#arma3_scripting

1 messages · Page 544 of 1

still forum
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there is the sqf blog thingy that I tried to start.. https://sqf.arma3.io it's OS on github and anyone can create posts, but noone cares ^^

calm bloom
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if only BIS add antialiasing in to the configurable state, just like every other setting

hearty plover
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I wish we had a podcast.

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I mean, even the MUD (Multi User Dungeon) dev community has a damn podcast / blogs.

tough abyss
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KK’s blog has tonnes of outdated information and there hasn’t been a new post in years

hearty plover
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Yeah, KK was around for a long time.

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I am for certain going to start one. I would like to challenge you all to doing similar community related activity's, maybe we can organize a podcast too. Breathe some more positive life into the Arma scripting / dev community and show the folks it's not all IP violations and life servers!

still forum
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and there hasn’t been a new post in years
wrong

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last post was a bit over 2 months ago

calm bloom
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like the outdated info is a big problem for arma 3

still forum
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yeah..

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It's terrible constantly having to explain the same stuff to people that they saw on some outdated blogpost

hearty plover
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Well, to be fair.

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I think people should be able to look at a script / mod / blog post date and ask.

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"This is from 2016... I wonder if I should really trust this is bullet proof information."

tough abyss
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That’s why you bookmark last changes page on wiki and keep track of new addition, wiki is updated regularly so it has all the juice

errant jasper
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How much is actually outdated in the sense that it causes problems rather than is simply not the most nice way to solve the same problem?

calm bloom
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How about just test

tough abyss
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Depends

still forum
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There just aren't that many SQF basics tutorials. Sure the wiki has all the info, but most people are simply not able to learn without getting everything served on a silver plate step by step

hearty plover
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^

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They don't want to learn the thought process.

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They want to learn just the line of text to do _x

tough abyss
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For example there is soon obsolete page about mission root on KK’s blog

hearty plover
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I ran into that just the other day.

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Trying to understand that mission root, starts at mpmissions

So if your folder is mpmissions/sub/mission.map

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your root path is mpmission/sub/mission.map

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Not starting at the mission folder itself.

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Unless however, you pack it.

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Then I belive it's root at the pbo level

tough abyss
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There is new command on dev you can play with it getMissionPath

hearty plover
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Nice.

tough abyss
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I think UI stuff there is still good but it also had a lot of nice commands added

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But probably good to start with

hearty plover
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UI stuff could ALWAYS use more tutorials I think.

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Really it can be pretty overwhelming.

errant jasper
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^^^sound like you got your first topics sorted out 😉

tough abyss
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True I didn’t know where to start when I wanted to make my first UI

hearty plover
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Haha, I think Im going to back pedal

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And focus on mission design, and balance, from a game design point of view.

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"How to make balanced, realistic, missions - A Guide to planning"

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Then once I touch on that, go through the step by steps of implementing that plan.

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Im pretty verbose, so it may not be everyones cup of tea, but 🤷

still forum
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Wanted to make a open source blog where anyone can always maintain old posts even if the author is gone or too busy (see KK's blog)

hearty plover
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HAHAHA! Now dedmen just needs to get some good writing skills.

still forum
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Oh yeah.. And help fix up the writing/layout of people how don't have the skillz for that

hearty plover
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Great id. Love that it uses MD too!

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PR dumps inbound!

still forum
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It uses same stuff as ACE wiki, but without the good design

hollow thistle
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Design looks ok to me, simple and clean xD

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If you have any particular changes in mind I might try to find time to do them.

still forum
hearty plover
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👀

hollow thistle
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looks good.

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clean and usable.

hearty plover
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I love how the server control is a wheel chair.

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That server is ADA ceritfied bois.

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Nice.

short vine
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Does anyone know of a command i can use to give random rotation to a object as it tumbles through the air?

young current
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physx object?

short vine
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Object has a geolod, i can give it a geophys lod if needed

young current
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this could be it

still forum
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addForce/addTorque/setVectorDirAndUp/random

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important part is it's simulation type, not what lods it has

short vine
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currently inheriting from Items_base_F

nocturne bluff
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h0t

still forum
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Items_base sounds like non physx to me

short vine
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Yeah same

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I can rewrite it to inherit from the worst car ever

still forum
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just change simulation to thingx ^^

short vine
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Simulation or inheritance?

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Cause i believe there is a class named thingx

still forum
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simulation

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inheritance just inherits config entries

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simulation entry controls the simulation type

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no matter if you inherit a class with a different type or just change the type manually

short vine
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Okay wasnt aware there was one for thingx, just entered the oen for helicopters to see what would happen >.>

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Will change to thingx once it packs

winter rose
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@still forum what about a wiki for your script library site?

still forum
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wiki? you mean wiki page?

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Is there a wiki page for KK's blog? ^^

winter rose
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no I mean for updating other's posts?

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using a wiki library where everyone can edit

still forum
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if you mean wiki as seperate wiki then prolly no.
If you mean wiki page for it then maybe once it's more useful and has some useful information.
If you mean copying articles to biki, then yes, someday I hope?

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Ah....

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Then I'd have to setup wiki software and stuff. This stuff is hosted directly on github.

winter rose
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maybe we could store it on the wiki, idk
with a template "this script/function was valid and last updated on arma 3 v1.60"

winter rose
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with the introduction of isGameFocused, maaaybe we could see remoteExec work properly for alt-tabbed peeps?

still forum
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why it no worky?

winter rose
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it seems that when a game is alt-tabbed, remoteExec sent to your game fall into the void

still forum
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interesting.... that sounds like a bug

winter rose
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I didn't experience/confirm it myself, but I got it from quite some peeps

hearty plover
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So your saying if my remoteExec calls fail, and things to work for people.

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Tell them to stop alt-tabbing!

winter rose
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I didn't get the first sentence, but sure will! 😄

vague harness
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@still forum Is it possible to make a condition (leader player == player) && "something that checks if there is at least more than 1 player in his group?"

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or 1 unit, dosent matter

winter rose
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@vague harness sqf leader player == player && count units group player > 1

vague harness
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@winter rose GREAT! thanks

tough abyss
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@winter rose need repro. AFAIK fps drops on alt tab but it should not affect remote exec

winter rose
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should not, yep

tough abyss
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why do you think it is

winter rose
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heard it from 3-4 different people

outer fjord
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Is there a way to print or see a output of a module when it fires off?

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Like so you can see a full function defined as they fire.

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Or maybe catch the code as it's being defined when you start the mission?

tough abyss
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Just tested and it executes fine. But as I said FPS is lowered so maybe if you are afk for long you get things accumulated

solar shore
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Does anyone know how to change the banners on the Tanoa blue Cornershop

winter rose
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@tough abyss oh, so no issue then. Thanks for testing, I was about to investigate to add it to the wiki

north tree
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Nvm i found a way to make it work even though my code just doubled in size.

bright stirrup
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is it possible to somehow selectively turn off spatial & env sounds ? I want to turn off , all spatial sounds and maybe leave only the winds when very high up (like on a mountain)? enableEnvironment [ambientLife, ambientSound] turns it ALL off

deft jackal
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Anyone have experience with ACRE2 mission setup scripts? Executes but the channels are not setting up, just reverts to a one channel setup with no other channels.

edgy dune
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is there away for a script to tell if its being ran in scheduled or unscheduled

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would canSuspend be a reliable way?

foggy charm
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@edgy dune I haven't personally used canSuspend but I would assume that is a fine way for the script to tell if it is scheduled or not

edgy dune
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okay, ill try it out, hopefully no issues

fossil yew
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Let's say you add a Killed event handler to a player. What happens to EH when the player respawns? I guess I'd need to attach it again since player "becomes" a new object.

tough abyss
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Respawn is weird, it keeps some stuff from old player so you better test it

still forum
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@edgy dune yes canSuspend is the way to check if scheduled. as you can only suspend in scheduled

high marsh
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iirc, all event handlers are carried over respawn.

ivory lake
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I noticed something I assume to be a bug, with the animation eventhandlers (AnimChanged, AnimDone, AnimStateChanged) they do not fire when switching weapons, despite animationState showing that the animation has changed. moving ofcourse has it fire

high marsh
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I noticed the same thing, must be a sepcifc anim set that operates like a state machine rather than a whole new anim.

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I guess thats what IK is for

ivory lake
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rather annoying as I'm trying to make a light(er) way to check what weapon the AI is using at any given time and don't want to rely on a loop/perframe on currentweapon which is both unreliable and unnecessary..

high marsh
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I am sure the anim ehs will soak up more

ivory lake
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really?

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I guess they'd fire a lot more often...

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potentially

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basically I want to run a script only when they are using the rifle animations

high marsh
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Unless the AI don't move for a long time. Guess it depends on how many AI and if you have an HC

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Either way, it doesn't fire.

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even for players.

ivory lake
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Yeah

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I do wonder though - in this case I want to monitor a couple things, this goes for players too: 1) they're using the primaryweapon, 2) they're not prone.
I thought AnimDone would be good for this instead of a perframe check which would get expensive for AI

high marsh
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perframe? No, just a waitUntil with some suspension on a loop.

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I only ever see use in using perframe for UI updates.

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Everything else is too expensivem

ivory lake
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mm I guess scheduled could work in this instance, I try to avoid it lately

high marsh
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Why not

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Your loops will only last (I think) 1,000 itterations unscheduled anyways

still forum
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if you have CBA, then you probably already have a perFrame currentWeapon check that you can just hook into (only for player tho)

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10k iterations

high marsh
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^

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What's different about CBA variant?

still forum
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nothing

high marsh
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Hmm, so it would act like something you can add to instead of creating new?

still forum
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with CBA you have the ability to hook into it's eventhandler. and just have one perFrame handler constantly checking. Instead of a dozen mods doing their own checking

ivory lake
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I dont use loops unscheduled if I need that sort of thing I use a perFrame handler, and delay it depending on how oftne its needed

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and yeah CBA

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well sorry thats a lie I do use loops but I dont mean like while (true) infinite ones

high marsh
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:O

ivory lake
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but yeah currentweapon for the player is a piece of cake, and yeah do have one available but want it for the AI too but too many AI and it's gonna be way too much script overhead so I'm trying to think of a very low intensity way of handling it

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I guess just using animDone and forget about the weapon switch as it's gonna change animation the moment they turn or do virtually anything

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and fire it

winter rose
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just for confirmation, but does the init field code get run again for a JIP player?

