#arma3_scripting

1 messages · Page 601 of 1

unkempt sorrel
#

whenever i use a helicopter for hide object it keeps reappearing?

winter rose
#

magic

#

context pwease

unkempt sorrel
#

well its like when i use attachTo for the helicopter, and i move the vehicle i attached the heli to, it like flickers between invis and not, and its only when i was using this heli

surreal peak
#

can you show your code

unkempt sorrel
#

pastebin?

winter rose
unkempt sorrel
winter rose
#

…not touching that even with a 10m pole

vernal dust
#

anyone can direct me to a good IR strobe script without using ace?

exotic flax
#

wait.... the problem is "use a helicopter for hide object", but the script doesn't include anything related to hiding an object thonk

outer fjord
#

@vernal dust You wanting them to be dynamic or simply attached outright?

vernal dust
#

i just want them to be in the action menu to just put on and off

#

also for the ai if possible

#

@outer fjord

#

i found one script but its outdated

outer fjord
#

You have to add your own AddAction though.

#

Also, I'm not sure if they switched it recently, but can't you lock onto IR strobes? Won't AI drop bombs on them?

winter rose
#

there are both IR strobes and IR markers iirc? unless it was an A2 distinction

ebon citrus
#

arma 2 i recall

#

will have to see

#

i'll also check the targeting thing

vernal dust
#

ah

#

okay ill try to see if i can do it somehow lol

ebon citrus
#

ir greandes only

#

no markers

#

YEP

#

you can target IR strobes

outer fjord
#

Just don't have a VLS system on auto-pilot and you should be fine 😄

winter rose
#

BRRRT intensifies

short fossil
#

There is a image of what it says

ebon citrus
#

syntax error

#

can you post the script?

short fossil
#

sure

ebon citrus
#

intro.sqf line 3

short fossil
#

any =
[
[
["Welcome to the *** Training Server","align = 'left' size = '1' font='PuristaBold'"],
["","<br/>"],
["We hope that you'l Enjoy your stay!","align = 'left' size = '1' font='PuristaBold'"],
["","<br/>"],
["Made by: AmerikanSn1p3r","align = 'left' size = '0.8' font='PuristaBold'"],
["","<br/>"],
]
]
spawn BIS_fnc_typeText2;

#

that is the main script

ebon citrus
#

use codeblocks

#

is the anything before it?

#

there's some whitespace character there

#

or some character that isnt UTF-8

short fossil
#

So what do you mean?

#

exactly

fair drum
#

put three tildes before your code and three after your code when putting it in discord

#

makes every character the same size for easier reading

ebon citrus
#

you copied some character into your code that isnt utf-8

short fossil
#

Okay thanks, il try to see if it works

fair drum
#
[
    [
        ["Welcome to the *** Training Server","align = 'left' size = '1' font='PuristaBold'"],
        ["","<br/>"],
        ["We hope that you'l Enjoy your stay!","align = 'left' size = '1' font='PuristaBold'"],
        ["","<br/>"],
        ["Made by: AmerikanSn1p3r","align = 'left' size = '0.8' font='PuristaBold'"],
        ["","<br/>"],
    ]
]
 spawn BIS_fnc_typeText2;
ebon citrus
#

try to write it out

fair drum
#

so this is what it would look like

ebon citrus
#

the code

#

@short fossil can we have the file?

#

would have to have the file to confirm the incorrect character

#

but im pretty sure that's what it's complaining baout

short fossil
#

Cant post the file somehow

exotic flax
#
  1. at the end of the array (after the last unnecessary br) there's a comma too much
  2. are you sure you don't have some weird character in the hidden name?
ebon citrus
#

@short fossil just dm it to me

short fossil
#

Okay

ebon citrus
#

yeah, remove the extra comma aswell

#

that's not needed

short fossil
#
  1. at the end of the array (after the last unnecessary br) there's a comma too much
  2. are you sure you don't have some weird character in the hidden name?
    no I don't have a weird character, it is on purpose
ebon citrus
#

and can/will cause issues

fair drum
#

can I do a if () then {} else {} exitwith {} statement?

#

or would it have to be a if () then {} else { exitwith {} } statement

winter rose
#

that would make no sense?
do this instead:

if (!x) exitWith {};

// rest```
#

in coding, you usually want to get the "bastard" cases out quickly

e.g

private int divide(int a, int b) {
  if (b == 0) {
    return 0;
  };
  if (b < 0) {
    b = -b;
  }
  return a/b;
}
fair drum
#

i can make variables lines of code right?

winter rose
#

?

fair drum
#

variable = {id like you to do this}

#

then call that later?

winter rose
#

yes

#
private _condition = alive player;
private _effect = { player setDamage 1 };
if _condition then _effect;
fair drum
#

ill do that then. can save me some lines

jade abyss
#

In the beginning: Don't mind the amount of lines (or how the code looks like). Just make it work first, then think about optimization later.
Just get the hang of it first, before you make it too hard for yourself from the beginning.
@fair drum

winter rose
#
  1. Make it work
  2. Make it readable
  3. Optimise then
exotic flax
#
  1. Rewrite everything because it's outdated
ebon citrus
#

i cant even...

winter rose
ornate prairie
#

{ _x setPos [getPos thisTrigger] } forEach allPlayers !(in thisList);
im trying to teleport all players that aren't in a trigger's area, can someone help me format this?

#

wait:
{ if !(_x in thisList) then {_x setPos [getPos thisTrigger]} } forEach allPlayers;
still doesn't work but seems closer

ebon citrus
#

use select

#

where _x is not in thisList

exotic flax
#
{} foreach (allPlayers - thisList);
ebon citrus
#

that too

#

make sure to avoid teleporting zeus

#

and avoid HC

#

something like private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = allPlayers - _headlessClients;

ornate prairie
#

the mission uses neither of those so should be fine
thanks, i appreciate it!

ebon citrus
#

oh, god damnit

#

when are we getting 1.99?

#

@still forum any idea when we can get access to 1.99 script-goodies?

#

on release

winter rose
#

2.00*
even numbers are for release,
odd ones for development branch

ebon citrus
#

i see

#

will we get a cake for 2.00`?

winter rose
#

Arma 3 v2 = Arma 6 confirmed

ebon citrus
#

XD

#

Lou, can you hint me something

#

i bet this would be a model question

winter rose
#

(as for the when… I for one have absolutely no idea. I wish in the next month, but I would guess (at least?) two.)

ebon citrus
#

but why are the selection positions for doors in different places?

#

like sometimes it's at the bottom of the hinge-side

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and sometimes at the bottom of the handle-side

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it's really inconvenient

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since im trying to allign an offset with the handle

winter rose
#

I would say, quite surprisingly you may find, unless you have a hunch about interesting events surrounding such aspects of life and conversations, that my answer on this very particular matter is: dunno

ebon citrus
#

fair enough

#

i'll try to find a rule in it

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so i can perform some sort of logic to get the correct offset

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and it always seems to be one or the other

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REALLY?!

