User talk:Killzone Kid

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Not important, but nice to know

Hi. I'm just wondering (and Google didn't help) what "sqf" stands for; do you know? Fred Gandt (talk) 04:03, 23 March 2014 (CET)

[14:44] Karel Mořický: 
SeQuence Script
SeQuence Function


Thanks KK. My OCD is sated :-) Fred Gandt (talk) 01:28, 25 March 2014 (CET)

Sorry to butt in uninvited. My understanding is SQS = "Status Quo Sequence (or maybe Script?)" (SQS was originally only intended for controlling the camera during cutscenes), SQF = "Status Quo Function", SQM = "Status Quo Mission", SQC = "Status Quo Campaign". "Status Quo" was the original working title for "Operation Flashpoint", and like the game engine, the file types date back that far. I don't have any sources though. Cheers :) --Ceeeb (talk) 04:31, 25 March 2014 (CET)

I'm not sorry you butted in Ceeeb :-) I like information \o/ Legacy stuff can often seem to make little sense after some years have gone by. I have "Pictures of Matchstick Men" as an earworm now! Cheers! Fred Gandt (talk) 04:41, 25 March 2014 (CET)

Ceeeb makes a lot of sense, I'm sorry I haven't been with Arma since OFP but I believe him. I'd call Some Quality [insert a letter] if it was for me :) --KK

The first scripting language I learned was LSL which I came to wish was built better differently, and am now thinking of what those letters could have stood for on a rough day. I think "Lousy Sodding Language" would sum it up quite well, but in all honesty I owe that shoddy mess a great deal, as it introduced me to programming and development.
I can't help but think that Karel probably knows what he's talking about even though "Status Quo *" makes a lot of sense. In the long run, it doesn't really matter, but - it's nice to know :-) Fred Gandt (talk) 17:52, 25 March 2014 (CET)

Request for comment

At Village_Pump_(proposals)#Interlinking_via_.22See_Also.22  -- Fred Gandt (talk/contribs) 15:32, 11 April 2014 (CEST)


Is there a reason beyond "because no one has done it yet" why the BIS_fnc_* funcs are not thoroughly documented here? -- Fred Gandt (talk/contribs) 02:11, 13 April 2014 (CEST)

My guess would be that each BIS_fnc_ contains header comment with function description and is available from debug console in game. --KK
The issue came to light in chat on the Skype group for scripting, regarding a "how to" question, which revealed the lack of documentation.
I'm assuming that since there's a list of available functions and a few have their own page's, that it would be considered an acceptable use of resources to document the rest for ease of access?
If for no other reason, interlinking would prove useful; all the documentation in one place.
Can you see any reason to not go ahead with adding the rest? I can add the task to my list of things to do (expanding rapidly) >.O -- Fred Gandt (talk/contribs) 22:34, 13 April 2014 (CEST)
I am nobody so you don't have to consult with me on what you want to add. --KK
You have made a lot of effort on this Wiki, YouTube, and your own site to help people understand and do more. You're not nobody :-)
I may not have to consult, but I'm new here, and I'd consider it impolite to just storm on in and shake things up. Collaboration requires a little humility.
That said, I have noted that {{Function}} exists and is in use already, so I guess it's there for a reason! I'll get on it as time allowed. Obviously being followed around will be appreciated. My main reason for being here is to learn, and although I'm keen on improving the Wiki, I know little about the Arma platform at this time, so lack a lot of technical knowledge about it.
BTW - I've got a fairly radical idea about how to improve the "See Also" sections around the Wiki, and if it works (demo to follow) it could save a lot of time and mess, but it is quite radical, and would change the way things are done and look.
It's exactly that sort of change I wouldn't feel good about trying to shoehorn in without community support. -- Fred Gandt (talk/contribs) 02:09, 14 April 2014 (CEST)



Thanks for setting me straight about the units, you were right about them spawning at [0,0,0]. I still think it might be beneficial to include when the value does default to [0,0,0] in the article? I would happily remove the bit about no units spawning.