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like, for all entities?

still forum
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yes

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init field aka the text field in 3den

winter rose
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so if someone puts "this setDamage 0.5" to mimic unit's damage at the beginning of the mission, if someone disconnects and reconnects, everyone will get damaged again even if they healed in the meantime (aG, eG)

nimble hill
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Yes

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When the arsenal just came out, people would copy paste the arsenal export code into the initline, then wonder why their gear got refreshed every so often

silent latch
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do you need the defines.hpp file for dialogs?

winter rose
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@still forum @nimble hill thank you for confirming; I will add this to JIP information.

still forum
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@silent latch you don't need anything for dialogs. You can make everything from scratch. If you want to inherit/import something else, then you gotta do that ofc

silent latch
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so what is the defines.hpp for

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cus i see mission files with no defines.hpp

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and have like 10 dialogs

winter rose
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well it might be in mods, or other/folder/rabbit.hpp for example

silent latch
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like say i want to make 2 dialogs do i need the defines for both dialogs no defines at all or how does this whole thing work

still forum
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it's just a text file that get's copy pasted into the config ¯_(ツ)_/¯

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if you want to use the stuff in whatever defines.hpp contains, then you need it. otherwise you don't

silent latch
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i am very confused

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can i make a dialog with a listbox and buttons without it?

fickle quiver
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Hello, how could i disable the default display when pressing ESC, and set my own dialog?

tough abyss
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assign KeyDown EH to Esc key and override it by returning true while opening your dialog

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can i make a dialog with a listbox and buttons without it?
yes

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you just need to define all params in your dialog config

silent latch
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and how does one do that @tough abyss

tough abyss
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param = value

foggy charm
cosmic root
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Is there an easy way to get a position of a unit inside a vehicle. Like the actual world position or a position relative to the vehicle itself?

still forum
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getPos unit

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returns position of unit

still forum
queen cargo
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welll .. relative ...

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requires ajax.googleapis.com (JQuery) for stuff to load proper

dusk sage
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It requires ajax because it's hastebin

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The site is owned by @finite dirge

still forum
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TIL about wildcard dns records

hearty plover
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So, for markers you can look up a named editor placed marker, or any marker, if you know the string name of the marker.

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'mar_01'

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If I have unit's, editor placed, with var names.

man_01, man_02

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I would like to iterate over them.

for all units
    _prefix = [_x] parseVarName
    switch (_prefix)
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So in the editor I could name things.

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Such as EQUIP_01
HVT_01

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And the framework would handle named things how I want.

still forum
hearty plover
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vehicle, goodness.

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Idk why I always forget everything is a vehicle.

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Thanks ded.

winter rose
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don't forget to name your units

hearty plover
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In the name vield itself you mean?

winter rose
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yes, else you will end up with empty string

rough coyote
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anyone have a portfolio I can look at for inspiration?

winter rose
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a… portfolio? like a mission depot?

hearty plover
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vehicleVarName?

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I have something like that started.

winter rose
rough coyote
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thanks man 😃

hearty plover
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Hey, so I am looking into. profileNamespace.
My goal is to be able to setup some unit info for folks upon joining a mission, and save that info to the profile namespace so that come next mission they have it.
Things like, intel documents they have gathered, etc.
I don't expect the amount of info to be allot.
What I am wondering, is what variables exist already for me to use as well.
Such as idenity, face, name, etc.
Can I get to those settings for the profile as well?

finite dirge
hearty plover
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Oh, yeah

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I will have to test it.

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I don't think it's going to let me call that on a player on join tho.

finite dirge
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Not at all. I'm saying if you want info on what's in the namespace, that's how you can see.

hearty plover
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"The variables are loaded when the user profile is loaded or changed."

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Well poo. That kind of kills that idea.

finite dirge
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I guess I'm not quite understanding. You can still set and get variables from there.

hearty plover
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I don't think I can get and set them on a remote client during a mission however.

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I could do it for the userProfile for the server, but I don't see a way to get to a players user profile.

finite dirge
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remoteExec?

hearty plover
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I am gonna try it.

tough abyss
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Strongly recommend not to use setUnitLoadout in MP

hollow thistle
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Why not?

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It's used by ACE3 Arsenal all the time without any issues.

tough abyss
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because it has some bugs

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In fact it has a nasty backpack bug that makes dropped backpacks unusable. So I highly doubt that "ACE uses therefore there are no issues with that" is a good argument

hollow thistle
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Never seen said issue. 🤷

tough abyss
restive leaf
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Epoch mod has been using setUnitLoadout for quite a while in MP with no issues reported

tough abyss
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I personally reproed the bug in the video

restive leaf
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IIRC, Exile uses it too

tough abyss
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it is 100% reproduceable and if you think that having different content in different instances of backpack is a "no issue" then I'm afraid we have to agree to disagree

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whats more if you drop this backpack it remains desynced

restive leaf
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Never seen that issue personally. Assume you have reported to BI

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Note that, for example, Epoch is regularly running getUnitLoadOut in order to correctly save a player's inventory in order to reload the inventory via setUnitLoadOut when the player logs back in

errant jasper
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I remember the locality issues people had with misuse of the local inventory modification commands before we got the global ones (somepoint in A2 I believe)... Is this a new one??? So the server will prevent you from adding fully to the backpack at some point because it thinks it is already full ?

finite dirge
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I've only used get/set paired or a config with setUnitLoadout, but not noticed those issues (unless they were recently introduced). Is there an issue opened on the Feedback Tracker for this so we can follow?

stable badger
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_marker = "marker_test"
_color = markerColor _marker;

_newText = "";
_newColor = "";

switch (_color) do {
    case "ColorGreen": {
        _newText = "Fermé";
        _newColor = "ColorRed";
    };
    case "ColorRed": {
        _newText = "Ouvert";
        _newColor = "ColorGreen";
    };
    default {
        _newText = "Une erreur est survenue";
        _newColor = "ColorOrange";
    };
};

_marker setMarkerText _newText;
_marker setMarkerColor _newColor;

Why my marker change only one time :/

errant jasper
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just reproduced it.. same desync.. other players can pick the backpack up and see the "missing" magazines.

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@stable badger You are going to need to give some more context... If you only run the code once you of course only get one color change... If you run it multiple times it depends..... But say your initial color is neither green nor red... Then it will become Orange... Next time you run it, it is still not red or green, so it "becomes" orange again.

stable badger
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HUmmm, sorry, so I've a marker on my map in my SQM, and I wan when I do an action on my Addaction change my marker by a newText and a NewColor only if my marker has the text in Fermé the new will be Ouvert (Close and Open in english) and same

errant jasper
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It does not turn Red again the second time you run the action?

stable badger
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If my marker is red it do turn Green but it's do nothin

finite dirge
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But it would be closed when red.

errant jasper
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Just tested it here and seems to work fine.
Green -> Red -> Green -> Red
Red -> Green -> Red -> Green
Pink -> Orange -> Orange -> Orange

stable badger
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Okey now it's working just an error in my first line

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Now i want try to add a _state switch On :p

tulip kite
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I'm trying to set up a whitelist script for my server, but I'm having trouble with the server event handlers

In server.cfg I have
onUserConnected = "_this execVM '\Whitelist\whitelist.sqf';";
And the error I'm getting on the server is

  Error position: <execVM '\Whitelist\whitelist.sqf';>
  Error Missing ;
Error in expression <this execVM '\Whitelist\whitelist.sqf';>
  Error position: <execVM '\Whitelist\whitelist.sqf';>
  Error Missing ;
Unsupported language English in stringtable ```   
I tried without execVM and just putting the script straight into the line but I got the same error.
spice axle
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Try without the first backslash and stop using execVM learn to use the function library.

tulip kite
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Back slash isn't the problem and like I said I tried without execVM and I'm working in the server VM so I can't exactly easily add functions

spice axle
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You tried without backslash?
Sorry haven’t read server.cfg
Without execVM will result in a error. Because the file itself isn’t quoted sqf code.

tulip kite
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Yeah I tried without backslash, didn't fix it and also it's needed so the path directs to the game folder and not anywhere else, tried with forward slashes too

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I think the problem might be the ' but I don't know how to get around this

tough abyss
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Server EHs are as useful as a concrete parachute

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And no you can’t run any normal scripts in them, whoever told you that you could is a fool

cold pebble
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M242, have you created a ticket of FT regarding the setUnitLoadout issue?

hearty plover
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Why do you need a server event handler

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You can just fire that on the JIP script

tough abyss
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Maybe I did maybe I didn’t, an extra ticket won’t hurt anyone

tulip kite
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I need it to work on any mission on the server without having to manually go in and add scripts

hearty plover
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A server whitelist is diffrent.

tough abyss
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Then make server mod

cold pebble
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Well if you haven’t, surely it’d be better to submit one rather then just complain that it’s an issue 😃

white arch
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im trying to make an array for sqf if (1500 < _distance) then { [_source,15] call GiveXP; };

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idk how to explain what im trying to do

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its annoying

stable badger
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if _source if a player, try to remoteExec it's better i Think 😄

hearty plover
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yes

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Why is it so hard to find a whitelist server mod

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That's weird.

white arch
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nvm ill figure it out i cant english right now lmfao

stable badger
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I create one with a Txt File 😄

tough abyss
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@cold pebble who complains? I said I strongly recommend not to use it in MP, does this look like complain?

cold pebble
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Kind've actually

tough abyss
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¯_(ツ)_/¯

cold pebble
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Legit tho, if you find an issue, why wouldn't you report it?