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now it's at the top handle corner

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XD

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i give up

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the action is going on the center of the door

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wait, but now i need to calculate that somehow

#

ok, i have made a conclusion

winter rose
#

Distance from the floor maybe?

ebon citrus
#

the door-selections position seems to be entirely dependent on what the model-technician had on their pizza last friday

#

can do that because 2nd story doors

#

doors aren't in set elevations in arma 3

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i wish they were

winter rose
#

floor, not ground

ebon citrus
#

floor is not a selection

#

i cant get where the floor is

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well, maybe lineintersect, but that'¨s too heavy

restive leaf
#

the door-selections position seems to be entirely dependent on what the model-technician had on their pizza last friday I have thought the same on doors and other things too

ebon citrus
#

can we get animation-points of selections?

#

so i can determine where the hinge-point is

winter rose
#

I don't think so no

ebon citrus
#

god damn alternative syntax comes in 2.00

#

😠

#

i cant use the LOD name

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so i can only get the selectionNames from the res lod

winter rose
#

what you could do is detect with lineIntersect once per door and store the "up/middle/down" door selection status with e.g setVariable

ebon citrus
#

and iterate that on every single door on every single building on the map

#

i mean, you could

winter rose
#

on the nearestBuilding maybe

ebon citrus
#

but the memory and time

#

yeah, but then it becomes too heavy

#

im thinking of using cursorobject

winter rose
#

that too

ebon citrus
#

or cursortarget

winter rose
#

You can even remove variables when leaving

ebon citrus
#

compile a list of door positions for a building when the player hovers over the building for the first time?

#

then set a trigger on the building and remove the variables when the player leaves the building

winter rose
#

or make a dictionary based on building types 😄

ebon citrus
#

Lou...

#

therea re selections for door-handles...

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can you pass me the hammer?

#

not for the enoch buildings, though

#

maybe this is a dayz-devs only thing

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nope

#

malden buildings share the same idiocracy

#

and handle positions are always 0,0,0 in the model for some reason

#

memory has acis

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axis*

#

i might need to switch to dev branch

still forum
#

@still forum any idea when we can get access to 1.99 script-goodies?
@ebon citrus
Yep.

ebon citrus
#

to get those sweet lods

still forum
#

I'm quite sure the commands you're talking about aren't even on dev-branch yet

ebon citrus
#

damn, memory points dont rotate with the model

#

res is great, but it's not consistent

#

memory is consistent, but doesnt rotate with the model

#

maybe i can calculate the position of the handle offset if i know the memory trigger positionb

#

yes, because the trigger is always the center of the door

#

rather

#

if i use the axis

#

i can determine the direction too

#

since the axis are the hinges of the door in memory, i can determine where the handle should be

#

delightfully devilish, Seymour

#

now i need to determine the rotation of the door

#

trigger position is a good start, but i cant be sure which way the door opens

#

door of a kind always hinge the same way

#

yeah, no, i cant use the hinge, since some doors and especially gates hinge different

#

i wish the handle-selection would exist

winter rose
#

it is an animation source, can't we have the position from this?

ebon citrus
#

you tell me

#

also, not all doors have handles

#

i might just scope out the offsets manually

#

really tedious, but eh

#

i'll write a script that gives me the offsets in mode-space from shooting at the handle

#

no, but that still doesnt help

#

because i just need to know which way the door turns and how much

#

this would be so simple if the position of the door was always at the handle-edge

winter rose
#

animate them all on mission start ^^

ebon citrus
#

yeah, and then get start and end positions

#

for the doors

#

wont be as smooth as i'd want to, but meh

#

beggars cant be choosers

#

i'll need to write a thing that records all the doors and then a parser to parse the information

#

and i need to manually go and shoot each door

#

but im lazy

#

so i shall keep on looking for a smarter way

winter rose
#

you could have a hardcoded list, but it would prevent mod buildings compatibility

ebon citrus
#

can i use animationSourcePhase on building doors?

#

seems like i can

#

yeah, ive got this

fair drum
#

So after a break I decided to revisit the suicide bomber disguise script I was struggling with. I think I may have figured it out.

in initPlayerLocal.sqf I have:

//Add action for disguise script 

player addAction [

    "Disguise",
    "disguise.sqf",
    6
]

which points to disguise.sqf which is this:
https://pastebin.com/k7fLfd4B

which points to detected.sqf which is this:
https://pastebin.com/AvvG6CKD

basically instead of trying to hassle with having it all be one waitUntil loop that has to "re-get" the variable of the unit after the player dies when it is all run serverside, I have simply just added an action which should keep everything local as all of these scripts are run correct?

ebon citrus
#

is there a command to get the animation source names of a model?

winter rose
#

animationNames iirc?

#

(not on PC rn)

ebon citrus
#

doesnt work

#

i mean, it gives the animation names

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but those are not the correct ones

winter rose
#

it gives two arrays

ebon citrus
#

animateSource uses name defined by source property.

#

it gives just one array

winter rose
#

mb, I was thinking of another one then

#

Ah, maybe hitpoints stuff.

exotic flax
#

animationNames gives the classnames in AnimationSources

ebon citrus
#

can i retrieve source property somehow

#

i see

#

so it's a cfgmoves?

#

or...

winter rose
#

CfgVehicles >> etc

ebon citrus
#

i see

#

on another hand, this wont help me get the rotation in the world i need

#

damn

winter rose
exotic flax
#

what are you trying to do?

ebon citrus
#

get the rotation of a door in world-degrees

exotic flax
ebon citrus
#

so that i can compute the location of the handle on the door in world-coordinates

#

and do note, enoch buildings dont have handle-selections

winter rose
#

you can (partially) use animation state? 0..1?

ebon citrus
#

it has the "door_1_handle_rot_1" animation

#

but it doesnt have a handle selection

winter rose
#

door* animation state

exotic flax
ebon citrus
#

nope

#

that's relative to the object

#

and the object is the door

winter rose
#

hmm… sure about that?

ebon citrus
#

100%

winter rose
#

(okido)

exotic flax
#

object is building, since doors are not standalone objects (afaik)

ebon citrus
#

but the animation phase is relative to the door's original phase

#

which is 0

exotic flax
#

so?

ebon citrus
#

the command returns a value between 0 and 1

#

1 being full animation

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for a normal door, about 90 degrees

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this works on vehicle turrets because their rotational full animation is 360 degrees

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and their axis is the vehicle

#

so converting 0...1 to degrees returns the turrets relative direction to the vehicle

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because the turret's 0 is always facing forwards

#

but a door's 0 is NOT always facing forwards

exotic flax
#

and if you know the direction of the object you can calculate the degrees in-world

ebon citrus
#

you cant for a house

#

because you would have to know the direction the door faces

#

not the direction the house faces

#

if i had the direction the door faces, this would already be solved

#

hmmm

#

i might jsut give up pursuing the idea

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if bohemia could just be consistent with their doors

exotic flax
#

Well, that data SHOULD be available, otherwise the game also doesn't know how and where to turn a door ;)
Question is; where is this data stored, and afaik is this in the model itself (part of model.cfg)

ebon citrus
#

@exotic flax we cant access the data

#

it's stored in the p3d

exotic flax
#

I know..

