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Thread: Editing/Scripting

  1. #11
    Thanks for the reports. These "Differences from Arma" tips are very useful. Keep them coming.

  2. #12
    Can someone who got the game test if the commands getMarkerShape and getTriggerArea exist ? Thanks
    Chi Va Piano Va Lontano

  3. #13
    Master Sergeant HitmanFF's Avatar
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    Quote Originally Posted by d3nn16 View Post
    Can someone who got the game test if the commands getMarkerShape and getTriggerArea exist ? Thanks
    Sorry, but the answer seems no on both accounts.

    Edit: There is a command MarkerShape and TriggerArea, so the answer is yes after all
    Last edited by HitmanFF; May 30 2009 at 07:05.
    Bellum pacis pater

  4. #14
    Sergeant Major SNKMAN's Avatar
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    Author of the Thread
    Warning!
    In .sqf a missing ";" at the end of a line will not be reported/dispayed as an error.

    The script simply will stop working from this line.
    findCover:
    Looks like the command findCover do not work any longer.
    Last edited by SNKMAN; May 30 2009 at 07:40.

  5. #15
    I think it's just markerShape (without 'get' prefix) & triggerArea based on extracted list on Biki. (Edit: Didn't see your edit.)
    The missing semi-colon ';' was sometimes the same in Arma too.
    Last edited by Dr_Eyeball; May 30 2009 at 09:39.

  6. #16
    Sorry to add to the pedantry, but you can't use this any more:
    Code:
    _logic = "Logic" createVehicle [0, 0, 0];
    In A2 you have to use:
    Code:
    _logic = "Logic" createVehicleLocal [0, 0, 0];
    or
    Code:
    _logic = (createGroup sideLogic) createVehicle ["logic", [0, 0, 0], [], 0, "NONE"]
    EDIT: and, what I forgot to say, is that I've had no problems setPosing either type.
    Last edited by Spooner; Jun 1 2009 at 21:19.
    CBA: Community Base Addons for A2
    DevHeaven: development unraveled!
    SPON scripts/addons (A1) | Roller island tool (OFP -> A1)
    OFPEC: The editing center (for OFP, A1 and A2)

  7. #17
    Sergeant Major SNKMAN's Avatar
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    Yes you are right Spooner.

    Thanks for pointing that out.

    Well another BIG problem i found:

    If you have errors in your syntax then there is no error message showing, that something is wrong!

    Example:
    Code:
    if alive player) then
    {
         hint "player is alive";
    };
    Now you should get a error message, telling you that a "(" is missing in front of alive.
    But there is nothing shown.
    Scripts simply stops working from the point the error was made.

    Same goes to every other kind of syntax error.

  8. #18
    Yeah, I think that came in with 1.01beta (bad, bad idea if it isn't a bug!). Until they fix it, use a log viewer (with tail), like LogExpert, to watch what is happening in RPT!

  9. #19
    When I played the MP campaign with a friend in 1.00, there were literally 100's of script error messages popping up, so I assume BIS just disabled error output in the game to make it look like they fixed a lot of error in the campaign.

    Thanks for suggesting LogExpert there spooner

  10. #20
    Quote Originally Posted by Mike84 View Post
    When I played the MP campaign with a friend in 1.00, there were literally 100's of script error messages popping up, so I assume BIS just disabled error output in the game to make it look like they fixed a lot of error in the campaign.

    Thanks for suggesting LogExpert there spooner
    Haha, yeahh that would make absolutely sense!
    Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
    We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview

    Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

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