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norsu

Very simple random markings/numbers script

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Mighty Kegetys made this:

// Random markings script by Kegetys

// texture path for markings

_path = "\your_addon\markings\";

// arrays for markings (use texture names without extension)

_nums1 = ["one", "two", "three", "four", "five"];

_nums2 = ["one", "two", "three", "four", "five", "six", "seven", "eight", "nine", "zero"];

_letters1 = ["a", "b", "c"];

_letters2 = ["a", "b", "c", "d", "e", "f"];

_letters3 = ["a", "b", "v", "d", "e", "f", "g", "h"];

// randomizer for markings selections

_v = _this select 0;

_v setobjecttexture[0, _path+(_nums1 select (random ((count _nums1)-1)))+".paa"];

_v setobjecttexture[1, _path+(_nums2 select (random ((count _nums2)-1)))+".paa"];

_v setobjecttexture[2, _path+(_letters1 select (random ((count _letters1)-1)))+".paa"];

_v setobjecttexture[3, _path+(_letters2 select (random ((count _letters2)-1)))+".paa"];

_v setobjecttexture[4, _path+(_letters3 select (random ((count _letters3)-1)))+".paa"];

To use simply place this into EventHandlers:

init = "[_this select 0, -1] execVM ""\your_addon\random_markings.sqf""";
Edited by Norsu

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I don't think this is good,it won't work after loading/reverting resuming aborted mission.

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Works for me at least when reverting to a saved game or resuming aborted game. Restarting mission gives new numbers though but I can't see that as a problem.

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Well,is there something new in A2 that makes it work?In A1 scripts without "sleep" system didn't work in those situations.

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I have no idea, but the numbers remained the same after resuming or reverting everytime I tried. And I tried many times, even after restarting A2 it worked just fine.

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how can i make this work in mp i have got it working in sp but when i use in mp the numbers i see are not the same as numbers that everyone else see??

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