#

that's why I said: It's available, just not accessable 😉

ebon citrus
#

it's available to the engine, not us

#

unfortunately

#

and this whole issue because BI cant be consistent

exotic flax
#

BI is consistent, because it isn't available to any models

ebon citrus
#

not that

#

the selection positions arent consistent

#

the selection position of a door could be any corner of the door

#

depending on god knows what

winter rose
#

hardcoded list it is then?

ebon citrus
#

but even that's a bad solution

fair drum
#

anyway to clear an active hint? don't want it to be there the full 30 seconds or whatever it is

ebon citrus
#

hintsilent ""

#

or whatever the command was

winter rose
#

hintSilent ""

ebon citrus
#

Hug it

#

im attaching an object to the door selections

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and using that objects world position

#

welp, that doesnt work

#

oh yeah

#

i cant attach to selection

exotic flax
#
_house = nearestBuilding getMarkerPos "mrkBldg1";
{
   if (_x find "door" >= 0 and _x find "handle" < 0) then {
      _inModelPosition = _house selectionPosition _x;

      _myPos = getPosATL (_house modelToWorld _inModelPosition);
   };
} forEach selectionNames _house;

something like this?

ebon citrus
#

yes, i've done this

#

the issue is that the coodrinates that selectionPosition returns for doors are not consistent

#

so i cant use them to figure out where the handle would be

#

i could use the trigger memory point

#

because that's always at the center of the doorway

#

but i would preferably like to have the position follow the door

#

which it would do, if the door's position would always be at the bottom edge of the handle-side

#

but that's the issue

#

the door selection's position could be any one of the corners of the door

exotic flax
#

well, if it has a "handle" you can use that, otherwise just center of mass

ebon citrus
#

handle is not consistent to all models

#

what is center of mass?

#

how can i get it?

#

i mean, i know what center of mass is

exotic flax
#

it's the center of the object (in this case door)

ebon citrus
#

but how would i determine it from a single point

exotic flax
#

so the "door" location is a corner, and not the center of the door?

ebon citrus
#

yep

#

it's one of the corners

#

which one? it's random

#

apparently it could be the vertice that was binarized first

#

or something along those lines

#

@winter rose is it possible to see how commands function or are they engine-side?

exotic flax
#

commands are engine, functions are in PBO's

ebon citrus
#

yep

#

thought so

#

so it's in BI's hands

#

do you think someone would look into fixing this if i ask nicely?

#

making the command consistent with the outer edge of the door

exotic flax
#

you can always create a ticket in the Feedback Tracker, but I doubt it will be fixed since it doesn't break anything

winter rose
#

Not a chance, I believe it would imply changing the models

exotic flax
#

and it will most likely require to rebuild all building models instead of some code

ebon citrus
#

or have the function work differently

winter rose
#

Having new commands, however…

ebon citrus
#

it wouldn't require rebuilding models

#

they have the p3d data engine-side

#

theyre somehow pulling this data

#

welp, for the time being, i must work with what i have

#

i can get the prompt on the center of the door, but which side it will be on is up to BI

exotic flax
ebon citrus
#

exactly what i have been using

exotic flax
#

also with LOD name?

#

syntax 2

ebon citrus
#

yes

#

i've gone through all the applicable lods

#

and i am actually using the memory-lod to get the height

#

do you think someone at BI would throw me a bone engine-side if i did all the work to have an application where this would have to work?

restive leaf
#

Not before ARMA 4 probably...

#

And are you looking at ARMA 3 buildings or ARMA 2 ported ones...

ebon citrus
#

all buildings

#

they have the same inconsistency

#

arma 2 ported, arma 3 vanilla, enoch

restive leaf
#

Yep... should have seen what they did with doors in DZSA 0.61... half had 1 as the open state, half had 0

ebon citrus
#

im being a little bit entitled, though

#

i guess i should just feel happy with what i have

restive leaf
#

But it would be nice that when/if ARMA 4 happens that they are consistant with this (and also allow you to easily access the door id for a building so that you can have persistent locked doors through a restart, i.e. having global, unique identifiers for doors)

jade abyss
#

At least the cup ones should have the same namings (as A3)

restive leaf
#

Didn't they English everything in Enoch?

jade abyss
#

No idea since when, but the stuff i have seen was just english (at least for buildings*)

#

hence the reason why i updated the houses in CUP, a couple years ago 😄

#

Consistency etc

ebon citrus
#

@restive leaf doors have unique names

#

well, the door selections do

#

i dont think youre allowed to make non-unique doors in the model

restive leaf
#

No... but without going to each door and running a script for every unique building model you have no clue what that door is called... And then working out how to store that in a persistent database so it stays locked through a restart of the server... Well, I had better things to do that were more important

ebon citrus
#

the door is called "door_1", "door_2"...etc.

#

and the variable is bis_disabled_[selection name]

#

i mean, i can do this for you, if you really need it?

#

you can get all the selections with selectionNames

#

do remember, doors that have 2 rotating bodies, are called door_[x]a...b

#

but you can lock both doors with door_[x]

#

so just edit out the extra characters for locking

restive leaf
#

I know about locking... But yeah, if you give me something to store in a DB and be able to be lockpicked then great

ebon citrus
#

really?

#

is this a request?

restive leaf
#

Yeah...

ebon citrus
#

sure thing, boss

restive leaf
#

LOL. Cool. I can do the storing in a DB thing

ebon citrus
#

in what way would you like it? get variables for all buildings or save when locked/unlocked?

restive leaf
#

So long as I have info that can be reapplied on server start

#

Save when locked... update when unlocked

ebon citrus
#

alrighty

jade abyss
#

sooo, redoing all the life-stuff 🤔

exotic flax
#

still better than ripping it from other ripped frameworks think_turtle

jade abyss
#

(housing systems in Life use that stuff for at least 5-6yrs 😛 )

ebon citrus
#

doesnt lock individual doors, but yeah

#

pretty much

jade abyss
#

I mean, the basic mechanic is the same.

ebon citrus
#

but not ripping anyone

jade abyss
#

Of course it can lock individual doors 😂

ebon citrus
#

it CAN

#

but it doesnt

#

or have i understood something wrong?