Thanks :) ZamboniBambino (talk) 20:25, 7 May 2014 (CEST)

Not sure this is related to the createUnit. position objNull is [0,0,0] and player on the server is objNull.
Perhaps not, but position is related to createUnit in some way. Would it be useful to add it somewhere ? Or would you consider it to be useless? ZamboniBambino (talk) 22:48, 7 May 2014 (CEST)
Not quite sure what you want to say, that position [0,0,0] will spawn unit in rhe water? I thought this was obvious. That position objNull is [0,0,0], then it is not like you *always* pass position as position player to the unit creation. If you really want to add something not quite relevant to createUnit page, it is generally accepted to use talk page people read that stuff too.
Hmm, I don't think I'm getting anywhere. I only wanted to suggest that if a person passes objNull, the position is [0,0,0]. I didn't say that you would always pass that position, or the player's position to the createUnit function. I think in expectation of it being useless to most, i'll just leave it. ZamboniBambino (talk) 23:07, 7 May 2014 (CEST)
In this case this would be a relevant comment for either position or objNull page, if it does not already exist.

Arma_3_CfgWeapons_Weapons and "srifle_DMR_01_DMS_snds_F"

Hey, saw you had undone my change to Arma_3_CfgWeapons_Weapons. I've just tested the addWeapon command on both "srifle_DMR_01_DMS_snds_F" and "srifle_DMR_01_DMS_pointer_snds_F" and only the second produces a result for me. However the first doesn't throw any script error out.

I also manually used BIS_fnc_exportCfgWeapons with the "weapon" parameter and it still says that the class name is "srifle_DMR_01_DMS_snds_F". Were you testing on the dev branch or did you simply look for a script error? I'm quite puzzled as to where the discrepancy is here. SilentSpike (talk) 02:28, 12 June 2014 (CEST)

I tested on latest dev --KK
I just tested with isClass and it came back false. However I'm on stable, would you mind giving the below code a go? It seems like there could be an issue with BIS_fnc_exportCfgWeapons.
systemChat format ["%1",isClass (configfile >> "CfgWeapons" >> "srifle_DMR_01_DMS_snds_F")];
got true on todays dev build
Thanks! Confused as to why the function gives me a false class name on my build, but I'll just assume it's magic and hope the problem goes away in a future update for now.

I thought you might want to weigh in on my recent question over here since you've substantially contributed to the Description.ext page. --SilentSpike (talk) 13:06, 19 August 2014 (CEST)


What kinda note is that? :P Don't really understand your point there since you're using a completely different command but then use the correct syntax of the actual command.-- Tryteyker-

Not sure why you are having problem with my note. You could delete crew with deleteVehicle, since forever. Did we need another command for it? I don't know. So I compared them. The difference I noticed is in that note.--KK
Not having a problem with it, just didn't see the point in it exactly. but yeah I guess having a more direct command is always good in a sense.--Tryteyker- (talk) 21:19, 13 October 2014 (CEST)

setDir note

Fixed: An issue where AI would not respect objects, which were rotated using setDir, in the computation of pathfinding (dev change log)

I'm not sure if you saw the dev notes from jan 6th about setDir; sounds like its fixed, can you confirm?

Havent tested with ai but it did not fix no collision Killzone Kid (talk) 20:46, 8 January 2015 (CET)

Arma 3 Dedicated Server#CONFIG_server.cfg

• onDifferentData: The ArmA: Server Side Scripting page says that it is no longer supported, and it doesn't even appear in the game EXEs, unlike the other ones, which proves beyond reasonable doubt that it has been removed.
• requiredBuild: The extremely specialized use of this parameter does not hold enough importance to keep it in the config example, especially when compared to other unfeatured parameters. Plus, the server.cfg page says that it can only enforce the server's own build number.