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We can't expect things to get fixed, if it ain't reported?

tough abyss
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Can’t expect get things fixed now period

cold pebble
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Just trying to use some common sense here 😃

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Well you're not even giving it a chance?

tough abyss
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Would you give a chance to an empty chair to fix some bugs for you? Because this is what currently programming support for Arma3 looks like

cold pebble
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Well thats just silly, yes support has dropped, but stuff still gets fixed, albeit at a slower rate, and some provided by people like dedmen

tough abyss
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This is a serious issue, it needs a proper programmer spending hours trying to find the bug. Is it critical? No. Does it cause crash? No. Some didn’t event know the issue existed until I brought it up and were trying to convince me everything is fine. Now what are the chances this get any attention?

random crescent
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Hey M242, that's a pretty neat bug with setUnitLoadout. Thanks for sharing.

tough abyss
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You’re welcome

cold pebble
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Well 0 chance if you never report it?

tulip kite
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so is it actually possible to run scripts on the mission/slotting screen?

random crescent
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I tested a bit around and I think the server thinks you have different magazines. The magIDs from the uniform match, but not from the backpack.

still forum
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@finite dirge

You can use allVariables on that namespace to see what's there
You can't on profileNamespace in MP.
@tough abyss
because it has some bugs
Have been using it with ACE arsenal for half a year now, never noticed any problems (besides the backpack thing object not found server spam stuff, which BI said they fixed)

I guess that's a new bug then

@tulip kite

i switched to using {} as the scripting grammar page states is valid for strings but still
What? No that's not valid at all, where did it say that?

In server.cfg I have
you can't use execVM in server.cfg, server scripting only has a limited number of commands

tulip kite
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It was in the "Scripting Grammar" page on the wiki but it turns out that was actually for sqs

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I also stopped using execVM but what little i was using still didn't work

tough abyss
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New? Dunno, vid is from February but no one touched inventory for ages

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Well 0 chance if you never report it?
It is your chance to be a hero!

ionic anchor
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It is my understanding to change/customise armour values for clothing/vests you make a config file with your own classes (hence pbo > addon), someone has told me that 'other' servers have made the change without addons but has failed to elaborate on which servers and what method they have used, I am sceptical bit haven't touched scripting/configs in a while, if anyone could shed light on this please 😃

finite dirge
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Hey Dedmen, I thought he was asking what was there in general, as in what to expect to be there. MP wouldn't be needed for that I believe.

summer pelican
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How do you make an array, im really new to arma coding so please put it simply :P

ruby breach
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_arr = [];

still forum
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!issuewarning @summer pelican crossposting

lyric schoonerBOT
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Done.

summer pelican
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Sorry saw one channel before the other

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Im creating missions in Eden

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and having trouble scripting :/

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@still forum apologies

summer pelican
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private briefHangar = ["bh_0","bh_1","bh_2","bh_3","bh_4","bh_5"];
system sideChat "Test Array Loaded";

finite dirge
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You need a _ on the variable if you want to private it.

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You can't private a global variable.

summer pelican
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I dont know what that means :/

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Fairly new to scripting

tough abyss
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why do you use private if you dont know what it means?

summer pelican
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Because thats what the wiki page says to do

tough abyss
#

where?

finite dirge
#

The info on arrays.

#

The example has a private.

summer pelican
#

Yeah

tough abyss
#

private global?

summer pelican
#

_myArray set [1, "z"];

finite dirge
#

Once again, that's entirely his error.

summer pelican
#

So like that?

finite dirge
#
private _briefHangar = ["bh_0","bh_1","bh_2","bh_3","bh_4","bh_5"];
#

You need the _

summer pelican
#

ok

#

what does the "_" do?

still forum
#

_ says the variable is local (only visible in the current script) vs global (visible from all scripts on your computer)

summer pelican
#

Oh i see

#

Ok awesome thx

#

secondly, is there a way to return units to their previous postions before a trigger was activated

#

once said trigger is deactivated

#

Ex: you go through a sim room killing everyone and then when you leave the room resets

tough abyss
#

onDeactivated statement setPos units back

finite dirge
#

If you store the original position and setpos after as M242 says, sure!

summer pelican
#

"units" being the var names?

tough abyss
#

no being plural noun

summer pelican
#

ok

#

do I need the "onDeactivated" if its in the deactivation of the trigger?

summer pelican
#

private _simRoom1 = ["sim_0","sim_1","sim_2","sim_3","sim_4""sim_5","sim_6",""sim_7","sim_8","sim_9","sim_10","sim_11","sim_12","sim_13","sim_14","sim_15","sim_16","sim_17","sim_18","sim_19","sim_20","sim_21","sim_22","sim_23","sim_24","sim_25"];

#

I get an "On Activation:"

#

it doesnt actually say naything thou

finite dirge
#

That's just an array of strings. What are you trying to do?

summer pelican
#

create an array

#

When I press enter thou it gives me an error and wont let me save it

finite dirge
#

Take a screencap of the error and link it here.

ruby breach
#
private _simRoom1 = ["sim_0","sim_1","sim_2","sim_3","sim_4""sim_5","sim_6",""sim_7","sim_8","sim_9","sim_10","sim_11","sim_12","sim_13","sim_14","sim_15","sim_16","sim_17","sim_18","sim_19","sim_20","sim_21","sim_22","sim_23","sim_24","sim_25"];
summer pelican
#

yeah

ruby breach
#

^ That shows where the error is easily

summer pelican
#

I just saw that

#

using "CodeWriter"

#

went to paste it and was like "oops"

finite dirge
#

There are plenty of text editors with SQF support through addons/extensions.

summer pelican
#

hmm fancy

#

if I dont want it to be "private" do I just get rid of that

finite dirge
#

If you want to use a global variable, drop the private and the _.

summer pelican
#

kk

#

simRoom1 enableSimulation true;
simRoom1 hideObject false;

#

Thats for on activation

#

briefHangar = ["bh_0","bh_1","bh_2","bh_3","bh_4","bh_5"];
simRoom1 = ["sim_0","sim_1","sim_2","sim_3","sim_4""sim_5","sim_6","sim_7","sim_8","sim_9","sim_10","sim_11","sim_12","sim_13","sim_14","sim_15","sim_16","sim_17","sim_18","sim_19","sim_20","sim_21","sim_22","sim_23","sim_24","sim_25"];
system sideChat "Array(s) Loaded";
system sideChat "Load Completed";

#

thats creating the arrays

#

its not happy thou

finite dirge
#

"its not happy thou" ?

#

"sim_4""sim_5"

summer pelican
#

fuck

#

commas ftw

#

it still wont spawn the array

stable badger
#

STOP PRIVATE YOUR VARAIABLE

vague harness
#

@stable badger don't be that guy

finite dirge
#

What do you mean "it won't spawn the array"? How are you checking?

summer pelican
#

by walking into the trigger that is activated by a player

stable badger
#

That guy ? Just why make this in private ?

summer pelican
#

@stable badger what do you mean?

vague harness
#

@stable badger Panzer obviously does not know what a private variable is... neither do I so how about you give us a lesson?

finite dirge
#

Private variables are only visible in a specific script, or function, or Control Structures.

summer pelican
#

aare you talking about how the bariable are sim_0

#

so on so fourth

#

and the "_" is making them not work?

finite dirge
#

Creating an array doesn't output anything, it's just makes an array, so how are you checking to see if it made this array?

summer pelican
#

im not :(

#

I dont know how

finite dirge
#

What do you want it to output? Are you seeing the systemChat you put in?

summer pelican
#

i am

#

yes

finite dirge
#

Then it most likely made the arrays.

summer pelican
#

but why arent they working when I walk into the triggert that says...

finite dirge
#

What do you expect them to do? It just a list of words.

summer pelican
#

simRoom1 enableSimulation true;
simRoom1 hideObject false;

#

all of the sim_0 so on so fourth start with sim disbale and models hidden

finite dirge
#

That's not how that works.

summer pelican
#

o?

finite dirge
#

First off, you passed strings in the array, second off, passing an array doesn't make it run on everything in the array.

#

That's what loops are for.

summer pelican
#

do i need to do the forEach thing?

finite dirge
#

Yep, or count. And if those are all unit names (which are global variables), remove the ".

summer pelican
#

kk

stable badger
#

Just private a variable in a .sqf is obvious

finite dirge
#

Bastien, you aren't making any sense. I think the language barrier is hitting hard here.

summer pelican
#

simRoom1 = [sim0,sim1,sim2,sim3,sim4,sim5,sim6,sim7,sim8,sim9,sim10,sim11,sim12,sim13,sim14,sim15,sim16,sim17,sim18,sim19,sim20,sim21,sim22,sim23,sim24,sim25];
system sideChat "Array(s) Loaded";
system sideChat "Load Completed";

#

then ill add a forEach to the trigger

#

so how should the code on the trigger look on the activation if I want them to enable simulation and show models on every var in the array "simRoom1"

finite dirge
summer pelican
#

fair enough

finite dirge
#

Plenty of examples on that wiki page though.

vague harness
#

Hi, I have been searching for half an hour now... I am making a SC game mode and I need sectors to be capped one after the other, IE locked until the previous is captured. I also would like to have the capture location randomized (preset areas) around the original area of the sector . Can anyone tell me how this is accomplished?

runic quest
#

<div id="content">
<div class="search">
<form action="/usercode/file.php?page=2" method="post">
<input type="text" id="keyword" name="keyword" value=''>
<button type="submit">search</button>
</form>
</div>

PHP Notice: Undefined variable: conn in /usercode/file.php on line 32
PHP Fatal error: Call to a member function query() on a non-object in /usercode/file.php on line 32

#

Who can help me?

summer pelican
#

how do you create a trigger that randomly selects a variable whioch in turn spawns a group of units along with an objective (task)

#

better yet, how do you have a trigger affect only synced units

tough abyss
#

@runic quest try PHP forums

summer pelican
#

{_x enableSimulationGlobal true; _x hideObject false} foreach briefHangar;

#

What went wrong here?