#

anyways, one would expect originality when writing script

#

and promote it, infact

#

especially a veteran

jade abyss
#

Re-inventing the wheel

ebon citrus
#

or writing your own code

jade abyss
#

Re-inventing the wheel.

ebon citrus
#

sometimes reverse-engineering someone else's work takes longer than doing it from scratch

jade abyss
#

It's a 5min Job, tho^^

ebon citrus
#

ok?

jade abyss
#

Store the locked doors in a var, lock doors with the bis function

#

done.

#

There is no magic in it

ebon citrus
#

ok, anything else?

jade abyss
#

until you run into the issue, that some objects will stay unlocked, even when you set it *to locked.

#

Since they are not loaded on the client, so on the init you run into the issue -> setVariable is beeing set on a nullObject

#

Then you think about alternatives.

fair drum
#

whats the command to get the set of names of weapons of a vehicle?

ebon citrus
restive leaf
#

No @jade abyss Not at all... 🤮

fair drum
#

so if I want to get the variable of a independent UAV that a player starts with on their back, so I can disable the vision modes, would I use something like,

_indieUAV = missionNamespace getVariable "I_UAV_01_F"?

ebon citrus
#

@fair drum have you defined a variable with setVariable in the missionnamespace woth that name?

fair drum
#

negative, still learning these getVariable related commands. am I able to set a variable on a packed uav that is on the back of a unit? since its not an object I can really click on in the editor to see that variable box

warm hedge
#

setVariable getVariable aren't for set/get config vars

fair drum
#

what direction should I head then if I want to find the mission assigned variable of a unit that pops into existence such as a player unpacking a UAV?

ebon citrus
#

@fair drum what

digital hollow
ebon citrus
#

what's a "mission assigned variable"

#

😅

fair drum
#

thx ampersand

idk how to describe it I guess. like if you place a unit and don't give it a variable in the editor, doesn't the game just create its own variable for that object?

ebon citrus
#

Yes

#

But it's not accessible through the missionnamespace

#

And to confirm

#

The UAV does not exist on the players back

#

It's just a backpack with a convenient model

#

The uav gets created when you assemble it

fair drum
#

kk, thx ampersand for the point to where I needed to go

if (!isNil "UAV_Operator") then {

    UAV_Operator addEventHandler ["weaponAssembled", {
        params ["_unit", "_staticWeapon"];
        _staticWeapon disableTIEquipment true;
    }]
};

works perfectly

winter rose
#

only for the one he assembles though

slate cypress
#

thanks that sound playing on one person worked perfectly 👍

slender schooner
#

why not use this EH on every unit?

#

that way, no unit can use TI

winter rose
#

what?

#

you don't "get in" UAVs, you remote control them

slender schooner
#

well, you could also get into them

#

its possible, and it works

warm hedge
#

But that's not how regular “connect” action works?

slender schooner
#

no

winter rose
#

I mean, not in vanilla game setting

no, you use remoteControl on an AI unit in the UAV

slender schooner
#

the mod "sspcm" gives you access to the virtual vehicle garage. If you spawn a vehicle, and enter it, then change it to a uav, you are effectively inside the uav

#

so yea, it is possible, but not recommended

winter rose
#

…I somehow doubt that this is what Hypoxic wants to do 😋

slender schooner
#

yea

#

would be funny tho, just imagine in real life.
So guys, i just found this neat drone here, lemme control it real quick
gets sucked into the drone

winter rose
#

doesn't beat the bouncy mortar!

slender schooner
#

true

#

man, i want that one back

slate cypress
#

where does code get executed when you do it in zeus?

exotic flax
#

local?

#

guess it depends on how you execute it

burnt cobalt
#

is it possible to run a lineIntersectsSurfaces check and completely disregard certain kindOf types without being limited to the two 'ignore' options?

still forum
#

just grab all. then filter manually after

burnt cobalt
#

@still forum i'm not sure how to do that without running multiple checks - lineIntersectsSurfaces only returns the first surface intersect - unless I'm using it wrong which I guess is the case

still forum
#

huh? afaik it returns array

#

that's why Surface_s_

burnt cobalt
#

haha yeah i get confused by that - it's like the command is lineIntersectsSurfacE

still forum
#

can just do isKindOf check as you get the object that intersects

burnt cobalt
#

i run this ```sqf
_ins = lineIntersectsSurfaces [
AGLToASL positionCameraToWorld [0,0,0],
AGLToASL positionCameraToWorld [0,0,1000],
player,
objNull,
true,
1,
"GEOM",
"NONE"
];
hintSilent str (count _ins);

still forum
#

Well yes

#

that will only return one

burnt cobalt
#

🤦‍♂️

#

thank you! I feel a bit dumb but hey IT WORKS 😋

bronze temple
#

Is it possible to check for an item in a players inventory then remove it and execute an SQF?

winter rose
#

yes

bronze temple
#

I know the removing and checking is possible but I have no clue how I would execute the sqf in it on removal

warm hedge
#

There's no event to execute sqf on removal, but you just can execute sqf in the same scope of removal

winter rose
#

@bronze temple
which "removal"? do you want to remove the object by script, or are you waiting for the player to throw/drop it?

exotic flax
#

use InventoryOpened and InventoryClosed EH's and check for difference?

warm hedge
#
  removeitem;
  execVM "yourscript.sqf"
};```Note this won't work, just a mockup
bronze temple
#

Essentially it is you clicking a dialog option to get healed by a doctor(ace medical) and it removes the currency items from your inventory which in this case is a bag of caps

exotic flax
#

With ACE you can use the internal events

slate fulcrum
#

can you not use || in string conditions? Or is it just a hold action meme?

warm hedge
#

Excuse me?

#

Well... I get what you mean? Yes of course we can use ||

slate fulcrum
#

strange because "missionNamespace getVariable ['playerDropping', true]" by itself works but as soon as I try something like "missionNamespace getVariable ['playerDropping', true] || !alive heli1D" it doesn't. This is in the conditionShow param

warm hedge
#

Maybe because there's no heli1D?

slate fulcrum
#

there is, but still should show when the trigger for the variable to turn true fires. The heli is supposed to get to the LZ and then the variable playerDropping turns true in the trigger but in the small chance that the heli pilot is killed before it reaches de LZ I want the action to show or the player can't drop. So it works if there's 1 condition but as soon as there's an alternate condition it never shows even if the variable returns true.

warm hedge
#

it doesn't
How? Errors?
the conditionShow param
Assume for holdActionAdd?

slate fulcrum
#

No errors are shown, and yes it's holdActionAdd

warm hedge
#

No errors are shown so it's working properly.

