PPPAnimal
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Check if car is in trigger area
PPPAnimal replied to Tejkr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmmm, this has me thinking now. I have seen this done before. Not sure how they did it but you could try... getin eventhandler to check if in enemy vehicle and SETCAPTIVE 1 so ai will not shoot him. or enemyDetected eventhandler to trigger check if he is in friendly vehicle or wearing friendly unitform and setcaptive 1 if true then run checks using KnowsAboutChanged and when knowsabout > 2.5 or 4 etc. SETCAPTIVE 0 to make them fire at him. getout eventhandler could setcaptive 0 also. KnowsAboutChanged _group addEventHandler ["KnowsAboutChanged", { params ["_group", "_targetUnit", "_newKnowsAbout", "_oldKnowsAbout"]; }]; EnemyDetected _group addEventHandler ["EnemyDetected", { params ["_group", "_newTarget"]; }]; -
Is there a simple way to get all the class names of all the objects in any specific mod?
PPPAnimal replied to SwissArmy1984's topic in ARMA 3 - MISSION EDITING & SCRIPTING
for this to work, don't forget to place the vehicles empty. -
Is there a simple way to get all the class names of all the objects in any specific mod?
PPPAnimal replied to SwissArmy1984's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if you don't want them in array format you can do it just by highlighting all the vehicles in the left enities list then right click, log, log classes to clipboard. then just right click and past them any where. -
Is there a simple way to get all the class names of all the objects in any specific mod?
PPPAnimal replied to SwissArmy1984's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another way (if you hate messing with config files) to get just what you want is to go into editor and place all the vehicles from the mod your interested in. then start the mission. then put this in the top debug console. test=[];{test pushback typeof _x} foreach vehicles; put TEST in one of the watch lines now you can copy the array it makes and use that in your scripts. -
Picture 'name.jpg' cannot be found. Loading screen image. Odd error
PPPAnimal replied to HeroesandvillainsOS's topic in ARMA 3 - SERVERS & ADMINISTRATION
This is a far easier way to show a photo in Arma 3 and you can add cool effects like scrolling onto screen etc very easy as well. _imagePath = "banner.jpg";// define the image path _pppControl = findDisplay 46 ctrlCreate ["RscPicture", -1];// create control _pppControl ctrlSetText _imagePath;//set the image _pppControl ctrlSetPosition [0, 1.5, 1.025, 1.8];//set start position _pppcontrol ctrlCommit 0;//commit instantly _pppControl ctrlSetPosition [0, -.4, 1.025, 1.8];//set end position _pppcontrol ctrlCommit 30;//commit over 30 secs so it slowly slides onto screen. waituntil {introdone};//wait until some variable is true _pppControl ctrlsetFade 1;//set start fade from 1 to 0 _pppcontrol ctrlCommit 5;//slowly fade for 5 seconds sleep 5;//pauses for sometime allowing fade to finish then deletes control. ctrlDelete _pppcontrol;//delete the control -
Best way to display fullscreen .jpg image in game
PPPAnimal replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is a far easier way to show a photo in Arma 3 and you can add cool effects like scrolling onto screen etc very easy as well. _imagePath = "banner.jpg";// define the image path _pppControl = findDisplay 46 ctrlCreate ["RscPicture", -1];// create control _pppControl ctrlSetText _imagePath;//set the image _pppControl ctrlSetPosition [0, 1.5, 1.025, 1.8];//set start position _pppcontrol ctrlCommit 0;//commit instantly _pppControl ctrlSetPosition [0, -.4, 1.025, 1.8];//set end position _pppcontrol ctrlCommit 30;//commit over 30 secs so it slowly slides onto screen. waituntil {introdone};//wait until some variable is true _pppControl ctrlsetFade 1;//set start fade from 1 to 0 _pppcontrol ctrlCommit 5;//slowly fade for 5 seconds sleep 5;//pauses for sometime allowing fade to finish then deletes control. ctrlDelete _pppcontrol;//delete the control -
Sort Weapons/Item/Backpacks/Magazines HELP
PPPAnimal replied to .Marti's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have tried to implement this into a BECTI mission to save crates to profilenamespace making them persistant. The TAG functions work perfectly BTW. Thanks for sharing. my problem is making eventhandlers public while keeping the variables private. I am running this code each time a crate it made //this works fine with one crate but due to public variable //it gets messed up when i add more //When i try to make variables private it fails //any ideas? if (_defense isKindOf "B_supplyCrate_F") then { clearBackpackCargoGlobal _defense; clearItemCargoGlobal _defense; clearMagazineCargoGlobal _defense; clearWeaponCargoGlobal _defense; container=_defense; //create array to hold the contents of all containers //add each container to it as they are made allcontainercontents pushBack [container, nil]; //add event to all computers to report when contents are changed //yes i know this should be remoteexec but having syntax issues. container addEventHandler ["ContainerClosed", {["A_ContainerClosed", container] call CBA_fnc_serverEvent;}]; //["ContainerClosed", {["A_ContainerClosed", container] call CBA_fnc_serverEvent;}] remoteExec ["addEventHandler", 0, true]; //server watches for event and saves data to array ["A_ContainerClosed", { params ["container", "_unit"]; // find the contents in container containerContents = container call TAG_fnc_getContents; //find container in array and add the contents to it { if (allcontainercontents select _foreachindex select 0 == container) then { allcontainercontents set [_foreachindex, [container, containerContents]]; }; } foreach allcontainercontents; }] call CBA_fnc_addEventHandler; }; -
Feature request: Make an option for trigger local in editor
PPPAnimal replied to pierremgi's topic in ARMA 3 - DEVELOPMENT BRANCH
I also agree with this request. At least for radio triggers. Or give us the ability to use thislist to get the player that triggered the radio trigger so we can run the script only if he is local.