-
Content Count
65 -
Joined
-
Last visited
-
Medals
Everything posted by Atom_Monky
-
ok it was a bit helpfule it fixed the error with my main listbox but still don't konw how to list players in there and save the listed player so erveryone how opens the dialog have the same lsits
-
Need help with a move object script via addAction
Atom_Monky replied to Atom_Monky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks to all it works -
Need help with a move object script via addAction
Atom_Monky posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, i try to make a script that move objects vertical up and down. so far i tryed this but now i stuck. if you have any ideas to help let me know :D /** Autor : Atom_Monky Script : Kavalla poller **/ _object = (_this select 0); _caller = (_this select 1); _poller = (_this select 2); _selectedPoller = objNull; // Check Player Side if(side player != west) exitWith {}; //Array of Fences _pollerNord = [pol_1, pol_2, pol_3, pol_4, pol_5, pol_6, pol_7, pol_8, pol_9, pol_10]; _pollerSouth = [pol_11, pol_12, pol_13, pol_14, pol_15, pol_16, pol_17, pol_18, pol_19, pol_20]; _pollerWest = [pol_21, pol_22, pol_23, pol_24, pol_25, pol_26, pol_27, pol_28, pol_29, pol_30]; _pollerWest2 = [pol_31, pol_32, pol_33, pol_34, pol_35, pol_36, pol_37, pol_38, pol_39, pol_40]; _pollerost = [pol_41, pol_42, pol_43, pol_44, pol_45,pol_46, pol_47, pol_48, pol_49, pol_50]; _pollerseitenstrasen = [pol_51, pol_52, pol_53, pol_54, pol_55, pol_56, pol_57, pol_58, pol_59, pol_60]; // Check if(_poller == "pollerNord")then { _selectedPoller = _pollerNord; }; if(_poller == "pollerSouth")then { _selectedPoller = _pollerSouth; }; if(_poller == "pollerWest")then { _selectedPoller = _pollerWest; }; if(_poller == "pollerWest2")then { _selectedPoller = _pollerWest2; }; if(_poller == "pollerOst")then { _selectedPoller = _pollerost; }; if(_poller == "pollerseitenstrasen")then { _selectedPoller = _pollerseitenstrasen; }; //Check if one of these the right one if(_selectedPoller == objNull) then {}; /* Loop */ while {_selectedPoller == objNull} do { if(_x == pol_10 || _x == pol_19) then { _x setPosATL[(getPosATL _x) select 0,(getPosATL _x) select 1,((getPosATL _x) select 2)-20000]; }else{ _x setPosATL[(getPosATL _x) select 0,(getPosATL _x) select 1,((getPosATL _x) select 2)-20001.4]; }; }forEach _selectedPoller; /** Innit at the map object this addAction ["pollerNord","pollerScript.sqf","pollerNord"]; this addAction ["pollerSouth","pollerScript.sqf","pollerSouth"]; this addAction ["Poller","pollerScript.sqf","pollerWest"]; this addAction ["pollerWest","pollerScript.sqf","pollerWest2"]; this addAction ["pollerOst","pollerScript.sqf","pollerOst"]; this addAction ["pollerseitenstrasen","pollerScript.sqf","pollerseitenstrasen"]; **/ Thanks for help -
Need help with a move object script via addAction
Atom_Monky replied to Atom_Monky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ok the creatVehicle worked but i dont know how to use the switch -
Need help with a move object script via addAction
Atom_Monky replied to Atom_Monky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
can you give me an create and delete example with the object "pole_f" and the variablename p1 ? -
Need help with a move object script via addAction
Atom_Monky replied to Atom_Monky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know how including multiple objects and woud a play wich connect to the server after they spawned see the objects ? -
Need help with a move object script via addAction
Atom_Monky replied to Atom_Monky's topic in ARMA 3 - MISSION EDITING & SCRIPTING
what i try to achieve is to move a wall made of piles up and down. To block and unblock a streat. and this -
Hide / Show marker
Atom_Monky replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi, is there a way to delete all existing markers except from one i had defined ? -
