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AdirB

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About AdirB

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  1. AdirB

    RHS Escalation (AFRF and USAF)

    We're using the built in Bohemia function to set insignias. https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia However, we'll try using setObjectTextureGlobal. Thanks!
  2. AdirB

    RHS Escalation (AFRF and USAF)

    Hello! We are using custom insignias on our units and sometimes when we load the insignias they disappear from the shoulder and appear to change the shoes texture of the RHS uniforms. Do you know what can cause this and what can fix this? Thanks!
  3. Hello, we're trying to make multiplayer units get insignia programmatically by their UID. We have an array of UIDs and then we check if the player UID is in the array. _usPlayers = ["21312321312313"]; if((getPlayerUID player) in _usPlayers) then { [player, ""] call BIS_fnc_setUnitInsignia; [player, "us"] call BIS_fnc_setUnitInsignia; }; We first unassign and only then reassign the insignias because there's something weird with insignias where you can't assign the same insignia if it was already already assigned. We run this code in onPlayerRespawn.sqf. It works when first joining the server, however when respawning players can only see their own insignias. If a player goes back to the lobby and reloads the mission, he'll see the insignias of those who respawned. That tells me there's a JIP problem, and I hoped you'll be able to help me figure it out. Thanks!
  4. fnc_idle_animations = { private["_animation"]; _animation = _this select 0; player switchMove _animation; player addEventHandler ["AnimDone", { params[ "_unit", "_anim" ]; if (_anim == "c4coming2cDf_genericstani4") then { _unit switchMove "c4coming2cDf_genericstani4"; }; } ]; } _Idle_Anims_Action = ["Idle_Anims", "Idle Animations", "", {}, {}] call ace_interact_menu_fnc_createAction; ["Man", 1, ["ACE_SelfActions"], _Idle_Anims_Action, true] call ace_interact_menu_fnc_addActionToClass; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Idle_Stop_Condition = { animationState player == "c4coming2cDf_genericstani4" || animationState player == "HubStanding_idle1" || animationState player == "HubStanding_idle2" || animationState player == "HubStanding_idle3" || animationState player == "Acts_AidlPercMstpSloWWrflDnon_warmup_3_loop" || animationState player == "Acts_AidlPercMstpSlowWrflDnon_warmup03" || animationState player == "Acts_AidlPercMstpSlowWrflDnon_warmup04" }; _Idle_Stop_Statement = { ["","fnc_idle_animations"] call BIS_fnc_MP; }; _Idle_Stop_Action = ["Idle_Stop", "Stop Animation", "", _Idle_Stop_Statement, Idle_Stop_Condition] call ace_interact_menu_fnc_createAction; ["Man", 1, ["ACE_SelfActions", "Idle_Anims"], _Idle_Stop_Action, true] call ace_interact_menu_fnc_addActionToClass; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _condition = { animationState player == "amovpercmstpsraswrfldnon" || animationState player == "amovpercmstpslowwrfldnon" }; _Idle_1_Statement = { ["c4coming2cDf_genericstani4","fnc_idle_animations"] call BIS_fnc_MP; }; _Idle_1_Action = ["Idle_1", "Idle 1", "", _Idle_1_Statement, _condition] call ace_interact_menu_fnc_createAction; ["Man", 1, ["ACE_SelfActions", "Idle_Anims"], _Idle_1_Action, true] call ace_interact_menu_fnc_addActionToClass;
  5. Hello, I'm trying to make a script that allows players to play animations, however, when one executes the script, everyone plays the animation. Right now, when one executes the script, everyone plays the animation. I'm using BIS_fnc_MP. I'm trying to make it so the animation plays only on the machine that executed the script, but visible for everyone else. How can I do this? Thanks!
  6. Squad name: Task Force Wolfpack Timezone/location: GMT+2 / Israel Gamemode preference: Co-Op Contact email: taskforcewp@gmail.com Website address: Short description: Founded in 2017, Task Force Wolfpack is an Israeli casual-milsim group. We operate as a special operations unit based after the United States Special Operations Command (USSOCOM). In order to execute special tactics and strategies during missions, Task Force Wolfpack implements its own doctrine, based on various real-life doctrines and adapted to limitations of ArmA III's engine. Language: Hebrew, English
  7. AdirB