--AgentRev 00:24, 16 January 2015 (CET)

Yeah ok, onDifferentData maybe useless, but I swear when I added kick (_this select 0) it kicked me on joining. As for requiredBuild, I generally think removing it completely is bad, because someone might need to use it with dev version of the game. I remember it was very useful with A2AO betas. Killzone Kid (talk) 02:01, 16 January 2015 (CET)
requiredBuild is a dev option, but the config example is intended for general servers and ideally should be kept as simple as possible. If you're messing with dev stuff, you're already far ahead of the majority of server owners; wouldn't you be knowledgeable enough to be aware of the option in the first place, or be aware of where you can find documentation about server options, thus not requiring it to be included in the example? --AgentRev 12:13, 17 January 2015 (CET)
If you want to make that page a sort of simplified streamline server installation guide for masses I have no problem with that, just make sure you include links to more advanced stuff from that page otherwise there is a risk to lose some of the useful knowledge. Killzone Kid (talk) 12:40, 17 January 2015 (CET)
I'm not looking to redo the whole page (if anything I would rather use such time to build a page for BE filters instead lol), I just wanted to tidy up the config example. --AgentRev 03:40, 18 January 2015 (CET)

AddAction changes undo

Hi KK, As you did remove my changes for the AddAction site because they made no sense to you I will explain what my intention was: I added a ":" after the parameter because it's just like that on every other site here in the wiki... And apart from just upholding "traditions" it's even more important for myself because I am currently working on a program which gathers the syntax of all the available ArmA commands to develop a plug in for eclipse (-> that will include syntax highlighting, code completion and most importantly a live parser which will look for syntactical errors during the writing of the code). The point now is that my program need these ":" after the parameter name to identify them as such and then be able to overwrite the variables (the names of the parameter) in the actual syntax. And seeing that I hope you can understand why I did that and it would be great if I would be allowed to keep the ":" after the parameter names :)

Best regards Krzmbrzl00

I did it only on those three because the other arguments are optional which means that columns are after the (optional) tag (again that is something I discovered through the complete wiki) What do you mean by formatting the site? What's wrong with it? :)


Personally to base you parser on colon or not colon you are asking for trouble in the future especially on biki where anything can change at any time especially page presentation. But this is beside the point. Not sure where you got the idea that only main arguments have colons, look at drawIcon3D for example. Also what I was trying to tell you that addAction is not proper format and might change. Killzone Kid (talk) 07:06, 15 April 2015 (CEST)

Ah okay now I understand ^^ I actually haven't noticed yet that there are some optional parameter marked like that... So thanks for that. Looks like I have to modify my parser a bit to handle those ^^

Server exec Icon

Ok, so I have added exec icon functionality. see setFog. I am not sure if the category name I chose is 100% suitable. The same goes for the mouse over text/ tool tip. let me know if you have any suggestions. --Benargee (talk) 23:13, 4 May 2015 (CEST)


i tested today its ColorCiv not ColorCivilian so pls why did you remove my edit... geniks

getPersonUsedDLC locality

Sorry if I made any mistakes with my tests. I tested the command on a dedicated server using a DLC weapon. getPersonUsedDLC returned an empty array for the player's unit on the server, when it returned the correct DLC ID on the client.


I understand right mouse may work for you, but for whatever reason the command doesn't recognize mine. I used a loop on each frame to make sure no input was missed. Its still a valid point that the command isn't reliable for certain inputs.

I appreciate you double checking my notes and trying to keep the biki clean, but removing parts of my notes and telling me not to re-add them comes off as passive aggressive to me. If you find my notes misleading, either add your own, reword them, or even better, ask me to reword them. Completely removing a part is more like censorship. Its all too easy to get into an editing war instead of talking it out.

allowDamage scripted damage

Hey KK, just curious as to why you undid the changes noting that setHit and setHitIndex are affected by allowDamage? [1]

I haven't tested it personally, but from what I gather it's been tested by multiple people (see [2]) --SS (talk) 12:51, 17 October 2015 (CEST)

command template categories

on the page distance2D that you just edited, was redundant. Awhile ago I edited the command template to automatically add commands that were introduced in a certain game to be added to the appropriate [[Category:{{Name|{{{1}}}}}: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]. In this instance {{Name|{{{1}}}}} would be replaced with Arma 3 and would then read [[Category:Arma 3: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]. While your edit didn't make the page worse, it was unnecessary. Just thought I would let you know for next time you encounter this. --Benargee (talk) 17:44, 25 October 2015 (CET)