i think ther is a way with an extra script to fix this. I thout abaut somthing like that eject.sqf /* halo from vehicles by Halv Copyright (C) 2015 Halvhjearne > README.md */ _id = _this select 2; _vehicle = _this select 3; _vehicle removeAction _id; moveOut player; waitUntil{(!(vehicle player isEqualTo _vehicle) && animationState player == "halofreefall_non")}; sleep 1; HALV_openchute = false; _action = player addAction [localize "STR_HALO_OPEN_CHUTE",{HALV_openchute = true;}]; waitUntil{sleep 1;(HALV_openchute || !(alive player) || isTouchingGround player)}; player removeAction _action; if !(HALV_openchute)exitWith{ player setDammage 1; HALV_openchute = nil; }; HALV_openchute = nil; private "_chute"; _pos = getPosATL player; _pos set [2,(_pos select 2)+2]; if (_pos select 2 < 10) then{ _chute = createVehicle ["NonSteerable_Parachute_F", _pos, [], 0, "FLY"]; }else{ _chute = createVehicle ["Steerable_Parachute_F", _pos, [], 0, "CAN_COLLIDE"]; }; sleep 0.2; _chute setDir (getDir player); _chute setPosATL _pos; _chute disableCollisionWith player; player moveInDriver _chute; _chute setVelocity [0,0,0]; waitUntil{vehicle player isEqualTo _chute}; if (animationState player != "para_pilot") then{ player switchMove "para_pilot"; }; waitUntil {isTouchingGround player || !alive player}; if (!isNull _chute) then{ _chute setVelocity [0,0,0]; sleep 0.5; if ((vehicle player) isEqualTo _chute) then { moveOut player }; sleep 1.5; deleteVehicle _chute; }; halo_out.sqf /* halo from vehicles by Halv Copyright (C) 2015 Halvhjearne > README.md */ //this is the height (in meters) above ground the player needs to be, before the halo scroll action becomes available. default 250 _haloheight = 200; //if you change path structure, change it here aswell _scriptpath = "custom\eject.sqf"; //Dont touch anything below this point _haloaction = -1; _lastvehicle = objNull; while{alive player}do{ _vehicle = vehicle player; if !(player isEqualTo _vehicle)then{ _pos = getPosATL _vehicle; _isPara = _vehicle isKindOf "ParachuteBase"; _role = assignedVehicleRole player; if(_pos select 2 >= _haloheight && !_isPara && (_role select 0) isEqualTo "cargo")then{ if(_haloaction < 0)then{ _haloaction = _vehicle addAction["<img size='1.5'image='\a3\Ui_f\data\IGUI\Cfg\Actions\eject_ca.paa'/> <t color='#0096ff'>HALO</t><t > </t><t color='#00CC00'>Eject</t>",_scriptpath,_vehicle, -10, false, true, "", "(vehicle player) isEqualTo _target"]; }; }else{ _vehicle removeAction _haloaction; _haloaction = -1; }; _lastvehicle = _vehicle; }else{ _lastvehicle removeAction _haloaction; _haloaction = -1; }; sleep 1; }; waitUntil{alive player}; []execVM __FILE__; this is an halo script in which an extra action adds if you fligh more than 200 meter called halo jump.you get ejected from the vehiucle and can open the parachute. instat of helo jump i want an "save eject". So this option sude apear if you are over 100 meter in a vehicle and you get ejectet with these paramater: player removeaction bis_fnc_halo_action; (finddisplay 46) displayremoveeventhandler ["keydown",bis_fnc_halo_keydown_eh]; ppeffectdestroy bis_fnc_halo_ppRadialBlur; deletevehicle bis_fnc_halo_clouds; bis_fnc_halo_clouds = nil; bis_fnc_halo_vel = nil; bis_fnc_halo_velLimit = nil; bis_fnc_halo_velAdd = nil; bis_fnc_halo_dir = nil; bis_fnc_halo_dirLimit = nil; bis_fnc_halo_dirAdd = nil; bis_fnc_halo_action = nil; bis_fnc_halo_keydown = nil; bis_fnc_halo_keydown_eh = nil; if (!alive player) then { player switchmove "adthppnemstpsraswrfldnon_1"; player setvelocity [0,0,0]; }; And thene you hopefully can walk normal. but that's just a thought and unfortunately I can not script you know if that would work like this? and who can help me with this script? best regards Atom_monky
-
I hope you understand my problem if you look at this video https://www.youtube.com/watch?v=lgL7ah02SlM Is there a way to fix the bugg ? best regards Atom_monky
-
Do you have high loot, or musst the play work for the equiptment ?
-
there is a difrent sound, its dependent on wich positon you say. infront of next to the solider or far away
-
ArmA 3 Performance Tweaks and Settings Guide
Atom_Monky replied to incontrovertible's topic in ARMA 3 - TROUBLESHOOTING
Thanks it run perfectly fine -
On wicht map ? on custom maps i got the same problem witch maped buildings
-
Post New Thread Button missing?
Atom_Monky replied to mdtorch's topic in BOHEMIA INTERACTIVE: Web-Pages
ah ok, got it