"missionNamespace getVariable ['playerDropping', true] || alive heli1D"```Assume this is something for you?
slate fulcrum
#

it is for a SP mission I'm doing for myself yeah

#

it's strange because adding conditions with && works too

slender schooner
#

if i define a function in the config.cpp in the class "zb_wl", does the function then gets called via zb_wl_fnc_myFunction?

hazy trail
#

Yes

slender schooner
#

aight

winter rose
#

although TAG_fnc_subGroup_function is preferred

slender schooner
#

true true

slender schooner
#

is there a way to translate the clientOwner to the unit?

winter rose
#

BIS_fnc_getUnitByUid by UID,
otherwise ```sqf
private _allPlayers = call BIS_fnc_listPlayers;
private _index = _allPlayers findIf { owner _x == _theOwnerId };
if (_index < 0) then { objNull } else { _allPlayers select _index };

slender schooner
#

oh, theres a function for it

#

thanks

#

gonna try it

winter rose
#

only if you have the UID, which is not the same as owner ID

slender schooner
#

i see, but the code you sent is for the clientOwner id, right?

winter rose
#

yes

slender schooner
#

euh, the code seems to be wrong

#

i suspect that the problem is that the function isnt called/spawned

winter rose
#

you need to provide a _theOwnerId

slender schooner
#

yea, i know

winter rose
#

call* BIS_fnc_listPlayers

slender schooner
#

alright

#

now it says <NULL-object>

winter rose
#

then maybe you don't have a client with id 4

slender schooner
#

it is the clientOwner id, right? because that is the id i have right now

winter rose
#

but you're not the server, right?

#

because owner is server-side only

slender schooner
#

yes, i m not the server

#

i m currently running the server via tadst

#

wait, so i have to execute this code on the server?

winter rose
#

yes

slender schooner
#

working on it

winter rose
#

the reason clientOwner exists is to get your own owner id without being able to get others (from a client's perspective)

slender schooner
#

yea, i already figured, as you cant use it with any parameters

still forum
#

wonder why owner only works on server 🤔

slender schooner
#

if only i could rely on my friends to test stuff

#

naaaaaaaahhhhh they prefer playing koth over helping me progressing with the server

#

it seems to find all the players under my clientOwner id

#
2020/07/01, 20:37:30 [civ_1,civ_2]
2020/07/01, 20:37:30 "-------------------------------------------------------"
#
{
    _theOwnerId = remoteExecutedOwner;
    private _allPlayers = call BIS_fnc_listPlayers;
    private _index = _allPlayers findIf { owner _x == _theOwnerId };
    if (_index < 0) then { objNull } else { _allPlayers select _index };
    diag_log _allPlayers select _index;
    diag_log "-------------------------------------------------------";
}remoteExec["call", 2];
#

this is how i found that

still forum
#

🤔

#

thats not how that works

#

if (_index < 0) then { objNull } else { _allPlayers select _index }; useless line that does nothing
select _index; useless thing that tries to select from a nil, won't work

copper needle
#

How do I use the number a player entered into an RscEdit

#

Like if they type 1 in an RscEdit and hit BUY, how do I check that they typed 1

slender schooner
#

got it to work @winter rose

{
    _theOwnerId = remoteExecutedOwner;
    private _allPlayers = call BIS_fnc_listPlayers;
    private _index = _allPlayers findIf { owner _x == _theOwnerId };
    diag_log (_allPlayers select _index);
    diag_log "-------------------------------------------------------";
}remoteExec["call", 2];
#

i forgot the () around the first diag_log line

cold pebble
#

@copper needle look at ctrlText and parseNumber

copper needle
#

Using ctrlText now

#

It should work perfectly

#

Thanks @cold pebble

tough abyss
#

Hey guys

#

If I wanna make a kick down door script

#

How do would I go about

#

“Getting” the door in front of player

#

So play animation before kicking down door

#

And then it would open the door

exotic flax
#

I would say:

  1. get the door and make sure it is locked
  2. add an action with addAction to the door
  3. action runs a script with animation, unlock the door and animate it open
ebon citrus
#

You can get the position from the memory lod too

tough abyss
#

Alright , thank you very much for the guide , I will search for a function about getting door

#

You can get the position from the memory lod too
@ebon citrus could you elaborate please ?

ebon citrus
#

Models have lods

#

You can get specific selections from those lods

#

Then the the position of that selection

#

And then translate it to world-space

exotic flax
ebon citrus
#

The trigger of a door is usually at the center of the door always at the same height

tough abyss
#

Oh ok I see alright thanks so much for the help

lost copper
#

Hi everyone!
I try to delete diary record from basic "diary" subject and i can't do that.

private _task =  player createDiaryRecord ["diary", ["Test", "Test"]];
player removeDiaryRecord ["diary", _task];

And my test record stays in my diary.
What am i do wrong?

Upd. fix variable.

winter rose
#

Tried "Test" instead of _task @lost copper?

lost copper
#

Use string name of record? No, not like that.
But:

_task =  player createDiaryRecord ["diary", ["Test", "Test"]];
hint str(_task);

This returns test, without quotes.
So i try to:

player removeDiaryRecord ["diary", test];
// and also
player removeDiaryRecord ["diary", "test"];

with no success.
I will try to your variant later after work, @winter rose. Thanks for help.

surreal epoch
#

hello, so i have this script and i want to make the ai completely disabled with it, can anyone help out

ebon citrus
#

@surreal epoch pastebin

surreal epoch
#

idk how to do that, what do i use

ebon citrus
#

Pastebin, just google it

surreal epoch
#

ok tgis is weird, what about it?

ebon citrus
#

You paste text in it

#

And then share the link

#

As for your question

#

Use this to disable portion of an AI

surreal epoch
#

i dont know how to implement it on the code, since i am not very familiar with scripting in arma i dont know where i would be doing stuff wrong

#

i know i am supposed to use disableAI, but idk where and how to put it in the code

ebon citrus
#

Take a look here

surreal epoch
#

i still need help on where and how i would put it in the script

ebon citrus
#

In the script, ofcourse

#

@surreal epoch if you want someone to write the script for you, then just ask

surreal epoch
#

its more than just writing it down for this instance, i would like to learn how to put stuff like this or at least know how i would be butchering it, i learned that if i put down _this it is related to the object, when i put _this disableAI ''all'' it does exactly what i want but when i try to put it in the SQF it does not do anything

#

so what i did with it was just puting _this disableAI ''all'' or disableAI ''all'' but it didnt do nothing, even taking dostop off and switching it for disableAI ''all'' didnt do anything

#

and idk where to start or where i can find a video to help me with it

#

i dont think this is a common questions so i cannot find any videos about it, also i dont want to recruit someone to ask someone to do it for me since i dont have anything to offer

warm hedge
#

And how do you execute the script?

surreal epoch
#

its on the sqf wich is activated from addaction

warm hedge
#

That's why it won't work, _this could be anything but in addAction it's an array not an object. I'm not reading the context so IDK what are you trying to do though

surreal epoch
#

sorry, what i am trying to do is spawn casualties so the medics can medic them in the training without having to get a third player to shoot

#

everything works as intended, i have tested multiple times but due to the mods that i use the ai will patch itself even without items, so as a fix for that i thought about taking the ai away from the npc thus using disebleAI

warm hedge
#

...In ACE environment?

surreal epoch
#

yes

warm hedge
#

Then IDK. I don't use ACE

surreal epoch
#

well, it is an ACE environment but i just want to add the command line disableAI to the npc that spawns, the question does not necessarily has stuff to do with ACE

ebon citrus
#

@surreal epoch make an effort, atleast

#

Then come and ask why it doesnt work

surreal epoch
#

i am

ebon citrus
#

Where is that script executed?

surreal epoch
#

there is an object that has the addAction function that calls in this sqf

ebon citrus
#

What is passed in the call?