Is it your new username on the feedback tracker, or that's a different guy? --AgentRev 06:18, 2 January 2016 (CET)


This entry already exists in Description.ext --Benargee (talk) 19:53, 16 January 2016 (CET)

Hah! I did actually did search :( Killzone Kid (talk) 19:59, 16 January 2016 (CET)

Sorry about change in countSide

Sorry KK for the foolish delete of that comment there, I was out of my mind, thought the comment was about the first parameter and not the second. Good that we have a Wiki to correct each other ;) --James (talk) 22:27, 05 May 2016 (CET)

addAction in 1.61+

What should be done with the addAction page for the conflicts between TKOH and the new parameters in 1.61+? The showUnconscious parameter didn't exist in TKOH, and the radius parameter is not the same index between TKOH and 1.61. Thanks --Pennyworth (talk) 18:31, 15 June 2016 (CEST)

Undo of ‎configSourceMod example

I saw you reverted my edit to configSourceMod. On 1.62.137464 with no mods that example returns "" for me. Here is a screenshot of that. --Pennyworth (talk) 03:52, 10 July 2016 (CEST)

Strange way to chat :D Anyway, regarding local effect of setUnitLoadout

Maybe a misunderstanding?

Called from dedicated server on all playableUnits I didnt receive my loadout (but all AI slots), hence local effect. Works fine if I additionally run it on the client.


Thats interesting. I will do a repro mission tonight with the following setup:

dedi creates ai unit, client creates ai unit

dedi calls setunitloadout on allunits

expected behaviour if command has local effect: only the dedi ai should receive gear

expected behaviour if command has global effect: both ai units and player receive gear

expected behaviour if something is really strange: both ai units receive gear but player does not


I think I was wrong in my description. I wanted to document local execution, global effect – which would be consistent with your findings (I think).


i'm with stupid, its already shown in the icons on top.


tested and couldnt reproduce, so probably some mistake in my mission :)

Your note on eyeDirection

I noticed your note on the aforementioned page suggests the return value is relative to the torso, however my testing suggests it is relative to the global coordinate system. I figured you might want to revise the note to reflect this (I'd generally just do it myself, but I figured maybe there was some unclear meaning there you'd like to preserve). --SS (talk) 17:17, 23 July 2016 (CEST)

Comparing arrays in A2OA

This function on the Code Optimisation page does not appear to work as advertised anymore in A2OA: Code_Optimisation#Comparing_arrays

The first example returns false. Tested in A2OA 1.63.131129

Ebay (talk) 18:41, 24 August 2016 (CEST)

It doesn't work for comparing one dimensional arrays in A2OA anymore either. The example you left there actually returns false now. Tested in A2OA 1.63.131129.
Ebay (talk) 19:12, 24 August 2016 (CEST)

Some minor but may be useful functions to be implemented?

Since there's no such functions allowing to drop some of the containers (action to drop bag is not really reliable) on a player right to its legs, i wrote this: _wh = "groundweaponholder" createVehicle position player; _wh setPosASL (getPosASL player); _wh addBackpackCargoGlobal [(backpack player),1]; _wh = everyBackpack _wh select 0; {_wh addItemCargoGlobal [_x,1]} forEach (backpackItems player); removeBackpack player;

Can be really applied to a uniform, vest and backpack Lets call them dropUniform, dropVest, dropBackpack. Might be useful, thanks.

Incorrectly removed comment

Hey there,

I see you removed my anotation about the prefix STR_ in stringtable.xml.

It's a needed prefix for the localize system in order to work correctly in dialogs.

If the key in the stringtable doesn't start with "STR_..." will not work in HPP menus.

Or you know other way to make it works?

I wait your response, thanks in advance and best regards.


Possible type names on nearestTerrainObjects are wrong?

"ROCKS" gives no results. "ROCK" works.


my latest note on setWaypointType

Hi KK,

Thank you for removing my old note on the setWaypointType page. I have another request for you: would you please be so kind to remove my latest note on the setWaypointType page because I discovered that a tiny part of it is incorrect. I would like to re-add a 100% accurate note. Thank you

Regards, IT07