#

nvm

#

figured it out im dunb

cosmic lichen
#
{
    params ["_killed", "_killer", "_instigator"];
    format ["Name: %1 Side: %2 Condition: %3",_killed,side _killed, (side _killed isEqualTo west)] remoteExec ["hint",-2]; .....
};``` I might be blind, but why does ```side _killed``` always returns civ?
#

Ah, I guess it's because the unit is already dead...

runic quest
#

How to import gamer logs into SQL database? Thank you very much.

restive leaf
#

Regarding the setUnitLoadOut discussion. Can confirm the duplication of the steps that @tough abyss performed with the same result. However testing Epoch Mod, where the setUnitLoadOut is done at player login, I was unable to duplicate the issue... just another data point

summer pelican
#

how do you have a trigger delete synced objects

cosmic lichen
#
  deleteVehicle _x
} forEach synchronizedObjects _yourTrigger;``` That could work.
summer pelican
#

thx

hearty plover
#

Guys

#

I can't find info on the default time speed in arma 3...

#

is it like 1 second is a minute or something?

restive leaf
#

Yes... seconds, metres, etc

cosmic lichen
#

Default time speed is 1 second = 1 second

restive leaf
#

Oh damn... yeah I misread that question 😉

hearty plover
#

Default time speed is real time?

#

@cosmic lichen

restive leaf
#

Yes

hearty plover
#

Oh okay

restive leaf
#

For day/night cycles you can set time acceleration if necessary on a server... But that just affects the time of day not anything else

hearty plover
#

No, I don't want to change it, just couldn't find any info on it.

exotic tinsel
#

I am trying to deal with this "error nounit" bug when players go back to lobby to switch roles. i know thats its a known bug but we dont use in game role/squad changing so using the lobby to switch roles is really important.. Can someone point me in the direction of the programmatic causes or some ways to prevent it from happening.

summer pelican
#

how do you target the synced objects

#

in a trigger

#

*trying to get a trigger that enables simulation for all synced objects when activated

#

or better yet only the objects in the trigger\

winter rose
#

Would have been strange to have "the game that has real star constellations, dynamic weather, advanced ballistics, real-life map, real-life weapons, real-life coordinates/tides/moon cycles" not to respect real-life time 😄 😉

chilly scarab
#

Hey, so basically I'm trying to play a sound from the mission in a Unit's Init, I've tried both:

this say "Sound";

this say3d "Sound";

but none of them worked, any idea on how you'd possibly make this work?

still forum
#

sound properly defined in description.ext?

tough abyss
#

Also a chance the game isn't in a position to play the sound that early in the games cycle as well, init starts happening before you see the world so might just silently fail as well.

chilly scarab
#

Yeah it all works now, figured it out. My sound was corrupt and didn't work, nothing wrong with the script :P Thanks anyways tho.

hearty plover
#

How does arma process gunshots?

still forum
#

explain?

#

what mean

#

they are simulated/teleported once per frame

hearty plover
#

so, 3/3 times I have gotten a 05 access error

still forum
#

but that's projectiles, not gunshots

hearty plover
#

which crashed my game.

#

And its always happened when engaging AI and clearing a building

#

It's happend on two maps.

still forum
#

so you have a random crash where you don't know what it might cause.
And that's why you ask about how arma processes gunshots?

hearty plover
#

Well, I am wondering if all the fire is crashing the game

#

due to memory issues

still forum
#

If you can reproduce with latest #perf_prof_branch
then make a crashreport (using arma launcher) and send it to dwarden to find and fix

hearty plover
#

It's slow to test

#

It's only happend in MP, when hosting.

still forum
#

If you can get it to crash with latst #perf_prof_branch. send report to dwarden. He'll take a look at the crash report.

hearty plover
#

thanks, how do I opt in, is it under betas?

still forum
#

I think it might be in steam

#

but you need a key

hearty plover
#

Ok

errant jasper
#

Jay, are you using any AI-related stuff? Mods, scripts?

frigid raven
#

How to simply put a camera in front of a soldier - similiar likes Arsenal does it?

fleet hazel
#

guys. how can I prevent players from using the program lag switch?

deft jackal
#

What would be the best way to script a bullet point style list with map markers? I’d like something that would just be there every time we start up a mission. Wouldn’t have to be many, maybe 5-10.

drowsy axle
#

@deft jackal Start with [0,0,0] then go up, [0,100,0] .. [0,200,0]

finite dirge
#

how can I prevent players from using the program lag switch?
Ban them. You can try to do a heartbeat system, but it will never catch them 100%.

fleet hazel
#

What command should I use? @finite dirge

finite dirge
#

What do you mean?

drowsy axle
#
markerArray = [
    [_markername,_markerPos,_markerType,_markerShape,_markerSize,_markerDir,_markerBrush,_markerColor,_markerAlpha,_markerText], // Change these vaules to what you want. Most of them are strings.
    [_markername,_markerPos,_markerType,_markerShape,_markerSize,_markerDir,_markerBrush,_markerColor,_markerAlpha,_markerText] // last array enrty has no ,
];



{
    _markername = markerArray select _x select 0;
    _markerPos = markerArray select _x select 1;
    _markerType = markerArray select _x select 2;
    _markerShape = markerArray select _x select 3;
    _markerSize = markerArray select _x select 4;
    _markerDir = markerArray select _x select 5;
    _markerBrush = markerArray select _x select 6;
    _markerColor = markerArray select _x select 7;
    _markerAlpha = markerArray select _x select 8;
    _markerText = markerArray select _x select 9;

    _stringToMarker = "|" + _markername + "|" + _markerPos + "|" + _markerType + "|" + _markerShape + "|" + _markerSize + "|" + _markerDir + "|" + _markerBrush + "|" + _markerColor + "|" + _markerAlpha + "|" + _markerText;
    _stringToMarker call BIS_fnc_stringToMarker;

} forEach markerArray;``` @deft jackal
still forum
#

all those selects could easily be replaced by params

#

also select _x won't work there

#
markerArray = [
    [_markername,_markerPos,_markerType,_markerShape,_markerSize,_markerDir,_markerBrush,_markerColor,_markerAlpha,_markerText], // Change these vaules to what you want. Most of them are strings.
    [_markername,_markerPos,_markerType,_markerShape,_markerSize,_markerDir,_markerBrush,_markerColor,_markerAlpha,_markerText] // last array enrty has no ,
];



{
    _x params ["_markername", "_markerPos", "_markerType", "_markerShape", "_markerSize", "_markerDir", "_markerBrush", "_markerColor", "_markerAlpha", "_markerText"];

    private _stringToMarker = "|" + _x joinString "|";
    _stringToMarker call BIS_fnc_stringToMarker;

} forEach markerArray;
drowsy axle
#

ah thanks

summer pelican
#

how do you whitelist a role

#

?

tough abyss
#

what does it even mean?

finite dirge
#

Disconnect the person I they arent in some array. Its entirely up to you.

solemn token
#

@tough abyss

M242letzten Donnerstag um 16:31 Uhr
because it has some bugs
In fact it has a nasty backpack bug that makes dropped backpacks unusable. So I highly doubt that "ACE uses therefore there are no issues with that" is a good argument

You are completely right. SetUnitLoadout is not correctly broadcasted.
Running it Client side -> Server do not recognize when you put something out of your Inventory.
Running it Server Side on a "New Unit" just before a player switch into this new Unit -> Magazines are not correct broadcasted.
We (EpochMod) have added some workarounds to prevent these issues. But a fix by BI would be much better, of course...

finite dirge
#

Can someone who's tested this open a Feedback Tracker for that? That sounds like something that should be about and I don't see it on there currently.

solemn token
#

@restive leaf has made a good video about that. Maybe he will do that?!

dark ocean
#

hi, I would like to change the color of the letters of the interaction of ace, someone would know the way

hearty plover
#

the last line of a function is returned.

#

params ["_unit"];

_unit;
#

Returns the unit passed to the function... correct?

#

when I call this with [UNIT] execVm "path/to/script

#

I am getting it returned as a script / path to script.

#

sorry

#

remoteExec

#

not execVm

summer pelican
#

@dark ocean its in addon settings

crude needle
#

@hearty plover What does your remoteExec code look like? Are you literally replacing execVM with remoteExec in that case?

hearty plover
#
params ["_unit"];

if !(isServer) exitWith {};
if (isNull _unit) exitWith {};
_retVal = false;
{
    if (isPlayer _x && alive _x) then {
        _dist =    _x distance _unit; 
        if (_dist < 15) then {
            if (DEBUG) then {
                ["Player:", name _x, "Within 15 Meters Of HVT!"] joinString  " " remoteExec ["systemChat"];
            };
            _retVal = true;
        };
    };
} forEach allPlayers;

if (DEBUG) then {
    ["No player Within 15 Meters Of HVT!"] remoteExec ["systemChat"];
}
hint str _retVal;
_retVal;

#

The above is fnc_isNearPlayer.sqf

#
        // if notNeatBlu
        _nearPlayer = [HVT] execVM "jayScript\fnc_isNearPlayer.sqf";
        if (DEBUG) then {
            ["Is near player", _nearPlayer] joinString  " " remoteExec ["systemChat"];
            sleep 5;
        };
        if (_nearPlayer) then {
            // surrender
#

That is the snip from the code that calls it.