#

Also "this" doesnt exist in the context youre tryint to use it in

surreal epoch
#

i am sorry, i dont understand your question

ebon citrus
#

You can pretty much only use "this" in 3den editor object init field

surreal epoch
#

oh, thank you

ebon citrus
#

Post the addaction

#

Pastebin or codeblock

surreal epoch
#

this addAction["Create Patient","Scripts\creatept.sqf"];

#

the code works as intended, at least the one i posted

#

issue is that idk how to properly implement disableAI within the SQF

#

i only know trough eden

#

what i am trying to do is add disableAI to the script

ornate prairie
#

is it possible to change the music that plays when a mission ends? It seems like something thats hardcoded

tough abyss
#

hey guys

#

can anyone help me out in vc

#

through screenshare? its regarding a door script

ebon citrus
#

@tough abyss why dont you post it and have us look at it?

#

@surreal epoch try to do it and then ask when you fail

#

it's important to try before you ask for help, otherwise you learn nothing

tough abyss
#

ok here so

#

I want to use it in a multiplayer environment, therefore I have a temporary add action client side only

#

the script is not even going to the action itself

#

I have tried many versions of this

#

looked at other things but can't seem to get it to work

ebon citrus
#

?

#

can you post the addaction?

#

ummm...

#

couple of things

#

playAnimation doesnt exist

#

"kick" is not defined

tough abyss
#

right Ik that

ebon citrus
#

and i dont think that's how you use that function

tough abyss
#

sorry forgot to mention

#

that whole line

#

I have this

#

player switchmove "AwopPercMstpSgthWrflDnon_End1";

#

player addAction ["Knockdown Door", "knockdown.sqf"];

#

thats in the init^

#

I just put everything in one file

ebon citrus
#

in the init of what?

#

@tough abyss

tough abyss
#

singleplayer mission

#

ok so I found out that

#

private _door = [objNull, 0]; does nothing useful

ebon citrus
#

no, but where in init is that addaction?

#

in the init of a unit or in the init.sqf?

tough abyss
#

init.sqf

ebon citrus
#

yeah, no

#

no wonder it's not wokring

#

there is no "this" in init.sqf

tough abyss
#

no like the add action is working itself

#

the script isnt

#

the knockdown one

ebon citrus
#

first of all, where do you want that action to be?

#

a specific door or the player?

ebon citrus
#

you can use "this" in init.sqf

#

so either youre not saying the truth, or the sky has fallen

tough abyss
#

I have player addAction

#

and thats it

#

in my init

ebon citrus
#

oh wait

tough abyss
#

this is my description

ebon citrus
#

sorry

tough abyss
#

author = "J";
onLoadName = "Knockdown Door";
onLoadMission = "Knockdown Door Script";
loadScreen = "";

class Header
{
gameType = RPG; // Game type
minPlayers = 1; // minimum number of players the mission supports
maxPlayers = 10; // maximum number of players the mission supports
};

ebon citrus
#

i think i was seeing things

tough abyss
#

all good

ebon citrus
#

i dont even know how that happened

#

yeah, ok

tough abyss
#

yeah I thought this was gonna be a simple script

ebon citrus
#

so the action is added

#

your next problem is with the animation

#

can you post the script youre using now?

tough abyss
#

well the animation doesn't run because the script before that somehow breaks

ebon citrus
#

how does it break?

tough abyss
#

ok so heres the whole file with all the versions I have used

ebon citrus
#

can you post the script and give the error message?

tough abyss
#

ok I will use the script from the paste

#

Ill be using this

#

its also not going to the hint when the door is unlocked

ebon citrus
#

i dont think works [_door] call BIS_fnc_DoorOpen;

#

not sure thought

#

there is no documentation on that

tough abyss
#

yh im skeptical on that

#

I looked at other scripts

#

people use "animate"

#

yeah the only error message is ;

#

missing ;

#

so I guess the issue lies somewhere else

ebon citrus
#

it wont work either way

#

check this out: _door = [objNull, 0];

tough abyss
#

yeh ik

#

idk what to change that ot

ebon citrus
#

then you do this _door getVariable [format ["bis_disabled_%1", _door], 0];

#

that wont work

#

you cant getvariable from an array

tough abyss
#

how would I open the door then

#

because I have to check the lock state

ebon citrus
#

you need to get the door to open it

tough abyss
#

yeah but I want to check the lock state too and I found that to check it

ebon citrus
#

this code is weird on so many levels i dont know what the bguy who wrote it was trying to accomplish

tough abyss
#

well I wrote it by myself but that particular line

#

I took from if you google

#

sushi breaching script

#

Idk how he got it to work he got so many more lines and files

ebon citrus
#

first of all, you want to get the building

#

that way you can get the variable state of the specific door from it

winter rose
#

so, again: there is no "door" object
the doors you see are part of the building model

so cursorTarget isKindOf "door" won't work

tough abyss
#

oh ok I see

ebon citrus
#

and _door is an array

tough abyss
#

so nearestObject

ebon citrus
#

you cant use "getVariable" on an array

tough abyss
#

ok

#

ok someone on the post responded with some code

ebon citrus
#

first of all, what is it that you want to do, exactly?

#

explain the concept

#

i see that you want to unlock a door by kicking

tough abyss
#

yeah

ebon citrus
#

but what is the application idea

tough abyss
#

like genuinely that

ebon citrus
#

like how would you perform this action

tough abyss
#

either by a gui or just the add action

ebon citrus
#

explain what the player would do

tough abyss
#

they would either call the UI and select the option "kick down door"

#

or for milsim

#

add action but

#

I had an idea

#

to have the add action only be "seeable" if in vicinity of a door but thats a different story

ebon citrus
#

then add the action to the door itself?

tough abyss
#

I just want this to work first

ebon citrus
#

is this a specific door or every door in general?

tough abyss
#

here : I want something like this :

#

maybe some addon implementation in the future too but for now just get the script working

ebon citrus
#

why not use this one then?

tough abyss
#

they haven't released it I think and I want to make a simple one

#

idk I don't wanna just paste tbh

ebon citrus
#

erm...

