespawn to kinda force 1st firing

#

Maybe PlayerViewChanged

frigid raven
#

So the event I described has no event type?

#

no specific one

tough abyss
#

You mean the button press moment?

frigid raven
#

Yea actually between button and spawn

#

well what about init

#

gonna test init... sec

#

Ok forget it PlayerConnected did worked, too

#

I just used the wrong function

#

had to use addMISSIONEventHandler

#

I used the plain addEventHandler func

still forum
#

init could work. if you mean CBA XEH.
Also with a config mod you can add a EH to the Continue button.
or with CBA XEH you could add a EH to when the briefing display closes

tough abyss
#

You said press continue on map, right? That is after briefing screen

#

Or did you mean continue on role selection?

frigid raven
#

no map sry

#

After that u spawn immediatly

west grove
#

oi people. got a question again. can anyone tell me if it's possible to spawn magazines with different ammo count in a weapon ground holder?

#

i mean without some huge ass workaround like spawning some npc, adding the magazine to it and then dropping it, etc

still forum
#

I think there is a addMagazine syntax with a count argument

west grove
#

yeah, but i cant seem to get it to work with the weapon groundholder

#

huh, let me try. i think i did already, but maybe i missed something

still forum
#

Just searched for "magazine" on the command list on wiki. Completely forgot about that command ๐Ÿ˜„

west grove
#

welp, now i feel retarded. works perfect. maybe i did something wrong before.

#

thanks, now i can finish my stuff

#

\ o /

frigid raven
#

@west grove feeling retarded? welcome to my world

#

Does the Arma 3 Ingame GUI Editor actually show new set colors? I'm setting the Background color for a Button but it is still grey as f***

austere granite
#

gui editor sux

high marsh
#

@frigid raven No, you should be able to edit in config manually.

frigid raven
#

yea gonna do so

#
    class X11_rscPicture: RscPicture
    {
        idc = 1200;
        text = "#(argb,8,8,3)color(1,1,1,1)";
        x = 0.448438 * safezoneW + safezoneX;
        y = 0.312916 * safezoneH + safezoneY;
        w = 0.113437 * safezoneW;
        h = 0.330147 * safezoneH;
        colorBackground[] =
        {
            153,
            153,
            102,
            1
        };
    };
#

colorBackground does not change shit

#

I dont get what to do here

austere granite
#

colors are 0 to 1 @frigid raven

#

not 0 to 255

#

Red is {1, 0, 0, 1}, so your putting a color down that's whiter than the average skin tone in my future ethnostate

#

hey you better be nice, or I'll uninvite furries too dedmen

frigid raven
#

what??

austere granite
#

colorBackground[] =
{
153/255,
153/255,
102/255,
1
};

frigid raven
#

wtf rly

#

who invented that bullshit

still forum
#

mathematicians probably

#

huehue

frigid raven
#

and Midnight is gonna tell me that it is perfectly and I am a douche

#

oh well @still forum was faster

austere granite
#

You are a douche

high marsh
#

No?

austere granite
#

There I did it

still forum
#

it is perfectly!

frigid raven
#

*fine

still forum
#

I'm quite sure float rgba is also a thing elsewhere

austere granite
#

vec color

still forum
#

After all.. 0-1 is the natural variant of how it should be.

austere granite
still forum
#

0-255 is just a kinda weird way to express 0-1

high marsh
#

Wouldn't it be more precise? Have more variants of colors in between?

frigid raven
#
        colorBackground[] =
        {
            153/255,
            153/255,
            102/255,
            1
        };

This makes it disappear somehow

#

I hate arma GUIs

still forum
#

config interprets that as string

#

it interprets everything that's not a number or array as a string.

hollow thistle
#

there is an infinte amount of numbers between 0 and 1 (depending on float precision ofc) so i think it is more precise than 255 integers.

high marsh
#

Macro then?

still forum
#

Because it can't make sense of it so it falls back so that it atleast doesn't fail completely

#

Calculate these values and write down the result

frigid raven
#

ok sry my bad then again

#

and again and again and again... !!!!

austere granite
#

gotta have that 64bit color arma tbh

still forum
#

128bit color :U

frigid raven
#

ok can anybody give me a working example of this friggin background color

#
        colorBackground[] =
        {
            0.6,
            0.6,
            0.4,
            0
        };

I just cant get it done ffs

still forum
#

you've set the opacity to 0

#

0 opacitiy is transparent. invisible.

frigid raven
#

no wait I had it to 1 honestly

#

that was just the last tryout

#

Is it mybe that RscPicture has no BG color?

#

or only white or invis

still forum
#

Good question actually. Not into UI stuff that much. That would be #arma3_config anyway ๐Ÿ˜„

austere granite
#

It does not have a background color

#

:3

#

also tbh, use the Eden base classes, much betterererererer

tough abyss
#

Lmao

frigid raven
#

hate u all

#

yummy thx

#

feeling better already

frigid raven
#

Can I only have one UI dialog per .hpp file?

