-
Content Count
1028 -
Joined
-
Last visited
-
Medals
Everything posted by major-stiffy
-
How to loop the sound in trigger
major-stiffy replied to tony86's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Launch via .sqf 17 is length of the sound in seconds. nul = [yourobjectvarname] spawn {while {true} do {(_this select 0) say3D "yoursound"; sleep 17;};}; sleep 1000; -
Overview picture won't show.
major-stiffy replied to itisnotlogical's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Was a bug in one of the recent Arma updates, has been corrected. Are you on latest update? -
How to make a drive to task.
major-stiffy replied to StickBreads's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has to be some condition or something present to "activate" trigger. -
script JBOY Napalm FX
major-stiffy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome! Hope this is MP compatible. -
When you don't use any intel. 😁
-
Activating a trigger with any combination of multiple conditions
major-stiffy replied to Mebeover's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Tweaked this from a script @Larrow some time ago. Tweak it to suit your needs. { _x addAction ["<t align='left' color='#F7D358'>READ CONTENTS</t>", { params[ "_target", "_caller", "_ID", "_args" ]; //Set this examined intel as found, so the action on it is no longer active //Also PV to all clients so their action for this box is no longer active _target setVariable ["isFound", true, true]; //Get the number of boxes found, default 0 _currentFoundBoxes = _caller getVariable[ "boxesFound", 0 ]; //Increase count by 1 _currentFoundBoxes = _currentFoundBoxes + 1, execVM "scripts\yourscript.sqf"; //Update callers variable _caller setVariable [ "boxesFound", _currentFoundBoxes ]; //Maybe do something when # of intel have been found if ( _currentFoundBoxes isEqualTo 3 ) then { ["<t color='#ff0000' size = '1.5'>Intel found...STAND-BY.</t>",-1,-1,8,1,-1,789] spawn BIS_fnc_dynamicText; sleep 10; execVM "scripts\yourscript.sqf"; //CHANGE THIS TO WHEN ALL INTEL FOUND }; }, [], 6, true, true, "", //_target (unit to which action is attached to) and _this (caller/executing unit) "!( _target getVariable [ 'isFound', false ] )", //NOT found ( default false ) !false == true 4 //distance for action ]; }forEach [ intel0, intel1, intel2 ]; When intel isEqualTo 3 it must match the amount of forEach. You can change it the amount to suit. That's all I have to offer. Good luck. -
mgi scripts LOCK UNLOCK DOORS of houses
major-stiffy replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Will this keep AI from walking through the door or wall like it is now? 😂 -
Show big image of intel ingame - video
major-stiffy replied to omri2050's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice! MP compatible? -
Remoteexec of dynamic text possible?
major-stiffy replied to Michael Marsh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I always wondered what that meant exactly in a trigger. -
I'm making a simple mission for a friend and myself which I will host. I have an image I want to make sure my client can see. I am firing a script which contains the following line: hint parseText "Who<br/><img size= '5' image='pic\man.jpg'/><br/>is it?" call BIS_fnc_MP; I know call BIS_fnc_MP is suggested to not be used any more but how do I remoteExec this or will call BIS_fnc_MP still work? Or will hint parseText already be sent to client without MP in mind?
-
hint parseText for MP
major-stiffy replied to major-stiffy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks guys. I'll give this one a go and hope he sees it. I have no way of testing with a client without giving up parts of what the mission is about and I don't want to do that. 😉 -
AI stops driving when player is moved into vehicle
major-stiffy replied to Aurora152's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is the first waypoint a "move" ? If so they will stop momentarily then resume. If the driver is following a road, just put a waypoint where you want him to stop cause in my experience he will drive on the road to that point himself even if it's a bit distant away. -
3D sound played on moving vehicle
major-stiffy replied to Aurora152's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I suggest you try it exactly as I have it because it works perfectly for me. -
3D sound played on moving vehicle
major-stiffy replied to Aurora152's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This in description.ext ? class CfgSounds { sounds[] = {}; class radiochatter { name="radiochatter"; sound[]={sounds\radiochatter.ogg, 20, 1, 20}; // filename, volume, pitch, distance titles[] = {}; }; the ogg file is in a folder called sounds. -
3D sound played on moving vehicle
major-stiffy replied to Aurora152's topic in ARMA 3 - MISSION EDITING & SCRIPTING
[humvee1, ["radiochatter", 100, 1]] remoteExec ["say3D"]; -
Visibility Condtion
major-stiffy replied to jhonenglish's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Set them captive temporarily then undo it? setCaptive -
Thanks folks. I'll do some more testing.
-
Ok so I’m not alone here. I don’t recall this being an issue way back when. Thanks for confirming.
-
Tested with no mods on ported mission in Malden (does it on all maps). Still happens. Game breaker. 😞
-
Abandoned vehicles: In SP & MP if I find an abandoned vehicle it stays blue on the map screen even when I'm not inside it. So the enemy makes a B line for it to try and destroy it. I spend my time trying to defend it. Anyone else seeing this? It might be VcomAI mod, I'll have to test it.
-
Arma 3 Cfg Sounds is Currently Bugged
major-stiffy replied to MaximF_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess you'll have to reexamine things cause it works for me. Tested today in a MP mission I'm making? And you have given variable names on objects to where each sound is to come from? Type Object, expected nothing sounds like it might be the case? -
Arma 3 Cfg Sounds is Currently Bugged
major-stiffy replied to MaximF_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Remove the \ in front of sound. Ex. class CfgSounds { sounds[] = {}; class serverambient { name="serverambient"; sound[]={sounds\serverambient.ogg, 20, 1, 20}; // filename, volume, pitch, distance titles[] = {}; }; This works for me: [serverambient, ["serverambient", 500, 1]] remoteExec ["say3D"]; -
Need help to add medical tent heal function to other buildings
major-stiffy replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In init of asset _null = [this, 10, 0.10, 2] execVM "heal.sqf"; Heal.sqf private["_obj","_radius","_healPerSleep","_damage","_sleepTime"]; _obj = _this select 0; _radius = _this select 1; _healPerSleep = _this select 2; _sleepTime = _this select 3; if (isServer) then { while {true} do { { if (alive _x) then { _damage = damage _x; _damage = _damage - _healPerSleep; if (_damage < 0) then { _damage = 0; }; _x setDamage _damage; }; } forEach ((getPos _obj) nearEntities [["Man"], _radius]); sleep _sleepTime; }; }; I recall using this a long time ago. Not tested recently.- 1 reply
-
- 1
-
How can I quit a mission and return to the eden editor?
major-stiffy replied to juleshuxley's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It has happened to me too. Only way around it is to end task.