#

I expected that to return to _nearPlayer the ret value.

crude needle
#

I recall execVM doesn't have return value other then the script I believe.

You can put it into a function and use spawn or
_myReturn = [] call compile preprocessFileLineNumbers "myScript";

hearty plover
#

Oh shit...

#

I should compile my functions huh...

tough abyss
#

hey probably is stupid question what does 'Null=' represent

crude needle
#

No return value.

#

Or rather, that you don't want one.

tough abyss
#

cool still a little new to coding

#

still i can throw together my self together a nice little mision for myself with a few lines of code and have tons of fun so im happy

dark ocean
#

@summer pelican i need in script

tough abyss
#

how do i disable the cinimatic border fnc

tough abyss
#

nvm i got it figured out

#

question would BIS_fnc_CinemaBorder need to be run client or serverside

winter rose
#

@tough abyss UI = local

waxen tendon
#
wp = ind1 addWaypoint [_enemy = findNearestEnemy ind1, 0, 1, wp1];
wp setWaypointType "DESTROY";
wp waypointAttachVehicle _enemy;

does this work?

tough abyss
#

I can see that it wouldn’t

waxen tendon
#

thanks

compact maple
#

Hey guys ! Is there a way to fade in text when they load in a dialog ?

tough abyss
#

@winter rose thanks srry for late reply was bussy

tough abyss
#

hey i have an object and id like for it to emit a lightsorce

#

how do i go about this

young current
#

You want the light be part of the model or you want it just have a light in a mission?

tough abyss
#

part of a model

#

i think i have it

#

have to make a #lightpoint right

young current
#

Mmm it's more a #arma3_config stuff I guess. But you need to add a reflector class into it. ARMA3 sample models on steam have a streetlamp example.

tough abyss
#

ehhh all i want to do is add an interior light to a chopper

#

was looking at this

#
//Then make a file called "lights.sqf" in your mission folder and paste this text.

_point = _this select 0;

_light1 = "#lightpoint" createVehicle position _point;
_light1 setLightBrightness 0.6;
_light1 setLightAmbient[0.99, 0.99, 0.74];
_light1 setLightColor[0.0, 0.0, 0.0];
_light1 lightAttachObject [_point, [0,0,0]]; ```
young current
#

So not part of a custom model but inserted live in a scenario?

tough abyss
#

yeah

young current
#

Pls say so then. XP

tough abyss
#

sorry

#

always bugged me that no vics have interior lights

young current
#

They don't work that well

#

Lights always have some issues in Arma.

tough abyss
#

i dont care if its as dim as fack just enough so that sitting in a chopper at night without nvgs isnt just a black screen

young current
#

But yeah that script creates a light object into a point ut you may need to also attach it to the vehicle.

tough abyss
#

yeah i have a blue pointer that is attached to the vic

#

but i think i can get this to stick to the vic without the pointer

#

all g

#

cool thanks for the help @young current

tough abyss
#

@young current yeah ok attaching a light didnt works turned it into epilepsy simulator so i just attached a chem light to the interior of the cabin

#

works like a charm

#

little help i know there is a command for making it so ai will wear NVG,s but not use them(ie have them flipped up) but i cant find it can anyone pop us a link

#

you mean linkItem "Nvgclassgoeshere"?

#

nah i got a squad off guys

#

What?

winter rose
#

@tough abyss not at night time, maybe a recent disableAI thing

tough abyss
#

sitting in lit chopper and i want them to have the goggles flipped up

#

disableAI

#

i just found the code to flipp them up

#

just yeah ai will overright it because night so il have to disable part of their ai

vale iron
#

Hi , its possibel set global BUILDING allowDamage false; on Livonia? Not nice for mission buildings its gone . Thanks for help

tough abyss
#

Is building a map building or placed building?

vale iron
#

From map

tough abyss
#

Just one?

vale iron
#

Placed i now how but global i dount

#

All buildings

tough abyss
#

I have no idea what you just said

vale iron
#

You can destroyed all buildings on Map. Exempel make mission on Industrie area and Player make mission half buildings its destroyed next time spawn mission its to easy half area its destroyed

tough abyss
#

When you restart mission all buildings are restored

vale iron
#

Its Exile mod 6h restart

tough abyss
#

Then Exile probably saves building state into database, make sure it doesn’t

#

Also Exile is a mod who knows what modifications they added to Arma, better ask on Exile forums

vale iron
#

No only After restart building restored

#

But 6 h server its running, Player make my big Mission 1h need time , then maybe respawn mission after1h on same place

tough abyss
#

In any case making all map building invulnerable is a huge task and most likely degrade your performance

vale iron
#

Ah ok , make Problem with Fps then not ok

#

I make on chernarus 2035 Remove all wrecks without any Problem, now i think its possibel make all map building indestructibel

tough abyss
#

It is but it will cost you performance and desync

#

Maybe not desync if you do it locally

#

Still you will have to find every building on the map and allowdamage false on it on every client and JIP

vale iron
#

Ok thanks

tough abyss
#

testing a mission via mp lan is different to testing on dedicated server right

waxen tendon
#

not really, only difference is server.cfg is also taken into account

#

difficulty settings etc.

#

also how the fuck do i get this to work?sqf _enemy = findNearestEnemy position ind1; wp = ind1 addWaypoint [position _enemy, 0, 1, wp1]; wp setWaypointType "DESTROY"; wp waypointAttachVehicle _enemy;
i am trying to get ind1 to engage the nearest enemy, cant ever get it to work

tough abyss
#

whats the problem

#

what error are you getting

cosmic lichen
#

What's wp1?

#

Should be "wp1"

tough abyss
#

also does the _enemy know about ind1

waxen tendon
#

it doesnt have to

#

i am just running this on a trigger

tough abyss
#

ind1 will not find nearest enemy less it knows about them

waxen tendon
#

ind1 knows about _enemy, _enemy does not know about ind1

tough abyss
#

also is wp1 ind1's first waypoint if so first wp should be 0

#

oh lol you cant use local variables in trigger

#

@waxen tendon ^^^

waxen tendon
#

yep

#
enemy = ind1 findNearestEnemy position ind1;
wp = groupind1 addWaypoint [position enemy, 0, 1, "wp1"];
wp setWaypointType "DESTROY";
wp waypointAttachVehicle enemy;```
#

this works

#

thanks guys! @tough abyss @cosmic lichen

tough abyss
#

yeah local only works via script

#

glad too help

cosmic lichen
#

😃

frozen fox
#

Does anyone know about any in-depth ASL tutorials going from the total beginning to expert stuff?

tough abyss
#

What’s ASL?

#

age sex location?

#

above sea level

cosmic lichen
#

Everything you need to know

tough abyss
#

thanks i gues wasnt me asking tho

cosmic lichen
#

Oh sorry

hearty plover
#

Hey folkks

#

Drawing a blank on how to properly structure CfgFunctions when using it only in a mission

#

I have a config.cpp inside is a CfgFunctions stuff.

#

do I #include in the description.ext

#

??

still forum
#

missions don't use config.cpp

#

mission config is description.ext

cosmic lichen
#

Just put CfgFunctions into description.ext

hearty plover
#

#include "MyHeader.hpp"

#

??

cosmic lichen
#

That's how it should look inside the descrption.ext

#

Using prepocessor commands such as include only makes sense when your description.ext becomes messy.

hearty plover
#
class CfgFunctions
{
    class NOS    {
        class Util
        {
            file = "NOS\Util";
            class isNearPlayer {};
        };

        class Debug
        {
            file = "NOS\Debug";
            class log {};
        };

        class Setup
        {
            file = "NOS\Setup";
            class parseUnits {};
            class setupEventHandlers {};
        };

        class Managers
        {
            file = "NOS\Managers";
            class manageHvt {};
        };

        class Behavior
        {
            file = "NOS\Behavior";
            class makeCiv {};
            class makeNotSurrender {};
            class makeSurrender {};
        };
    };
};
#

This is my NOS.hpp

#

Adding this into my description.ext

#

I get a file not found on NOS\Util\fn_isNearPlayer.sqf

#

Folder structure is as above.

still forum
#

Yes

#

that file is not there

#

what's the question?

hearty plover
#

I found ity.

#

You can stop laughing now.

#

cough Utils cough

#

So what ARE some good frameworks for common stuff lolk

#

find random building

#

find pos in x

#

find random building pos

#

I use to use that pos framework allot, can't recall the name, but it was a must.

still forum
#

good framework my answer would be CBA

#

don't know what that pos stuff is

hearty plover
#

I think shock wrote it.

#

Trying to find it again

#

Have not used Zen's stuff in a long time, think I am check it out.

loud python
#

So with disableUAVConnectability I can disable connections between a given terminal and a given UAV; is there an option to disable all connections to a given UAV?

#

For example: In a base there's a SAM that players shouldn't be able to control; but there's an arsenal where people can get new UAV terminals

loud python
#

(btw. please @mention me if you answer 😄)

dusk badger
#

"When in combat do this xxxx" how do I traslate that to ASL? @ me the answer please, thanks in advance

still forum
#

ASL?

tough abyss
#

Second question today about age sex location, must be some kind of flu going round

finite dirge
#

The IRC/IRQ/MSN flu.

sturdy cape
#

how can i remotexec something into the command chat of all players?