    Errors

    _dog = createAgent ["Fin_random_F", getPos player, [], 5, "CAN_COLLIDE"]; _dog setVariable ["BIS_fnc_animalBehaviour_disable", true]; _dogSit = [_dog] spawn { params ["_dog"]; _dog playMove "Dog_Sit"; while {alive _dog && speed player == 0} do { _dog moveTo getPos player; hint "The dog is sitting"; sleep 0.5; }; }; _dogWalk = [_dog] spawn { params ["_dog"]; _dog playMove "Dog_Walk"; while {alive _dog && speed player > 0} do { _dog moveTo getPos player; hint "The dog is walking"; sleep 0.5; }; }; _dogSprint = [_dog] spawn { params ["_dog"]; _dog playMove "Dog_Sprint"; while {alive _dog && speed player >= 18} do { _dog moveTo getPos player; hint "The dog is sprinting"; sleep 0.5; }; }; That's what I got, but it won't work. Once I execute the script it will show "The dog is sitting", and it won't change it once I am speeding more than 0 or when I'm at 18 or speeding over it.
  8. AdirB

    Errors

    It doesn't work. What I'm trying to do is, make this: _dog = createAgent ["Fin_random_F", getPos player, [], 5, "CAN_COLLIDE"]; _dog setVariable ["BIS_fnc_animalBehaviour_disable", true]; 0 = [_dog] spawn { params ["_dog"]; _dog playMove "Dog_Sprint"; while {alive _dog} do { _dog moveTo getPos player; sleep 0.5; }; }; Controllable by my speed, if I stop, the dog stops, if I walk, the dog walks, if I run, the dog runs.
  9. _dog = createAgent ["Fin_random_F", getPos player, [], 5, "CAN_COLLIDE"]; _dog setVariable ["BIS_fnc_animalBehaviour_disable", true]; dogStop = [_dog] spawn { params ["_dog"]; _dog playMove "Dog_Stop"; while {alive _dog && speed player = 0} do { _dog moveTo getPos player; sleep 0.5; }; }; dogWalk = [_dog] spawn { params ["_dog"]; _dog playMove "Dog_Walk"; while {alive _dog && speed player > 0} do { _dog moveTo getPos player; sleep 0.5; }; }; dogSprint = [_dog] spawn { params ["_dog"]; _dog playMove "Dog_Sprint"; while {alive _dog && speed player > 18} do { _dog moveTo getPos player; sleep 0.5; }; }; while {alive _dog && speed player = 0} do { _dog moveTo getPos player; sl> 5:48:55 Error position: <= 0} do { _dog moveTo getPos player; sl> 5:48:55 Error Missing ; 5:48:55 File C:\....\missions\Task Force Wolfpack\Mission Templates\Mission_Template_v1-0.Takistan\scripts\dog\dog.sqf, line 8 5:48:55 Error in expression <op"; Does anyone know what that means?
  10. Hello, I made a re-texture for a scope and a weapon, and I'm trying to make the item compatible for the weapon. I found this https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#New_config_parameters_.7Bconfig.cpp.7D And I did this: class CfgPatches { class clans_weapons { units[] = {}; weapons[] = {"B"}; requiredVersion = 0.1; requiredAddons[] = {"tfwp_main"}; }; }; class SlotInfo; class CowsSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = $STR_A3_CowsSlot0; compatibleItems[] = {"scope"}; }; class CfgWeapons { class A; class B : A { author = "AUTHORNAME"; scope = 2; weaponPoolAvailable = 1; displayName = "WEAPON"; hiddenSelections[] = {"camo1", "camo2", "camo3"}; hiddenSelectionsTextures[] = {".paa", ".paa", ".paa"}; class WeaponSlotsInfo { mass = 4; class CowsSlot: CowsSlot {}; allowedSlots[] = {901}; }; }; }; But I can't see the scope in the arsenal. I also heard that it is possible to do something with joint rails to make items compatible. What should I do?
  11. Thanks for your response! That's what I did: addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if (isPlayer _instigator AND side group _killed isEqualTo east) then { _instigator addPlayerScores [(getPlayerScores _instigator select 0)+1, getPlayerScores _instigator select 1, getPlayerScores _instigator select 2, getPlayerScores _instigator select 3, getPlayerScores _instigator select 4]; _instigator_kills = getPlayerScores _instigator; hint format["%1",_instigator_kills]; }; }]; But it didn't work at all, it didn't do anything. And then I found that instead of getting 1 point I'm getting a multiplied score. PE_PL addPlayerScores [(getPlayerScores PE_PL select 0)+1, getPlayerScores PE_PL select 1, getPlayerScores PE_PL select 2, getPlayerScores PE_PL select 3, getPlayerScores PE_PL select 4]; _pe_pl_kills = getPlayerScores PE_PL select 0; hint format["%1",_pe_pl_kills];
  12. Hello, I'm trying to make a system that adds 1 kill point to a player. I do that because the ACE3 medical system messes with arma 3's score system. So what I try to do is run a loop which detects when a player has killed an east side unit and when he did, he will get 1 infantry kill point. Is there a way to do that?
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