-
Content Count
38 -
Joined
-
Last visited
-
Medals
-
Virtual Garage - possible to use as spawner like VVS?
iConic-21 replied to rlex's topic in ARMA 3 - QUESTIONS & ANSWERS
I have made a work around, haven't tested on multilayer, but see no reason why it should not work. add this to your mission init.sqf bis_fnc_garageNew = { (_this select 0); _fnc_scriptNameParentTemp = if !(isnil '_fnc_scriptName') then {_fnc_scriptName} else {'BIS_fnc_garage'}; private ['_fnc_scriptNameParent']; _fnc_scriptNameParent = _fnc_scriptNameParentTemp; _fnc_scriptNameParentTemp = nil; private ['_fnc_scriptName']; _fnc_scriptName = 'BIS_fnc_garage'; scriptname _fnc_scriptName; disableserialization; _fullVersion = missionnamespace getvariable ["BIS_fnc_arsenal_fullGarage",false]; if !(isnull (uinamespace getvariable ["BIS_fnc_arsenal_cam",objnull])) exitwith {"Garage Viewer is already running" call bis_fnc_logFormat;}; {deleteVehicle _x;}foreach nearestObjects [getMarkerPos (_this select 0), ["AllVehicles"], 10]; _veh = createVehicle ["Land_HelipadEmpty_F", getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"]; missionnamespace setvariable ["BIS_fnc_arsenal_fullGarage",[true,0,false,[false]] call bis_fnc_param]; with missionnamespace do {BIS_fnc_garage_center = [true,1,_veh,[objnull]] call bis_fnc_param;}; with uinamespace do { _displayMission = [] call (uinamespace getvariable "bis_fnc_displayMission"); if !(isnull finddisplay 312) then {_displayMission = finddisplay 312;}; _displayMission createdisplay "RscDisplayGarage"; [(_this select 0)] spawn { waitUntil{(Vehicle player) != player}; _vehType = typeOf Vehicle player; deleteVehicle (Vehicle player); sleep 1.0; _veh = createVehicle [_vehType, getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"]; player moveInDriver _veh; }; }; } Once you did that just place an object in the mission and add this to it init this addaction ["Open Virtual Garage New", {[("SpawnPosMarkerName")] call BIS_fnc_garage;}]; And as you can tell from the code you need to place a marker with its name(e.g. "SpawnPosMarkerName") in the the object mentioned above. This is where you will spawn your vehicle. The idea is to have multiple stations for people to spawn their vehicles from. *Any object within the 10m radius will be deleted to remove unwanted objects or accidental exit, so if you drive the vehicle away at least 10m it will not be deleted when you access the garage again. *Vehicles spawn locally so when select an vehicle by pressing enter or closing the screen once you get in the vehicle it will delete the vehicle and spawn it again so others on the server can see this. *Because of the issue above any sorts of customisation for the vehicle will not be there once it respawns :( -
thanks was looking for something like this
-
Locking helo except for pilots
iConic-21 replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (typeof player != "B_Helipilot_F") then { private "_v"; while {alive player} do { waituntil {vehicle player != player}; _v = vehicle player; if (_v iskindof [color="#FF0000"]"air"[/color] && !(_v iskindof "ParachuteBase")) then { if (driver _v == player [color="#FF0000"]|| gunner _v == player[/color]) then { player action ["eject",_v]; waituntil {vehicle player == player}; hint "We shall leave the piloting to those with the appropriate training."; }; }; }; }; haven't tested but this should work for air units and also gunner position (Marked red for changes). -
I tested it, works fine for me, you want to tell me where in the script the error pops up? this addAction ["push",{_null = [20,25] execVM "shock.sqf";}];
-
adding custom cargo to multiple vehicles
iConic-21 replied to xoo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
try this: {_x addItemCargo ["ToolKit",1];} forEach vehicles; "vehicles" will return an array of all vehicles in the mission, and for every one of them which is presented as "_x" will add toolkit to cargo -
Ill show you my script, and also ill take a look at your script but you have gone way more in detail then mine lol, remember server load matters allot. _null = [showWaveEffectRadius,initialForce,ObjectForExplosionLocation] execVM "shock.sqf";
-
I had worked on this small script for fun. it gets an initial value of force and then at the centre of explosion it will push the objects away, and the force appliyed to the objects are determined by the weight of the object and the distance to the centre of the explosion. here is a demo video, first explosion is normal Arma 3 while the 2nd and 3rd is with the script
-
cfgVehicles how to know a building is a partial building?
iConic-21 replied to Ed!'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
dont think so, the only thing that can give it away is the name or class name. for example Land_Hospital_main_F Land_Hospital_side1_F Land_Hospital_side2_F -
Eventhandlers qeustions and such.
iConic-21 replied to a topic in ARMA 3 - MISSION EDITING & SCRIPTING
1 and 2, i have to look into. but 3, well _nil = [] execvm "script.sqf". "script.sqf" <- this will be the patch and location of our script '[]' before 'execvm', this will send arguments to the script for example the name of a marker '_nil = ["marker1"] execvm "script.sqf"'. and '_nil' will contain the result of the execution of the script, it will return a value once the script has been executed. I reccomand taking a look at this page LINK -
Locking helo except for pilots
iConic-21 replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
restricting players from items and uav is a different ball game, but this should work for the tank, it will strict the tank driver, if you want to strict the gunner then replace "driver" with "gunner" -
Locking helo except for pilots
iConic-21 replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah np, happy to help :) -
Locking helo except for pilots
iConic-21 replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
just checked it, works fine -
Locking helo except for pilots
iConic-21 replied to heinzmcdurgen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Put this in your init.sqf : put this on the vehicles you want to restrict : Note: add unit names to allowedplayers array to allow access, this currently only looking at the name of unit given to it in the editor, if you want to use real player name just change "vehicleVarName" to "playerName"; this has no infinite loop so there is close to no server stress. -
Unit uniform glowing effect? - VR BootCamp
iConic-21 replied to Ranwer135's topic in ARMA 3 - MISSION EDITING & SCRIPTING
might not need it any more but here for others who may visit the page, set the material of your object to this "a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat" -
https://community.bistudio.com/wiki/Mission_Editor:_Waypoints :)