#

that have a radio

#

well the radio part is clear

#
{
    if("ItemRadio" in (assignedItems _x)) then {
        _listeners pushBack _x;
    
    };
} forEach allPlayers;```
#

and then do something foreach _listeners,but how to if i need command chat

#

have to add its a server fnc,hence i need to remotexec this

#

i have tried ```sqf
{

_pilot commandChat format["A Crate is being dropped at Grid: %1, containing : %2",_gridRef,_dropName];

}foreach _listeners;```but that does...well how should i say this...nothing? 😉

finite dirge
#

Do they have radios?

tough abyss
#

You need radio to see command chat by default

sturdy cape
#

yeas,i wouldnt ask if not.obvious thing to add stuff the script depends on to the units that should receive

nocturne bluff
#

just use the unit has a target

#

[stuff] remoteExec ["crateFunction", _unit]; or [stuff] remoteExec ["crateFunction", _listeners];

tough abyss
#

You can just remoteExec to all but only the ones with radio will see it, no need to do that custom vetting

sturdy cape
#

so sqf [my command chat stuff] remotexec ["call",_listeners]?or something like that

#

ah now ive seen that

finite dirge
#

Best to make your own function over using call, but yeah.

sturdy cape
#

also thought about that,so i can reuse the chat thing for new stuff i am adding

finite dirge
#

If you ever move to securing this, having call open to remoteExec seems like a poor idea.

real tartan
#

this works
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\dubbing_radio_f_data_gre.pbo
playSound3D ["a3\dubbing_radio_f\data\gre\Male01GRE\RadioProtocolGRE\Combat\100_Commands\CeaseFire_1.ogg", player, false, getPosASL player, 100, 1, 50];
but this does not
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Expansion\Addons\dubbing_radio_f_exp_data_chi.pbo
playSound3D ["a3\dubbing_radio_f\data\chi\Male01CHI\RadioProtocolCHI\Combat\100_Commands\CeaseFire_1.ogg", player, false, getPosASL player, 100, 1, 50];
second soundSource is from APEX expansion. Does it mean that it have different route?

tough abyss
#

It might not exist at all, better unpack and have a look

real tartan
#

@tough abyss it does exist in that path

tough abyss
#

Why doesn’t it play?

real tartan
#

I added file paths in my message:

#

C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\dubbing_radio_f_data_gre.pbo
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Expansion\Addons\dubbing_radio_f_exp_data_chi.pbo

tough abyss
#

You want me to open it or something?

real tartan
#

it have slightly different path of FILE ( because of DLC ), but in arma, it should have same path for soundSource, but it does not play

tough abyss
#

If you unpack it you will see the path you should use after locating the file in unpacked folders

real tartan
#

I did: a3\dubbing_radio_f\data\chi\Male01CHI\RadioProtocolCHI\Combat\100_Commands\CeaseFire_1.ogg

#

need to use dubbing_radio_f_exp :/

frozen fox
#

I meant arma scripting language by ASL @cosmic lichen

tough abyss
#

First time I see SQF called that

#

setPosASL... brain melt

slim oyster
#

Does anyone know the default varname for UnitPos data values on a unit from the 3den attribute?

crisp cairn
#

Anyone aware how to remove all actions in the ace 3 framework?

tender viper
#

Anyone know how much scripting this would take within the class UserActions section (condition, statement) of a helicopter's or airplane's config file? I want to rotate a named selection using shortcut "lookLeftCont" and "lookRightCont", and rotate another named selection using "lookUpCont" and "lookDownCont".

#

This would be the [class AnimationSources objects in question]:

            class object1_yaw
            {
                source = "user";
                animPeriod = 1;
                initPhase = 0;
                displayName = "";
                mass = 0;
                forceAnimatePhase = 0;
            };
            class object2_pitch
            {
                source = "user";
                animPeriod = 1;
                initPhase = 0;
                displayName = "";
                mass = 0;
                forceAnimatePhase = 0;
            };```
#

I would want it to have a limited range on both user actions, as well as a speed limit.

#

These shortcuts are for the player/pilot/driver/crew head movements and can be controlled using TrackIR or freelook. Ultimately, I would like to attach a searchlight to it.

winter rose
#

Anyone know combo × 3 😄

tender viper
#

@winter rose I see it now

#

lol

#

My "Anyone Know" still stands

#

I'd be willing to do some artwork in trade if anyone can come up with a dependable, streamlined (or simple), reproduceable solution to my scripting needs, above. Not to honk my own horn, but I'm a rather good artist. "Meep meep."

hearty plover
#

Anyone here know any way to get into tocuh with Zenophone

winter rose
summer pelican
#

Does anyone know how to add an action that enables simulation then deletes said action

#

something like

#

this addAction ["Enable Vehicle", {this enableSimulation; this deleteAction "Enable Vehicle";} ;

winter rose
#

@summer pelican see the addAction wiki page for examples

tender viper
#

@winter rose Scripting, I'd say, because it involves some logic arrangement instead of just parameter values.

#

it is done within the config, though, yes.

winter rose
#

I would say "simply" use animateSource in there?

#

@tender viper don't worry I just wasn't sure if you had a config or a script issue, script can happen here :p

summer pelican
#

this addAction ["Enable Vehicle", {this enableSimulation; this removeAction 0;} ;

#

like htat?

winter rose
#

you may want to read the enableSimulation page too, for the syntax.
And not, not "this removeAction"

summer pelican
#

What?

still forum
#

read the wiki pages of the commands you use

#

removeAction takes the id of the action, and 0 isn't it (read addAction wiki)

#

also this doesn't work in addAction code (read wiki)

#

also enableSimulation syntax is wrong (read wiki)

tender viper
#

@winter rose Was this for me or Comrade?I would say "simply" use animateSource in there?

winter rose
#

For your eyes only ❤️ @tender viper

tender viper
#

haha. Ok so then the reason that might not work is because I want to assign existing controls to a specified user action. So, the class UserActions is needed to control that animationsource

winter rose
#

oooh then yeah, it's a sweet spot between script and config I cannot help solving, I am afraid

crisp cairn
#

How do I remove all actions in Ace 3?

winter rose
#

@crisp cairn deleteVehicle _unit

summer pelican
#

top tips

#

this enableSimulation false;
this addAction ["Enable Vehicle", {arm12 enableSimulation true; arm12 removeAction 0;}];

#

That works

#

:P

tender viper
#

This is my humble start to the above attempt:

        {
            ////////// Using headtrack controls to move a virtual turret (with "class turret" components attached to it).
            ///////////////// lookLeftCont ////////////////
            class fang_gun_yaw_left
            {
                priority = 0.05;
                displayName = "";
                shortcut = "lookLeftCont"; 
                condition = "this animationPhase 'gun_yaw' < 1.001 and player in this";
                statement = "this animate ['gun_yaw',1]; this animate ['VisTurret',1]; this say3D 'Plane_Fighter_01_foldwing_sound'";
                position = "pilotcontrol";
                radius = 10;
                onlyforplayer = 1;
                showWindow = 0;
                hideOnUse = 1;
            };      
        };
        ```
winter rose
#

doesn't say3D use the file path?

crisp cairn
#

That would delete the unit tho right @winter rose

summer pelican
#

how do you make an alarm button

winter rose
#
<button>alarm</button>```
summer pelican
#

where do i put it

#

@winter rose

cosmic lichen
#

That was a joke

#

What do you mean by alarm button? Be more specific?

summer pelican
#

add an action to something like a laptop or button that sounds an alarm

cosmic lichen
#

I see

#

singleplayer or multiplayer?

summer pelican
#

multi

finite dirge
#

Those should help you do what you are trying to do.

hearty plover
#

Okay

#

So, for all units, I want to get the variable name, of the units.

#

Then parse that, and sort them.

#

So for example unit 1 has variable name of "GRS_01"

#

getAllVariables?

cosmic lichen
#

player addAction ["Sound Alarm","[_loudspeaker,'AlarmCar'] remoteExec ['say3D',0,_loudspeaker]"];

tough abyss
#

Really? A string?

exotic flax
#

@hearty plover probably something like this:

_units = [];
{
    _units pushBack vehicleVarName _x;
} forEach allUnits;

_units sort true; // sort in ascending order

{
    // do something with each unit
} forEach _units;
still forum
#

first 4 lines can be replaced with apply

lavish ocean
dusk badger
#

@still forum Arma Scripting Language

still forum
#

Arma scripting language is SQF.

winter rose
#

then why is there a setPosASL hmmm?

young current
#

??

tough abyss
#

setPosASLW

young current
#

modelToWorldVisualWorld

#

if we are shouting out random things here

tough abyss
#

ASLW - Arma Scripting Language With

young current
#

🙈

winter rose
#

Arma Scripting Language to Arma Training(?) Language?

cold pebble
#

Anyone have any idea why this causes my game to crash?
onLBDblClick="_this call DT_fnc_handleItem";

params [
    ["_control",controlNull,[controlNull]],
    ["_index",-1,[0]]
];

private _item = _control lbData _index;
private _action = getText(missionConfigFile >> "Misc" >> "Items" >> _item);
if !(_action isEqualTo "") then {
    call compile _action;
    closeDialog 0;
};
#

It only causes a game crash in unscheduled 🤔

still forum
#

what is call compile action? does it do any dialog stuff?

#

also don't close the dialog inside UI code

#

The game is running eventhandlers on the dialog, and you are pulling away the dialog from under it while it's still working with it

cold pebble
#

🤔

#

Ah

#

That may be it

#

the _action never contains UI related code

#

Hmm, removing the closedialog didn't seem to help :/

still forum
#

deleting something while eventhandlers are running is probably the cause

#

have a feedback tracker report about that

cold pebble
#

Ah

#

its not liking the attempt to remove the item after use

#

Guess I can execute it a frame after with CBA 🤔

tough abyss
#

but you said action doesn't contain any UI stuff??? removing item from control is UI related stuff

tough abyss
#

does this look ok

    _wp0= techi1D setWaypointType "GUARD";
    _wp0= techi1d setWaypointCombatMode "YELLOW" ```
foggy charm
#

@cold pebble I might be far off the mark here but don’t you need to disableSerialization when initializing variables to UI controls?

random loom
#

Got a nice script here

[ 
    [ 
        (getPos selectRandom (allPlayers select {alive _x})) apply {round _x} , 
        250 
    ], 
    allPlayers apply {[(getPos _x) apply {round _x}, 125]} 
] call BIS_fnc_randomPos

For some reason, it occasionally throws this error:

if (_this isEqualTypeArray [[], 0, 0, 0, false]) e>
16:52:47   Error position: <isEqualTypeArray [[], 0, 0, 0, false]) e>
16:52:47   Error Generic error in expression
16:52:47 File A3\functions_f\Misc\fn_getArea.sqf [BIS_fnc_getArea]..., line 30

with error popup: Type Scalar, expected array, object, group, location, string, in 6847

#

Help?

