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iConic-21

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About iConic-21

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  1. 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 :(
  2. iConic-21

    Double array units

    thanks was looking for something like this
  3. iConic-21

    Locking helo except for pilots

    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).
  4. iConic-21

    Explosion Physics Help

    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";}];
  5. 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
  6. iConic-21

    Explosion Physics Help

    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";
  7. iConic-21

    Explosion Physics Help

    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
  8. 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
  9. 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
  10. iConic-21

    Locking helo except for pilots

    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"
  11. iConic-21

    Locking helo except for pilots

    yeah np, happy to help :)
  12. iConic-21

    Locking helo except for pilots

    just checked it, works fine
  13. iConic-21

    Locking helo except for pilots

    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.
  14. 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"
  15. iConic-21

    UAVs: Feedback and wishes

    https://community.bistudio.com/wiki/Mission_Editor:_Waypoints :)
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