#

still, again, question. Do you want this to be general or just for a specific door?

tough abyss
#

general

#

every door

ebon citrus
#

oh boy...

tough abyss
#

like any door

ebon citrus
#

how much scripting experience do you have?

tough abyss
#

the player looks at

#

well thats the thing its sqf I know c++ and stuff

#

its just sqf is different

ebon citrus
#

ok, then it wont be hard

tough abyss
#

but I have experience with it

#

I used it 3 - 4 years ago

ebon citrus
#

i recommend you get yourself familiarized with sqf first

tough abyss
#

now getting back in it

ebon citrus
#

making general addons isnt really easy

tough abyss
#

well I know the fundamentals of it but ye

ebon citrus
#

youre missing some basic stuff

tough abyss
#

so making for any door must be an addon then?

ebon citrus
#

not really

#

but preferably

#

so what i recommend you do

#

add an eventhandler on the player to check for keypresses

#

when a specific key/combination is performed execute the script

#

the script gets the object you are looking at

tough abyss
#

yeah event handlers I know

#

but how do I make it for every door

ebon citrus
#

if it's a type of house, it gets all the door-selections for that house

tough abyss
#

do I need an array

#

to store every type of house on the server

ebon citrus
#

then it gets the closest door to the player

#

checks if it's locked and then unlocks the door and does all the rest of the job

#

additionally, you can add a distance check

tough abyss
#

I found player reveal cursorObject

#

is that any good ?

ebon citrus
#

MORE additionally, you can rotate and place the player into a specific position

tough abyss
#

yeah have it dependable on the direction they are facing

ebon citrus
#

do you even read what im writing?

tough abyss
#

yes I am but I was researching and saw someone suggested that

#

I just thought it would be useful idk

ebon citrus
#

i just told you what to do

tough abyss
#

yeah, I know thank you I just thought that be a useful contribution but I guess not 😛

ebon citrus
#

reveal makes the object known to the target

#

you dont need to reveal a house

tough abyss
#

oh lmao I forgot

#

what Lou said

#

makes sense now lol

ebon citrus
#

you can get the object the player is looking at with cursorObject or cursorTarget

tough abyss
#

yeah just realized...

ebon citrus
#

but doors are not objects

#

they are selections

tough abyss
#

right

#

aah makes sense now to what the person helping me on the forum post said

#

regarding selections

#

private _door = 1; // First door

#

but that is not universal

#

but makes sense now thank you

ebon citrus
#

1 is not any specific door

#

1 is a number

#

selection is a type string

tough abyss
#

oh

ebon citrus
#

use this to get all selection names for an object

winter rose
#

there is no documentation on that
lies 👀

ebon citrus
#

someone just added it?

#

because i could swear it was empty

winter rose
#

yeah, just did

ebon citrus
#

This page was last edited on 2 July 2020, at 10:38.

#

😅

#

thank you

#

👍

tough abyss
#

when a specific key/combination is performed execute the script
@ebon citrus
the script gets the object you are looking at
@ebon citrus that shouldn't be too hard

#

I'm assuming it will be for any door

#

what you stated as it is an event handler so it will just get cursortarget and use script

#

its like event handler for fall damage

#

so people universally don't take fall damage everyone on the map for instance

#

but in this case it would be MP event handler right

ebon citrus
#

make sure you understand the difference between "cursorTarget" and "cursorObject"

tough abyss
#

Ok, I will have a thorough read

#

im guessing cursorobject is better

ebon citrus
#

getCursorObjectParams might be better for you

tough abyss
#

so the selections

ebon citrus
#

?

tough abyss
#

Return Value:
Array - [cursorObject, selections, distance]

#

so the middle thing im confused about

#

do I use what you sent

#

selectionnames?

ebon citrus
#

?

#

you can use selectionnames to get selection

#

hold on, im launching a test mission

tough abyss
#

ok so getCursorObjectParams[cursorObject,selections,distance]

#

is that correct lol

ebon citrus
#

no...

#

what are you trying to do?

tough abyss
#

trying to understand the command

ebon citrus
#

do you know how commands work in arma 3?

tough abyss
#

wait im stupid nvm

#

i just read again what it does on the wiki

#

my bad runnin on not much sleep lol

#

sry bout that

#

makes sense now

ebon citrus
#

no worries

#

i jsut ate myself to death and im seeing things aswell

tough abyss
#

hahaha

#

arma is I noticed a different breed

ebon citrus
#

yeah, you want getCursorObjectParams

#

that's really useful command actually

#

im going to use that

tough abyss
#

@ebon citrus I presume the eventhandler makes it easier than having just a function that can be called from when pressing a button on a UI?

ebon citrus
#

yeah, well because you can have it bound to a key

tough abyss
#

but is that the only difference

ebon citrus
#

apart from having the action on the user? yeah

#

with a little smart use of the condition field, you can make the action appear nicely when youre looking at doors

tough abyss
#

yeah that's exactly what I want

ebon citrus
#

yeah, have fun

tough abyss
#

😄

ebon citrus
tough abyss
#

ok, will do, thanks

ebon citrus
#

is there a way to denote the ground as an object?

winter rose
#

lineIntersects?

ebon citrus
#

not applicable

winter rose
#

what is the use case?

ebon citrus
#

oh, yeah sorry. It's for getting the specific position the player is looking at

#

so im using lineIntersectsSurfaces for this

#

because it has a return that holds the position

winter rose
#

so if the player looks at a hill, you want it to go through?

