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1
OFP - Addons & Mods General / Re: Function pack
« Last post by SoldierEPilot on 02 Sep 2015, 21:49:30 »
I have no DASH_library thread of Flashpoint.ru,
but if you think it's a good idea - I'll make it next week.

BTW I've send version with Russian documentation to Arma-CWA.ru
administration (31.09.15), but still no publication ???

And if you want to see Russian documentation/samples ASAP - here it is:

https://yadi.sk/d/r6Asa4v6inKFD
2
OFP - Addons & Mods General / Re: Function pack
« Last post by -Sapper- on 02 Sep 2015, 17:07:41 »
Please also update the thread on flashpoint-ru
3
OFP - Addons & Mods General / Re: Function pack
« Last post by SoldierEPilot on 31 Aug 2015, 21:54:38 »
Version 2.1 release:

* Purpose: to extend possibilities of (still working) scripters and mission makers,
save their time during difficult scripts development and to support
my other OFP projects with needed code. Exactly in that order;

* All but 1 function works in OFP-R 1.96
("overrideMoves" requires "animChanged" EH from CWA).
Some CWA commands  had been duplicated with functions
("mapName" instead of "getWorld", "find2" instead of "find");

* Start options in DASH_Library_Settings.pbo;

* Powerful stringtable-based technology of data storage.
Fast responce, scalability, relative edit simplicity.
"Class inheritance" provided to store config info ("csvQuery").

Several thousands of infantry weapons, magazines
and projectiles in the database of this format
("cfgWeapon" returns 9 properties, "cfgAmmo" and "cfgMag" returns 6 props each).

New inventory functions uses this DB, for example "weaponMags":
returns all magazines used with given infantry weapon;


* Another stringtable-based approach 4 fast global arrays
creation, updating, demonstration and access using point-separated
keys of string type (like "dash.wind.direction")-->
more clear usage of array elements, list of array content no more needed.

All indexes of stored stuff are located in one place now -->
more easy to edit structure of resource arrays
(7 "db*" functions from dbAdd to dbSet);

* 350 functions (not including sub-routines) total     

https://yadi.sk/d/UBXy4XjNinRQW

4
Arma3 - Editing/Scripting Multiplayer / Re: Resizing a Trigger
« Last post by h- on 21 Aug 2015, 22:44:46 »
24 hours is nothing  :D

Anyway, glad to help, that's why this desolate site is here for...
5
Arma3 - Editing/Scripting Multiplayer / Re: Resizing a Trigger
« Last post by Mad Pup on 21 Aug 2015, 22:14:53 »
There we are! Works perfectly!

Thanks once again h-!

Now to finish the editing... Have probably 24+ hours into it  :blink: :goodnight:
7
Arma3 - Editing/Scripting Multiplayer / Re: Resizing a Trigger
« Last post by h- on 21 Aug 2015, 07:12:45 »
Ah, so if this is MP then this is a bit in a wrong place, moving :P :cop:

Anyhoo, BIS are currently doing some changes to the MP side of stuff, and I'm not at all familiar with the MP side anyway, but probably the easiest way is to use BIS_fnc_MP, this should work I guess:
Code: [Select]
[["In 5 (FIVE) Minutes, Play Will Be Reduced To The Red Circle Marked On Your Map! If You Are Not Within This Circle When Play Is Reduced, You Will Be Killed!"],"BIS_fnc_dynamicText",true] call BIS_fnc_MP;
8
Arma3 - Editing/Scripting Multiplayer / Re: Resizing a Trigger
« Last post by Mad Pup on 20 Aug 2015, 21:54:35 »
Quote
it's must also work without "vehicle" command

Huh... when testing, I couldn't get it to move without the "vehicle" part. Weird... Anywho it moves  :D

Thank you h- for the SetTriggerArea command... didn't know that was a thing.

On Another Note: This a mp mission on Stratis. And about every 5 minutes the "play zone" shrinks. No problems, anyone not in the zone when the timer is up, dies. But I have multiple warnings. One for 5 minutes, 2 minutes, and 60 seconds. I've used this code to display the warnings:

Code: [Select]
["In 5 (FIVE) Minutes, Play Will Be Reduced To The Red Circle Marked On Your Map! If You Are Not Within This Circle When Play Is Reduced, You Will Be Killed!"] spawn BIS_fnc_dynamicText;
sleep 180;
["In 2 (TWO) Minutes, Play Will Be Reduced To The Red Circle Marked On Your Map!"] spawn BIS_fnc_dynamicText;
sleep 60;
["In 60 SECONDS, Play Will Be Reduced To The Red Circle Marked On Your Map!"] spawn BIS_fnc_dynamicText;
sleep 60;
["PLAY HAS BEEN REDUCED! If You Are Outside The Red Circle Right Now, You Are Going To Be Killed!"] spawn BIS_fnc_dynamicText;

Now during testing, with another player and I in a LAN server, my computer was the only one receiving the warnings (my computer being the server). So any way I can fix this? I used the dynamicText because it was relatively large text in the middle of the screen.

Once again, Thanks in advance.

~Mad Pup
9
Arma3 - Editing/Scripting Multiplayer / Re: Resizing a Trigger
« Last post by SoldierEPilot on 18 Aug 2015, 19:57:10 »
Quote
assuming this is indeed for Arma3 and not OFP
My apologies, it's because of magic word "OFP" in the second line of request :)

+50c:  there are 6 setTrigger* commands in ARMA-3

10
Arma3 - Editing/Scripting Multiplayer / Re: Resizing a Trigger
« Last post by h- on 18 Aug 2015, 09:11:09 »
Soldier is right, no need for the 'vehicle' when setpossing a trigger.

Resizing a trigger is easy, use setTriggerArea (assuming this is indeed for Arma3 and not OFP)..
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