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1
OFP - Editing/Scripting General / Re: Names for functions
« Last post by SoldierEPilot on 18 May 2018, 00:35:54 »
It's about this function pack:
http://www.ofpec.com/forum/index.php?topic=36435.0
See the last msg for an actual version link.

There are 3 test missions in the package, allmighty "apply" fns
are shown in work in the first one, topic name in the combo box = "Arrays".

One more sample:
Code: [Select]
_AT_guys = [units player, {secondaryWeapon _x!=""}] call localize "f_apply_if"
2
OFP - Editing/Scripting General / Re: Names for functions
« Last post by Alex_Mercer_1479 on 14 May 2018, 15:26:39 »
i dont get it what is this all about? XD
3
Here is the way I did it which is addon free

TC_Guer is an array with all the resistance groups in it rest of the arrays are self explanatory

By the way what the hell is that topic name XD

Code: [Select]
_i = 0
_gg = "<None>"
_t = _time + 10

#loop1
~0.001
? _t * acctime < _time : _i = 0 ; _gg = "<None>" ; _t = _time + 5
? count TC_Guer > _i : if (count units (TC_Guer select _i) < 12) then {_gg = TC_Guer select _i} ; _t = _time + 5 ; goto "unloop1"
goto "loop1"

#unloop1
? format ["%1" , _gg] == "<None>" : _i = _i + 1 ; goto "loop1"
_j = 0
_k = 0
_wg = "<None>"
_eg = "<None>"

#loop2
~0.001
? _j == -1 and _k == -1 : TC_GD = true ; exit
? _t * acctime < _time : _i = 0 ; _gg = "<None>" ; _t = _time + 5 ; goto "loop1"
? count TC_West > _j and _j != -1 and !_gw : if (count units (TC_West select _j) < 12) then {_wg = TC_West select _j} else {_j = _j + 1}
? count TC_East > _k and _k != -1 and !_ge : if (count units (TC_East select _k) < 12) then {_eg = TC_East select _k} else {_k = _k + 1}
? format ["%1" , _wg] != "<None>" and _j != -1 and !_gw : goto "west1"
? format ["%1" , _eg] != "<None>" and _k != -1 and !_ge : goto "east1"
goto "loop2"

#west1
"SoldierGB" createunit [[1 , 1] , _gg , "TC_S1 = this ; this setpos [1 , 1 , 2500] ; removeallweapons this"]
"SoldierWB" createunit [[1 , 1] , _wg , "TC_S2 = this ; this setpos [1 , 1 , 1500] ; removeallweapons this"]
? format ["%1" , TC_S1 in units _gg] == "bool" or !(TC_S1 in units _gg) : _i = _i + 1 ; deletevehicle TC_S2 ; goto "loop1"
? format ["%1" , TC_S2 in units _wg] == "bool" or !(TC_S1 in units _gg) : _j = _j + 1 ; deletevehicle TC_S1 ; goto "loop2"
TC_S1 reveal TC_S2
TC_S2 reveal TC_S1

#west2
~0.001
? _t * acctime < _time : _i = 0 ; _gg = "<None>" ; _t = _time + 5 ; goto "loop1"
TC_S1 setpos [1 , 1 , 2500]
TC_S2 setpos [1 , 1 , 2500]
? TC_S1 countfriendly [TC_S2] == 1 or TC_S2 countfriendly [TC_S1] == 1 : TC_WvsG = 0 ; _gw = true ; publicvariable "TC_WvsG" ; _j = -1 ; deletevehicle TC_S1 ; deletevehicle TC_S2 ; goto "loop2"
? TC_S1 countenemy [TC_S2] == 1 or TC_S2 countenemy [TC_S1] == 1 : TC_WvsG = 1 ; _gw = true ; publicvariable "TC_WvsG" ; _j = -1 ; deletevehicle TC_S1 ; deletevehicle TC_S2 ; goto "loop2"
goto "west2"

#east1
"SoldierGB" createunit [[1 , 1] , _gg , "TC_S1 = this ; this setpos [1 , 1 , 2500] ; removeallweapons this"]
"SoldierEB" createunit [[1 , 1] , _eg , "TC_S2 = this ; this setpos [1 , 1 , 1500] ; removeallweapons this"]
? format ["%1" , TC_S1 in units _gg] == "bool" or !(TC_S1 in units _gg) : _i = _i + 1 ; deletevehicle TC_S2 ; goto "loop1"
? format ["%1" , TC_S2 in units _eg] == "bool" or !(TC_S1 in units _gg) : _k = _k + 1 ; deletevehicle TC_S1 ; goto "loop2"
TC_S1 reveal TC_S2
TC_S2 reveal TC_S1

#east2
~0.001
? _t * acctime < _time : _i = 0 ; _gg = "<None>" ; _t = _time + 5 ; goto "loop1"
TC_S1 setpos [1 , 1 , 2500]
TC_S2 setpos [1 , 1 , 2500]
? TC_S1 countfriendly [TC_S2] == 1 or TC_S2 countfriendly [TC_S1] == 1 : TC_EvsG = 0 ; _ge = true  ; publicvariable "TC_EvsG" ; _k = -1 ; deletevehicle TC_S1 ; deletevehicle TC_S2 ; goto "loop2"
? TC_S1 countenemy [TC_S2] == 1 or TC_S2 countenemy [TC_S1] == 1 : TC_EvsG = 1 ; _ge = true  ; publicvariable "TC_EvsG" ; _k = -1 ; deletevehicle TC_S1 ; deletevehicle TC_S2 ; goto "loop2"
goto "east2"
4
OFP - Editing/Scripting General / Re: Additional EventHandlers
« Last post by Alex_Mercer_1479 on 14 May 2018, 15:08:11 »
is there a way to detect vehicle from a unit who is also in that vehicle?

the only way i think of is nearestobjective

NEVERMIND I FOUND IT
5
Mission Discussion / Re: Stealth Missions
« Last post by Gruntage on 12 May 2018, 11:47:51 »
Hunter Six by Lato is a mission I've had a lot of fun with. Not sure if it really fits in the stealth genre, but worth a mention anyhow.
6
Mission Discussion / Re: Stealth Missions
« Last post by h- on 08 May 2018, 18:56:05 »
All my unreleased ones I never get to work properly  :D
7
Mission Discussion / Stealth Missions
« Last post by savedbygrace on 07 May 2018, 06:22:22 »
Anyone know of any outstanding stealth missions in the SP category of Arma 3?
8
Arma3 - Configs & Scripting / Re: Rextexturing NH90 FFAA
« Last post by DeanosBeano on 16 Apr 2018, 12:05:57 »

is FFAA a mod  ?
 you only need to inherit from the existing baseclass and add your own usually , Is FFAA a mod ?  its not a big deal for a re texture that isnt an Hex edit  but permissions are always nice.
other wise  its simple case of inerting addons from the baseclass pbo cfgpatches and  a simple  hiddenselection repath in the cfg vehicles with rename of the vehicle ..

 show us what you got 

9
OFP - Editing/Scripting General / Re: Advanced Briefing
« Last post by snafu on 16 Apr 2018, 10:08:12 »
Thank you  :good:
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OFP - Editing/Scripting General / Re: Advanced Briefing
« Last post by h- on 16 Apr 2018, 06:23:19 »
You have a typo there:
Code: [Select]
<a href'"marker:point5">LOE</a>should of course be
Code: [Select]
<a href="marker:point5">LOE</a>
In addition sort of "typos", all the objective definitions are faulty a bit:
Code: [Select]
<a name = "OBJ_RV">should be
Code: [Select]
<a name="OBJ_RV">
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