ebon citrus
#

i want it to be discarded

winter rose
#
screenToWorld [0.5,0.5];
``` 😄
ebon citrus
#

only problem is that height is always 0

#

so it's always only the surface of the ground

winter rose
#

I really don't get what you want
if you want "where the player looks at" but not the terrain ground, use lineIntersects?

ebon citrus
#

lineIntersects doesnt return the position

winter rose
#

oh right, it's a boolean. let's see other lineIntersects

ebon citrus
#

Returns objects

#

Not a position

#

It's not a huge inconvenience

#

I can get around it easily

#

I was just asking

#

Can i use the terrain as an object to ignore

winter rose
#

Can i use the terrain as an object to ignore
nope, can't do - terrain is not an Object

ebon citrus
#

Ok, answered

#

Thank you

ebon citrus
#

happens with some world-objects, most notably gates

winter rose
ebon citrus
#

so feedback report?

#

should i make one?

#

or do you think it wont be fixed?

#

ah, i see

winter rose
#

no I meant "I guess it's normal", my bad

ebon citrus
#

what should i use instead of "house" for gates?

winter rose
#

dunno 🙃 check the config and their parents, I suppose they have one in common

ebon citrus
winter rose
ebon citrus
#

i was expecting i could summon you to solve this issue

#

Sorry for the bother and thanks for the help

#

i've worked up something to solve my issue with the door offsets

#

to get rid of the action-menu in arma 3

#

for good

#

part of project Exposure

lost copper
#

Tried "Test" instead of _task @lost copper?
@winter rose, sorry for ping. I am return to a question about deleting diary records. Your solution don't work. Error expect.

#

Error Type string, expected Diary record

ebon citrus
#

ok, im getting a "cannot load letter_f_1.paa."-error on this line:
drawIcon3D ["letter_f_1", [1,1,1,1], ASLToAGL (_ins select 0 select 0), 1, 1, 45, "Open door", 1, 0.05, "TahomaB"];, despite the texture being in my mission's root folder. Any bets?

#

and yes it's in .paa format and converted properly

winter rose
#

forgot ".paa" ?

ebon citrus
#

dont need it

#

and yes, i tried with it aswell

#

same result

winter rose
#

this specific image worked somewhere before?

ebon citrus
#

hold on, i'll try to use it on a user-texture

#

yep

#

it works on everything else just fine

#

even setTexture

#

but drawIcon3D doesnt like it

ebon citrus
#

not really a scripting question, but any idea why my P-drive isnt mounting

#

i hit "mount p-drive" in arma3 tools and it runs the prompt and quickly hides it and nothing happens

winter rose
#

try accessing the "mount P-drive" tool from the directory (and run it from cmd so you see the eventual error message), else reinstalling the tools?

ebon citrus
#

ok, it works when i run workdrive.exe just like that

#

but not if i run it from the arma3tools

#

🤷‍♂️

winter rose
#

workdrive /Mount C:\path\to\fDir ?

ebon citrus
#

nope, just ran it

winter rose
#

oh btw:
what is the difference between Draw3D and EachFrame Mission Event Handlers?
Draw3D is on each -drawing- frame, while
EachFrame is each simulation frame?

ebon citrus
#

i assume draw3d requires focus?

#

draw3d is only present on the client aswell

#

wont run on server/HC

unique sundial
#

each frame and draw 3d run at different times during the frame, one on scripts simulation one on ui draw simulation, you can test which one runs first

winter rose
#

nothing to do with "simulation" vs "visual" frame?

astral dawn
#

Draw3D also doesn't run when your map is open

ebon citrus
#

ok, so "scalar" is just another name for "number"

winter rose
#

nowhere on this page is Scalar mentioned though?

ebon citrus
#

also, another problem

#

[_house, _doorIndex, 1] call BIS_fnc_DoorOpen;

doesnt work, even though _doorIndex is a number, and it errors out on expecting a string

#

but if i replace _doorIndex with a hard number, it works

#

a.k.a. variables dont work in BIS_fnc_DoorOpen... because magic

#
private _doorIndex = 1; 
private _house = cursorObject; 
 
systemChat typeName(_doorIndex); 
[_house, _doorIndex, 1] call BIS_fnc_DoorOpen;```
#

try it out

#

"Error type number, expected string"

#

but switching it out for a number, instead of a variable with a number makes it work

#

never mind, now it doesnt

exotic flax
#

@umbral nimbus There are several EH's which handle inventory/gear items, or the unit itself, which you can use to trigger your script:

- Init
- Respawn
- InventoryClosed
- aresenalClosed
- Put
- Take

On each of those EH's you can run a simple script which checks if the unit has the item, and if yes, execute additional code.

winter rose
ebon citrus
#

literally changed nothing and it works

#

and then it doesnt

winter rose
#

*armagic*

ebon citrus
#

[_building, 5, 1] call BIS_fnc_Door;

#

that's your example, Lou

#

and it works

#

and sometimes it doesnt

#

with the same parameters

#

switching out some aprameters and running the code fresh seems to make it work for a moment

hollow thistle
winter rose
#

that's your example, Lou

[_house, "door_1_rot", nil, nil, 0.25]  call BIS_fnc_doorOpen;
```is my example @ebon citrus
ebon citrus
winter rose
#

you are mixing door and doorOpen

ebon citrus
#

oooh

#

i see

#

but doorOpen works with those parameters too

#

no, wait it doesnt

#

ok, that's my issue

winter rose
#

👀

ebon citrus
#

so Door is a better one for me here

#

the difference between Door and DoorOpen is that DoorOpen allows you to define which parts animate

#

Door animates all the necessary parts for you

#

im just having a stroke again

#

dont mind me

exotic flax
#

always great when people self-therapy and solve the problem while talking to others think_turtle

#

We're happy to help you 😉

ebon citrus
#

the problem is that i lost my glasses some weeks ago and im blind as a bat without them

winter rose
#

batgirl was a redhead indeed

exotic flax
#

Did you try looking on top of your head? 😉 Been there, done that 👓 👀 🦆

ebon citrus
#

yeah, i bet they wouldve falled off some time ago

#

im rpetty sure i left them on a park-bench

umbral nimbus
#

Going to repost it here

#

hello guys
I know the scripting command for it...
But now I want to make it a feature of an object:

I want someone who has object X in his inventory to 'ReportRemoteTargets'

as with the scripting command setVehicleReportRemoteTargets.

Anyone has an idea how to do that?

#

MP compatible
for players primairily

umbral nimbus
#

oh thnx

#

srry

#

thnx going to experiment with it

unique sundial
#

nothing to do with "simulation" vs "visual" frame? @winter rose you mean future vs visual? That is for moving objects, future predicts object position based on speed and direction, visual just takes from where it is dunno if related to draw, which is for ui

fair drum
#

How do I do a absent placement for a number? Like "" for a string or objnull for an object?

exotic flax
#

0

#

Or -1 when 0 is a valid response

winter rose
#

@unique sundial yeah I don't have a clear view of what is "2D drawing frame", "3D drawing frame", "simulation frame"
Like, in 60 drawing frames the simulation could only be updated 20 times, all that I don't know

fair drum
tough abyss
#

How do I fix me being stuck in a animation even tho I am doing player switchMove "something"; and then after that trying to reset it with player switchMove "";

ebon citrus
#

switchmove makes players stuck

#

use playmove and playmovenow to not make them stuck

winter rose
#

switchMove "" should reset the player though - is it a special animation you are using before that?

ebon citrus
fair drum
#

what map is that?

ebon citrus
#

Enoch (Livonia)

fair drum
#

ah. is that worth picking up on the current sale?

ebon citrus
#

Project Exposure will be developed for Livonia

#

not much content for it

#

that's why i decided to make something for it

ebon citrus
tough abyss
#

damn looks nice, universal to any door?

surreal peak
#

also does the kickdoor do anything? Or is it WIP?

ebon citrus
#

it's universal to any door

#

atm the door kick sets the door to slightly open and unlocks it