#

Parameters fed each time is identical, though as mentioned it throws errors seemingly at random with the script working about 50% of the time.

still forum
#

wrong syntax

random loom
#

What part is wrong?

still forum
#

as the error says. you are passing a number (250) where only array/object/group/location are allowed

random loom
#

Array - in format [center, radius]

still forum
#

yep

random loom
#

250 is the radius

still forum
#

not what you have

#

nope

#

you have 250 that's not an array

#

it should be [center, radius]

#

now center, radius

random loom
#

[getPos selectRandom <stuff>, 250]

still forum
#

yep

#

that would be a correct whitelist element

random loom
#

It always returns [[6847,16071,10],250], which looks correct to me.

#

if I throw [ (getPos selectRandom (allPlayers select {alive _x})) apply {round _x} , 250 ] into the debug console.

still forum
#

yes

#

that's a correct element

#

but you don't pass it

#

you are providing the whiteliste elements position and 250

#

they are both no valid whitelist elements

random loom
#

So output should be [[[6847,16071,10],250]]?

tough abyss
#

If you have only one player it will be always the same result

random loom
#

Alright, that was it

[ 
    [[ 
        (getPos selectRandom (allPlayers select {alive _x})) apply {round _x} , 250 
    ]], 
    allPlayers apply {[(getPos _x) apply {round _x}, 125]} 
] call BIS_fnc_randomPos
#

I'm however confused as to why it worked about half the time previously

#

Oh well

#

¯_(ツ)_/¯

tough abyss
#

can i get a little help with this its saying its saying 1 element provided expects 3

createGuardedPoint [east,[(getMarkerpos "techi1_DefencePoint")], -1, objNull];

#

nvm i fixed that error got a new one yay

random loom
#
createGuardedPoint [east,(getMarkerpos "techi1_DefencePoint"), -1, objNull];
#

redundant []

tough abyss
#

so
createGuardedPoint east,(getMarkerpos "techi1_DefencePoint"), -1, objNull;

random loom
#

No, I just removed the brackets here: [(getMarkerpos "techi1_DefencePoint")]

tough abyss
#

oh oh duh

random loom
#

Also, quick tip, write ````sqf` to enable code highlighting

tough abyss
#

hmm ok now in getting a new error on that code ```if (!isServer) exitWith {};

createGuardedPoint [east,[(getMarkerpos "techi1_DefencePoint"),0], -1, objNull];
[Dsk1G, DSk2G, techi1D, techi1G] orderGetIn true;

//DshkM Gunners
Dsk1G assignAsGunner Dsk1;
DSk2G assignAsGunner Dsk2;

//technical driver and gunner
[techi1G] joinSilent techi1D;
techi1D assignAsDriver techi1;
techi1G assignAsGunner techi1;
_wp0= techi1D addWaypoint [(getMarkerpos "techi1_DefencePoint"),0];
_wp0 setWaypointType "GUARD";
_wp0 setWaypointBehaviour "COMBAT";
_wp0 setWaypointCombatMode "YELLOW";
_wp0 setWaypointFormation "COLUMN"; ```sqf

error addWaypoint type array expects number

random loom
#

You add the sqf part at the start

#

Anyhow, try

group techi1D addWaypoint [(getMarkerpos "techi1_DefencePoint"),0];
tough abyss
#

@random loom thanks got it working, now i have to figure out why ymg gunner is getting in drivers seat and the driver does nothing

#

Dude look up syntax on wiki, it is not a brain surgery

frozen fox
#

I'm so confused in the editor could someone please link me some in-depth tutorial about all the things i need to know?

tough abyss
#

ah ha ah ahahahaha

random loom
tough abyss
#

@frozen fox not being a dick but quick way to lear is to mess about with it oh and youtube youtube helps a lot

frozen fox
#

I actually don't want videos

#

Cuz most of them are just about "making a simple mission"

#

I'd rather like an article of some sort

#

Alright @random loom

tough abyss
#

🤔 ok now whay arnt you getting in the gunners seat its coded right

#

is it posible that the vic is coded wrong

random loom
#

Try removing [Dsk1G, DSk2G, techi1D, techi1G] orderGetIn true;

tough abyss
#

i mean the driver gets in and so do the two other dishka operators

#

get into there respective turrets

#

@random loom nope now the guys just run to the guard point

#

and my dishka operators dont jump on there turrets

#

ok nvm ai couldnt physicly reach the back of the truck working now

rancid ruin
#

it's been ages since i've written any SQF, please halp

#

how could I get the class names of every backpack that does not have an item holding capacity?

#

i.e the drone backpacks and tripod backpacks from RHS

random loom
#

Check example 2

#

@rancid ruin

rancid ruin
#

yeah but what's the config entry for item holding capacity?

random loom
#

ctrl-f "storage"

tough abyss
#

god even a little bit of scripting make a mission feel more real

hearty plover
#

when defining a var in the eden editor

#

it goes to the mission namespace correct?

random loom
#

You can check for youself by running allVariables missionnamespace in the debug console and checking the output.

rancid ruin
#
_shitBackpacks = []; 
 
_backpacksConfigs = "( 
    (getNumber (_x >> 'scope') >= 2) &&  
    {getNumber (_x >> 'isbackpack') == 1 &&  
    {getNumber (_x >> 'maximumLoad') == 0 
    }}  
)" configClasses (configFile >> "CfgVehicles"); 
 
{_shitBackpacks pushBack configName _x} forEach _backpacksConfigs; 
hearty plover
#

There is 8000 vars.

#

Kind of hard to read.

random loom
#

Copy it over to a text editor and ctrl-f

#

@hearty plover

hearty plover
#

Oh

still forum
#

yes

#

default namespace is missionNamespace (usually)

#

{_shitBackpacks pushBack configName _x} forEach _backpacksConfigs;
-> apply

rancid ruin
#

what's the difference?

still forum
#

faster, more compact, more efficient

rancid ruin
#

it runs once at mission load, and it's someone else's mission file, and it works already 💪

hearty plover
#

Thanks @still forum

still forum
#

¯_(ツ)_/¯

hearty plover
#

as shift thing 8k vars is kind of a jerk thing to make someone do to verify something like that

rancid ruin
#

seen people do some weird looking shit with apply though

#

sqf seems so much more bad the less of it you write

#

i've not looked at any for years, i come back and it's so confusing to read

still forum
#

the less code the better it runs

rancid ruin
#

damn straight

tough abyss
#

probibly a stupid question but if i have script with !alive condition would it trigger if the !alive unit was not there thanks to probability of presence slider

rancid ruin
#

how can i check if an item is from one of the official paid DLCs?

random loom
#

Not sure about items though

tough abyss
#

You will get undefined variable error @tough abyss

#

ah kk thanks

#

huh i actualy survived coming underfire from a mounted weapon i mean i got hit but it didnt murder me out right

#

if (alive (missionNamespace getVariable ["yourunitname", objNull])) then .... this will be true only for present units which are alive

#

yeah dosnt mater i relised that what i was planning meant that if the players blew it up it would trigger as well

quartz pebble
#

Anyone knows a way of blocking GPS minimap without removing gps/uav_terminal from inventory?

brittle harness
#

Anybody have any compatibility for ryanszombies resurrection module and ace 3 medical?

tough abyss
#

@quartz pebble just do it the I&A way and slap a huge black circle over the map XD

quartz pebble
#

@tough abyss now using ctrlShow false for the minimap control. Not ideal, but works.

tough abyss
#

Why not ideal?

gritty zenith
#

anyone around? got a quick question

#

I'm wondering how to make a small area on a map where players return an object to complete the mission

tough abyss
#

Make a trigger and link it with the object

gritty zenith
#

that simple, huh? I used a trigger and set the HVT to a civilian so when players enter the area with the civilian the mission completes.

#

simple, but the mission isn't complex so it's good enough

ionic anchor
#

Is it possible to increase armour values on an SUV in a vanilla server (without mods)?

tough abyss
#

You can add HandleDamage EH that will reduce damage, but it is quite advanced tweakery

cold pebble
#

Anyone had any issues with lightpoints recently?

private _light = createVehicle ["#lightpoint",[8689.42,6666.22,0.00143909],[],0,"CAN_COLLIDE"]; 
_light setLightBrightness 0.35; 
_light setLightAmbient [1,0.5,0]; 
_light setLightColor [1,0.45,0]; 
_light setLightAttenuation [70,5,0,3]; 
_light setLightDayLight true;

If the server runs this, nothing is visible, whereas local execution produces what is expected

tough abyss
#

Recently? This was the case since the beginning of time. Light emitters are local since they are particle emitters

tough abyss
#

The copilot in a heli is in the commander position?

#

depends

#

I want to add a Eject action to pilots and copilots since they don't have this option.

#

For that i need to detect if the player is in pilot or copilot position.

#

Find the turret which copilot occupies

valid wedge
hearty plover
#
_allVars apply { 
    _var = _x splitString "_";
    ["Original Var Value: ",_x] joinString " " remoteExec ["systemChat"];
    switch (_var select 0) do {
        ["Checked Value: ",_var] joinString " " remoteExec ["systemChat"];
        case "hvt": { 
            "FOUND HVT VAR!" remoteExec ["systemChat"];
            sleep 10;
            _res = [_var] joinString "_";
            ["Result Value: ", _res] joinString " " remoteExec ["systemChat"];
            // str _var remoteExec ["systemChat"];
            sleep 10;
        };
        default { };
    };
};
#

Okay...

