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AdirB

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Everything posted by AdirB

  1. The file is a paa file. Yeah, the picture is not a squared resolution and its under 2mb. I should to make it squared in photoshop or something?
  2. Ok, great. its shown up, but the colors in the briefing has changed, I guess because of the size. Yellow became to Lightblue and Red became to Blue.
  3. Ok, got it. The code is like this: <img image='briefing\Mission Template.paa' width='512' height='512'/> It's ok?
  4. Thank you all for your solution! :) adding floor instead round solved the problem Thank you :)
  5. Hello, I've got this code that gives a random clothes to every east sided unit in map. if(Isserver)then { UniformArray = ["U_C_Poloshirt_blue", "U_C_Poloshirt_redwhite", "U_C_Poloshirt_salmon", "U_BG_Guerilla3_1"]; { if((side _x) == east)then { removeVest _x; removeHeadgear _x; removeUniform _x; _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x forceAddUniform (UniformArray select (random(round(count UniformArray)))) }; } foreach allunits; }; It's all working fine, but I noticed that the units could be naked. I think it's a part of the random rounds, is it possible to disable it?
  6. Hello guys! I'm trying to make civilians friendly to opfor so they will shoot blufor. With this code (civopf.sqf): CIVILIAN SetFriend [east, 0]; And I called it to MP from the init.sqf: ["setunits\civopf.sqf","BIS_fnc_execVM",true,true] spawn BIS_fnc_MP; I did it because I read in the internet that SetFriend won't work on dedicated server unless you call it to MP. But it is not working. Then I made a script that deletes the NVG's from all BLUFOR and OPFOR and adds AK and magazines to all CIVILIANS: //Gear for BLUFOR { if (side _x == west) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; }; } foreach allunits; //Gear for OPFOR { FaceArray = ["AfricanHead_01, AfricanHead_02, AfricanHead_03, PersianHead_A3_03"]; { if (side _x == CIVILIAN) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x addWeapon "rhs_weap_akm"; _x addItemToUniform "rhs_30Rnd_762x39mm"; _x addItemToUniform "rhs_30Rnd_762x39mm"; _x addItemToUniform "rhs_30Rnd_762x39mm"; _x setface (FaceArray select (random(round(count facearray)))) }; } foreach allunits; And I called it from the init.sqf neither: nul = [this] execVM "setunits\gear.sqf" But it is not working neither. Please help me to solve this problems. Thanks guys! :)
  7. AdirB

    Set Civilians

    Thank you very much! I've got the SetFace working. The problem was that I haven't gave the string thingy ( " " ) in the array for the every specific face name but for all of the, together.
  8. AdirB

    Set Civilians

    The script is working but the SetFace is not working for somereason. I've tried to add RemoveUniform _x; to check if its working.
  9. AdirB

    Set Civilians

    I found out that if I group civlians with a opfor then they become enemies of BLUFOR. So, the problem of SetFriend is solved. please help me with the other problem :)
  10. AdirB

    Set Civilians

    It won't work even if I'm calling it with "BIS_fnc_execVM"? If so, can you please show me a code that will work?
  11. AdirB

    Set Civilians

    Can you please give me an example for this code?
  12. Hello, I made fire and black smoke effect script and the creation is perfect but when I trying to delete it after 30 (sleep 30;) it's not working. The fire and the smoke starts with a trigger that has this code in its init; nul = [this] execVM "tiresignal\create_bridge.sqf" The creation codes are: create_bridge.sqf: ["tiresignal\createfire.sqf","BIS_fnc_execVM",true,true] spawn BIS_fnc_MP; createfire.sqf: hint "Fire and smoke has been started."; sleep 5; hint ""; fireb1 = "test_EmptyObjectForFireBig" createVehiclelocal position fire1; fireb2 = "test_EmptyObjectForFireBig" createVehiclelocal position fire2; fireb3 = "test_EmptyObjectForFireBig" createVehiclelocal position fire3; fireb4 = "test_EmptyObjectForFireBig" createVehiclelocal position fire4; sleep 30; nul = [this] execVM "tiresignal\delete_bridge.sqf"; I'm using the hints for the knowledge if the script is working and it's working. The problem is with the destruction. Destruction codes are: delete_bridge.sqf: ["tiresignal\deletefire.sqf","BIS_fnc_execVM",true,true] spawn BIS_fnc_MP; deletefire.sqf: hint "Fire and smoke has been stopped."; sleep 5; hint ""; deleteVehicle fireb1; deleteVehicle fireb2; deleteVehicle fireb3; deleteVehicle fireb4; Why can't I delete the fire? Please help. Thanks :)
  13. there is a way to put ambient civ/units not near player? in a place that i define? (editor)
  14. what about adding something to make easier to put wall/fance?
  15. Hello, I have a mission template, and I wondering if it's possible to call a texture file from a PBO file with "SetObjectTexture" command. Thanks :)
  16. the thing is that i want to texture a vehicle but i don't want the mission file weight much for loading time.. so i planning to put the texture file in a pbo and publish it and to call from the pbo the texture to my custom script? (which sits on my mission pbo)
  17. Thank you for the answer, Even if the PBO is in a mod-pack in the PWS?
  18. i made an insertion with heli at the start of the mission now the this i want the chopper will open is cargo door on landing heli animateDoor ['ramp_anim', 1]; i followed by this tut http://www.armaholic.com/forums.php?m=posts&q=23563 which work perfect thanks
  19. Hello, I've been trying to do if and else but the script is probably wrong. Please someone can help me and tell what's wrong? waituntil {!(IsNull (findDisplay 46)) _keyDown = (findDisplay 46) displayAddEventHandler [ "KeyDown", " if (_this select 1 == 199) then { if (typeOf player isEqualTo 'B_RangeMaster_F') then { _open = player execVM 'dialogs\open_tablet_dialog.sqf'; } else { _open = player execVM 'dialogs\open_teleport_dialog.sqf'; }; }; " ];
  20. AdirB

    if - else

    Thank you! ^_^ You all have been very helpful, thank you!
  21. AdirB

    if - else

    Thank you all for the answer, you've been very helpful! Just one last thing, I want to make the condition - if B_RangeMaster_F or B_medic_F press the button then it will run one dialog but if not it will run other dialog. I tried to do this like this: if ((typeOf player) isEqualTo 'B_RangeMaster_F' || 'B_medic_F') then I believe that is the reason of the script that didn't work.
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