AdirB
Member-
Content Count
236 -
Joined
-
Last visited
-
Medals
Everything posted by AdirB
-
Low opacity image in briefing
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
Low opacity image in briefing
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Low opacity image in briefing
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, got it. The code is like this: <img image='briefing\Mission Template.paa' width='512' height='512'/> It's ok? -
Low opacity image in briefing
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Please help? ;) -
Low opacity image in briefing
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No one? -
Thank you all for your solution! :) adding floor instead round solved the problem Thank you :)
-
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?
-
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! :)
-
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.
-
The script is working but the SetFace is not working for somereason. I've tried to add RemoveUniform _x; to check if its working.
-
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 :)
-
Please help
-
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?
-
Can you please give me an example for this code?
-
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 :)
-
Thank you, It worked! :)
-
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
AdirB replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
there is a way to put ambient civ/units not near player? in a place that i define? (editor) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
AdirB replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
what about adding something to make easier to put wall/fance? -
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 :)
-
Call a texture from a PBO file
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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) -
Call a texture from a PBO file
AdirB replied to AdirB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for the answer, Even if the PBO is in a mod-pack in the PWS? -
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
-
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'; }; }; " ];
-
Thank you! ^_^ You all have been very helpful, thank you!
-
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.