#

So getting some output im not understanding.

#

_x is "hvt_01"

#

After the split string, we get. "["hvt", "01"]"

#

When we attempt to rejoin it again we get the output of "["hvt", "01"]"

#

Why am I not seeing the expected value of "hvt_01"

#

Am I using join String wrong?

copper raven
#

You're trying to do: [["hvt", "01"]] joinString "_"

hearty plover
#

Do i need to split string, before I join string, again?

#

I thought passing it an array would join the elements.

#

I ended up find a way around it.

#
_allVars apply { 
    _var = _x splitString "_";
    switch (_var select 0) do {
        case "hvt": { 
            NOS_HVT_LIST pushBackUnique _x;
        };
#

Since I already have the full var string, I don't need to rejoin it.

copper raven
#

It doesn't join string inner array, it will join the elements you pass in the most outter array.
_var joinString "_"; is all you need to do.
But umm, yeah, you don't need to rejoin there

tough abyss
#

@tough abyss found it copilot is always on Turret [0].

ivory lake
#

what's the opinion on using publicvar eventhandlers vs. remoteExec?

finite dirge
#

Like pro/cons on it?

ivory lake
#

yeah - or which is better for network performance/performance in general

#

I assume they're about the same though it's just preference of syntax etc

finite dirge
#

Would depend on what you are doing (specific targets or broadcasting) I believe.

ivory lake
#

broadcasting

finite dirge
#

Not sure personally, but I'm sure someone else with more testing in will be able to tell you. I would guess remoteExec is more performant in that case.

outer fjord
#

Resource/time wise

#

how much addition of time does a script take to cycle if you have a huge generalist array of class names vs say a few.

#

Like in example, lets say I want to check the classnames of a list to find out if that is the correct unit in the trigger zone. Is the time measurable if I want to add like 30 classes to check vs 10?

finite dirge
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Any increase of things to do will take longer. Is it not something you can cache?

outer fjord
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Possibly, although I'm thinking seperate presents for each type would be better

tough abyss
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var ={script goes here};

this means that when i call this variable it will run the script between {} right ?

if so how do i call this variable so it runs the script

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or am i completely wrong

winter rose
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call?

tough abyss
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mind you im practicing what i have is

_qrfGrp = createGroup [east, true];

_qrfGrp createUnit ["O_Soldier_A_F", getMarkerPos "qrfPoint1", [], 0, "CAN_COLLIDE"];```

```//ini script
if (!isServer) exitWith {};

if(!alive e1) then {call {qrf.sqf}};```
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i did have the whole qrf script as a public variable

winter rose
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@tough abyss if it's a file, execVM. If it's code, call/spawn

tough abyss
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@winter rose you can call variables from other scripts right they just need to be public?

like i said sorry if these are stupid questions im trying to teach my self

winter rose
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@tough abyss yes, a public variable means it is accessible from every script

tough abyss
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so would this work

if (!alive e1) then {call qrf};

qrf is the variable

winter rose
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if qrf is defined, yes

Also please prefix your public variables, like DKL_qrf

slim oyster
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Does anyone have experience in hiding/fading 3den attributes/controls on load? Works fine via any EH once dialog is open, but doesn't affect anything onload, even with a waitUntilAndExecute and null check

winter rose
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Maybe 3den Master @cosmic lichen, @slim oyster. Maybe…!

dim terrace
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good catch

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I already tweaked Mini UGV handling so it's only remoteExec on nearby players

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was spamming warlods durning Eddie infestation a bit

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it was possible to use Mini UGV on warlords servers for one week and there were terminator like moments

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and you can imagine how frequently those remoteExec were triggered when 30 eddies were rolling on the map

slim oyster
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Just needed a spawn, no frame delay nor other timing possible, only worked with spawn, similar to how guimessage needs any scheduled delay to work properly, who knows.

slim oyster
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Anyone have experience with changing the 3den attribute display? I can't find the display script, and I need to resize the attribute category menus

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I want to resize the "gear options" attribute category control to reflect the hidden controls

tough abyss
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how would i check via script if a unit was in the vehical

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more specificly a group is in the cargo

winter rose
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in

tough abyss
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yeah i had that but i must of had somthing wrong this is what i had

        {
            {_x in _extractHeli} count (units _playerGrp) == count (units _playerGrp)
        };```
winter rose
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(must have*, dammit)

tough abyss
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XD

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think i found it thou

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        {
            ({_x in _extractHeli} count units _playerGrp) == (count units _playerGrp)
        };```
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that better

winter rose
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waitUntil { units _playerGrp findIf { not _x in _extractHeli } == -1 };```
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(better performance)

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you can also add a sleep in the waitUntil before the condition check

cosmic lichen
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@PiZZADOX As workaround you could change the position of the controls and reduce the height of the ctrlgroup

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I believe the engine handles the size. Not sure though.

tough abyss
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hmmmm its still not going to the second wp after picking me up

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_crew1 =[];
_extractHeli =[];




//Spawns INvisible landing pad Near player
_extract = createVehicle ["Land_HelipadEmpty_F", position player, [], 20, "NONE"];
sleep 0.5;
_mk1 = createMarker ["extractmarker", _extract];
_mk1 setMarkerType "hd_pickup";


//spwans extraction Chopper

_crew1 = createGroup WEST;
_extractHeli = [getPos heliPad,0,"B_Heli_Light_01_F", _crew1] call BIS_fnc_spawnVehicle;
sleep 0.5;

// Extraction Waypoint creation
_wp1 = _crew1 addWayPoint [(getMarkerPos "extractmarker"), 0];
    _wp1 setWaypointType "MOVE";
        _wp1 setWaypointBehaviour "CARELESS";
        _wp1 setWaypointCombatMode "GREEN";
        _wp1 setWaypointSpeed "FULL";
        _wp1 setWaypointFormation "COLUMN";
        _wp1 setWaypointStatements ["true", "(vehicle this) land 'GET IN'"];

waitUntil { units _playerGrp findIf { not _x in _extractHeli } == -1 };
    
    _wp2 = _crew1 addWayPoint [(getMarkerPos "marker2"), 1];
    _wp2 setWaypointType "MOVE";
        _wp2 setWaypointBehaviour "CARELESS";
        _wp2 setWaypointCombatMode "GREEN";
        _wp2 setWaypointSpeed "FULL";
        _wp2 setWaypointFormation "COLUMN";
        _wp2 setWaypointStatements ["true", "(vehicle this) land 'GET IN'"];```
winter rose
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```sqf pwease

tough abyss
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i dont know how to do that i tried putting it in and all it did was add the sqf to the script

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_playerGrp = group player;
_crew1 =[];
_extractHeli =[];




//Spawns INvisible landing pad Near player
_extract = createVehicle ["Land_HelipadEmpty_F", position player, [], 20, "NONE"];
sleep 0.5;
_mk1 = createMarker ["extractmarker", _extract];
_mk1 setMarkerType "hd_pickup";


//spwans extraction Chopper

_crew1 = createGroup WEST;
_extractHeli = [getPos heliPad,0,"B_Heli_Light_01_F", _crew1] call BIS_fnc_spawnVehicle;
sleep 0.5;

// Extraction Waypoint creation
_wp1 = _crew1 addWayPoint [(getMarkerPos "extractmarker"), 0];
    _wp1 setWaypointType "MOVE";
        _wp1 setWaypointBehaviour "CARELESS";
        _wp1 setWaypointCombatMode "GREEN";
        _wp1 setWaypointSpeed "FULL";
        _wp1 setWaypointFormation "COLUMN";
        _wp1 setWaypointStatements ["true", "(vehicle this) land 'GET IN'"];

waitUntil { units _playerGrp findIf { not _x in _extractHeli } == -1 };
    
    _wp2 = _crew1 addWayPoint [(getMarkerPos "marker2"), 1];
    _wp2 setWaypointType "MOVE";
        _wp2 setWaypointBehaviour "CARELESS";
        _wp2 setWaypointCombatMode "GREEN";
        _wp2 setWaypointSpeed "FULL";
        _wp2 setWaypointFormation "COLUMN";
        _wp2 setWaypointStatements ["true", "(vehicle this) land 'GET IN'"];
    ```
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ohhh

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now the sqf thing works for me

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the choper lands at the first waypoint and i get in it just refuses to move to second waypoint

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after the squad jumps in

crude needle
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That waitUntil seems like it should be == 0

still forum
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no? looks correct to me

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Why you think that?

crude needle
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Doh, you're right, misread what it was looking for.

tough abyss
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@tough abyss start with -showScriptErrors or look up in .rpt file for errors, otherwise you are driving blind

winter rose
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@tough abyss some brackets might be needed yeah

tough abyss
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waitUntil { units _playerGrp findIf {# not _x in _extractHeli } == -1 };
Error type object expected bool```
winter rose
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Oo

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waitUntil { sleep 1 ; units _playerGrp findIf { not (_x in _extractHeli) } == -1 };```
tough abyss
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ok not getting any errors but chopper refuses to move after picking us up just sits there engin on

winter rose
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do you script with -showScriptErrors?

tough abyss
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i am now

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no errors

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chopper lands and wont move to 2nd waypoint

winter rose
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addWaypoint second array argument is not a waypoint index, btw

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try engineOn the heli, might do the trick

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oh wait, look @ _wp2:

      _wp2 setWaypointStatements ["true", "(vehicle this) land 'GET IN'"];```
_ta-daaa_? or do you want it to land _again_?
tough abyss
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land again

winter rose
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why not set the waypoint itself as "LAND" type

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I'd say set another waypoint before the second one

tough abyss
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eh worht a try

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@winter rose addWaypoint second array argument is not a waypoint index, btw ?

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what do you mean