R3ality
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Would be great if you could post a Before/After comparison picture (or several) :)
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Picture in loading screen
R3ality replied to ProfessorChaos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Only works with .paa, as stated in what you just pasted here as well -
Nice addon! Why not show it for 3rd-person view as well? Also supporting the suggestion of making it smaller..
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Looks great! I'll surely check this out in action..
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Picture in loading screen
R3ality replied to ProfessorChaos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You just add all that into your descriptions.ext file. The images\loadScreen.paa can be a .jpg file instead (no transparency). It needs to be in the same directory as your mission.sqm file (or a sub-directory if you specify it in the loadScreen variable) -
I was just playing a map that uses this script/addon and I loved it! Great work! Gives COOP play a whole new dynamic if you have to rescue fallen teammates from hostile grounds..
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[Script] Print debug info of player gear
R3ality posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Here's a small script I originally posted on armaholic. It may be useful when debugging the gear player is holding/has equipped.. File source: debugGear.sqf /* @file Version: v0.1 @file name: debugGear.sqf @file Author: R3 @file edit: 3/6/2013 @file Description: Print debug info of player gear through action menu item @usage: Put in init field of some object: this addAction ["DEBUG GEAR INFO", "debugGear.sqf"]; */ _obj = _this select 0; //the object that had the action _caller = _this select 1; //unit that called the action _id = _this select 2; //id of the action _outp = "HEADGEAR = " + (headgear _caller) + "\n\nGOGGLES = " + (goggles _caller) + "\n\nPRIM. WEAPON = " + (primaryWeapon _caller) + " = " + (str primaryWeaponItems _caller) + "\n\nSEC. WEAPON = " + (secondaryWeapon _caller) + " = " + (str secondaryWeaponItems _caller) + "\n\nHANDGUN = " + (handgunWeapon _caller) + " = " + (str handgunItems _caller) + "\n\nASSIGNED ITEMS = " + (str assignedItems _caller) + "\n\nUNIFORM = " + (uniform _caller) + " = " + (str uniformItems _caller) + "\n\nVEST = " + (vest _caller) + " = " + (str vestItems _caller) + "\n\nBACKPACK = " + (backpack _caller) + " = " + (str backpackItems _caller); //+ "\n\nALL WEAPONS = " + (str weapons _caller) //+ "\n\nALL MAGAZINES = " + (str magazines _caller); titleText [_outp, "BLACK IN", 30]; //print our info Usage: Add the following into the "initialization" field of any object this addAction ["DEBUG GEAR INFO", "debugGear.sqf"]; ..then player just needs to use the action menu on that object by selecting "DEBUG GEAR INFO" - I added it to a ammo container but it should work on any object.. It should look something like this: It is also available for download by the armaholic guys and listed on their forums -
removing map from all players
R3ality replied to Lightninguk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Or instead of removing all, just remove the map by first doing a unassignItem and then removeItem on "ItemMap". -
[Beginners guide]: Arrays
R3ality replied to [frl]myke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks! Using typeName seems a lot better than what I found.. -
[Beginners guide]: Arrays
R3ality replied to [frl]myke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I briefly skimmed through this thread but didn't notice a way of doing this.. Is there a way to check if a variable is an array? Or a way to get the type of the variable? I see isArray but this seems to be for config entries. Basically I'm looking for a way to differentiate between a variable being of the String type versus the Array type.. EDIT: Ok I think I found a way for this in another discussion thread. Is this considered a good approach or is there a better/easier way? if (isNil {_this select 1}) then { //not an array } else { }; //array