#

Because I just made a second on the siblings layer and well it wont render... so just wondering

#

meh nvm

tough abyss
#

You can have millions

high marsh
#

Millions? Billions? Trillions?

meager heart
#

about "continue" button on the briefing screen ^, we have getClientState and getClientStateNumber "BRIEFING READ" state < that when player pressed it... ๐Ÿค“

frigid raven
#

๐Ÿ’ก learned

meager heart
#

Midnight likes it (edited*)

high marsh
#

@meager heart Wrong emote. (updated)

meager heart
#

fixed*

regal kraken
#

0 to 255 must be a throwback to ancient times when computers only had 8 bits colour. Gimp seems to use at least 0...100 and 0...255 (selectable) - there must still be many people with 8 bit brains

#

(and those ranges of course are float)

tame lion
#

i think i have a solution to the color issue, but im testing it before i post it here

astral tendon
#

Is there a other way to detect if a unit was created besides HandleIdentity that does works in MP?

tame lion
#

@frigid raven I found a way for you to do the color x/255 calculation via a macro:


#define color255(val) __EVAL(val/255)

//some code...

colorBackground[] =
{
color255(200), //replace 200 w/desired value
color255(200),
color255(200),
1
};```
tough abyss
#

HandleIdentity is EH added to the unit that has been created so in order to do that you need to have reference to the unit that has been created, so I donโ€™t really understand what are you asking @astral tendon

astral tendon
#

Something to detect that a unit was created. via script or editor.

tough abyss
#

And how HandleIdentity is connected to this?

#

Oh I see you just read description on wiki. No, it is triggered after unit is created

#

Someone should amend that

#

Though example there kinda speaks for itself

#

There is no vanilla event handler for that, maybe some mod EH

meager heart
#

cough CBA cough

tame lion
#

I'm having an issue with a string that is getting cut short at around 8192 characters, while the wiki here:
https://community.bistudio.com/wiki/String
states that a string can be up to 9,999,999 characters.
this is causing an issue for me as I'm using extDB3 to save character data, and this is preventing it from happening, as it isn't passing all data to the plugin due to this limitation.

#

does anyone know why im getting this behavior when i use format to create a string?

meager heart
tame lion
#

i see that now, and just found a solution

#

all be it a bad one probably, but it functions

#

instead of format, I'm just doing "data" + "data" + "Data"for the string

remote basin
#

Hey guys, I'm wondering if there is some way to track what the player is looking at, and trigger a script when an object is in their view. My idea is a horror scenario where as soon as an entity can be seen by the players it plays a scary sound, like a jump scare. I dont want to check for distance because I only want it to work from their cone of vision. Cheers!

tough abyss
#

check for when the object is under the cursor, then get s p o o k y

remote basin
#

Almost what I'm looking for, but I feel the cursor is too accurate and I want it to trigger even if the object is seen in the player's peripheral vision

tough abyss
#

this might be your ticket, then

#

_cansee = [objNull, "VIEW"] checkVisibility [eyePos player, eyePos unit1]; example seems to do exactly what you're looking for

remote basin
#

Yes! that is perfect, cheers!

tough abyss
#

glad i could help! you scratch my back, i'll scratch yours.

calm ravine
tough abyss
#

don't divide by 0

calm ravine
#

I'm having issues with getting this script to work, mainly that it's returning a divisor error

tough abyss
#

post script

calm ravine
#

yes, I'm not, nowhere in this script is there a divisor of 0

#
callfloor = 1;
endfloor = 50;

elevatordelta = (endfloor - callfloor);                                                    //find floor difference between start and end
// elevatordir = elevatordelta / abs(elevatordelta);                                        get direction by dividing delta by the absolute of itself, leaving 1,0,-1


elevatormovetime = 2*(ln(elevatordelta+1));                                                //calculate wait time in elevator
sleep elevatormovetime;                                                                //waiting time

elevatorunits = [player];                        //find all objects in elevator and return array
elevatorunitcount = count elevatorunits;                                                //count the size of the array
ind = 0;                                                                                //establish index start of for loop

for [{ind}, {ind < elevatorunitcount},{ind+1}] do {                                        //repeat loop as long as index is less than units in elevator, adding 1 to index per loop
    unitpositionelev = [getPos (elevatorunits select ind)];                                //store position of current unit in elevator, based on index of array
    hint format ["%1", unitpositionelev];                
    (elevatorunits select ind) setPos [(unitpositionelev select 0),(unitpositionelev select 1), ((unitpositionelev select 2)+(3*elevatordelta))];    
};    ```
meager heart
#
_array = [0,1,2];
_array select 5; //--- zero divisor

aka out of range

#

also checkVisibility not working how you think, @tough abyss

#

i think i had screenshot with that, lemme check...

#

so.. _cansee != looking at

#

Checks if one position is visible from another position and how much