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t.buur

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Everything posted by t.buur

  1. t.buur

    Analog Throttle

    It seems that ARMA has a general problem with analogue input devises. (https://feedback.bistudio.com/T126494) You can check the input actions. https://community.bistudio.com/wiki/inputAction They should all go from 0 to 1.
  2. t.buur

    Jets DLC Official Feedback

    Already on feedback tracker: https://feedback.bistudio.com/T126018
  3. You know following scripting commands? https://community.bistudio.com/wiki/listRemoteTargets https://community.bistudio.com/wiki/listVehicleSensors Edit: forgott to say that listRemoteTargets is a little bit broken: https://feedback.bistudio.com/T125977
  4. Please have a look on inGameUISetEventHandler Maybe you can disable it for a special car.
  5. thanks man that's the solution.
  6. Dear all, do anybody know a method to get the color chosen ingame on map screen. I'm talking about the combo box on the right top corner. I want to use the information for creating custom Markers. Thanks in advanced
  7. Ok, my question was not clear enough. When you create a marker ingame by double clicking on the map the markername is "_USER_DEFINED #0/52/1". Where "_USER_DEFINED #" is a prefix, 0 is the player, 52 is the MarkerID and 1 is the channel. So, these is stored by a BI function which gratetes ingame the marker. And I'm looking for this variable to get it with getvariable.
  8. Dear all, short question: Where is the MarkerID stored? I mean the markerID described in allMapMarkers. I looked for it in missionnamespace, also in uiNamespace but I could not found it. Maybe you have an idea where to search. best gerads
  9. Only when the enemy plane is in the radar cone. So, when you search for enemy near ground and enemy is flying high you never get a look on.
  10. Even with the new sensor display it is hard to find enemy jets in the air because you don't know if the jet is flying high or low. My request: Is it possible to add the high of air planes to the display? Maybe only the thousand and the hundreds. For example 15 stands for flight level 1578.
  11. Dear all Maybe you know the problem that if you are using trackIr your body is leaning foreword if you have lowered the weapon. Reason for this is that you haven't a feeling where your body is pointing at and your head is compositing this automatically. So I want to write a mod which will hold the upper part of the body vertically when the weapon is lowered. I have checked all scripting commands but found only solutions to find out the direction of the head (getCameraViewDirection). At the end I need the position the upper part of the body is pointing at. I read a lot of old topics in the net that explain that I have to look for the cgfsceleton but I don't find it in ARMA 3. Maybe one of you can give me a hint where I can find the position of the upper part of the player. Greetings
  12. Never worked with this command. Try it.
  13. You can create a new respawn point with https://community.bistudio.com/wiki/BIS_fnc_addRespawnPosition
  14. Yes, https://community.bistudio.com/wiki/stance jump = { // your jumping code as a function _vel = velocity player; _dir = direction player; _speed = 1; player setVelocity [ ((_vel select 0) + (sin _dir * _speed)), ((_vel select 1) + (cos _dir * _speed)), ((_vel select 2) + 5) ]; }; if (isNil "player_jump_time" ) then // function only executet when variable player_jump_time not set for the player { if ((vectorMagnitude velocity player) == 0 || (stance player) == "CROUCH" || (stance player) == "PRONE") then { hint "I am standing now! and cannot jump"; } else { call jump; player_jump_time = [player,time]; // variable player_jump_time will be set }; } else { //if variable set this part will executet if ((player == player_jump_time select 0) && (time > (player_jump_time select 1 ) + 5)) then // here we check if the player_jump_varialble is right player and also if the time (here 5 seconds.) { if ((vectorMagnitude velocity player) == 0 || (stance player) == "CROUCH" || (stance player) == "PRONE") then { hint "I am standing now! and cannot jump"; } else { call jump; player_jump_time = [player,time]; // variable player_jump_time will be set in the eles part }; }; };
  15. Sometimes the init.sqf loaded to fast. Insert simple a sleep 3; before the eventhandler and than it will run. sleep 3; moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 57) then {_nul = [] execVM 'jump.sqf'};"] You can check your own speed. If it is zero you can add special code. jump = { // your jumping code as a function _vel = velocity player; _dir = direction player; _speed = 1; player setVelocity [ ((_vel select 0) + (sin _dir * _speed)), ((_vel select 1) + (cos _dir * _speed)), ((_vel select 2) + 5) ]; }; if (isNil "player_jump_time" ) then // function only executet when variable player_jump_time not set for the player { if ((vectorMagnitude velocity player) == 0) then { hint "I am standing now! and cannot jump"; } else { call jump; player_jump_time = [player,time]; // variable player_jump_time will be set }; } else { //if variable set this part will executet if ((player == player_jump_time select 0) && (time > (player_jump_time select 1 ) + 5)) then // here we check if the player_jump_varialble is right player and also if the time (here 5 seconds.) { if ((vectorMagnitude velocity player) == 0) then { hint "I am standing now! and cannot jump"; } else { call jump; player_jump_time = [player,time]; // variable player_jump_time will be set in the eles part }; }; };
  16. t.buur

    Using the Apex respawn system

    Your question is a little bit unclear. But I think you are talking about the loadout. add this to your description.ext class CfgRespawnInventory { class B_crew_F { displayName = "Panzerbesatzung"; vehicle = "B_crew_F" }; class B_soldier_AA_F { displayName = "Flugabwehrsoldat"; vehicle = "B_soldier_AA_F" }; class B_soldier_AAA_F { displayName = "zweiter Flugabwehrsoldat"; vehicle = "B_soldier_AAA_F" }; class B_Soldier_TL_F { displayName = "Truppführer"; vehicle = "B_Soldier_TL_F" }; class B_soldier_AT_F { displayName = "leichter Panzerabwehrschütze" vehicle = "B_soldier_AT_F" }; class B_Soldier_SL_F { displayName = "Soldier_SL"; vehicle = "B_Soldier_SL_F" }; class B_soldier_AR_F { displayName = "soldier_AR"; vehicle = "B_soldier_AR_F" }; class B_soldier_AAR_F { displayName = "soldier_AAR"; vehicle = "B_soldier_AAR_F" }; class B_soldier_M_F { displayName = "soldier_M"; vehicle = "B_soldier_M_F" }; class B_Sharpshooter_F { displayName = "B_Sharpshooter_F"; vehicle = "B_Sharpshooter_F" }; class B_soldier_LAT_F { displayName = "B_soldier_LAT_F"; vehicle = "B_soldier_LAT_F" }; class B_medic_F { displayName = "B_medic_F"; vehicle = "B_medic_F" }; class B_HeavyGunner_F { displayName = "B_HeavyGunner_F"; vehicle = "B_HeavyGunner_F" }; class B_soldier_AAT_F { displayName = "B_soldier_AAT_F"; vehicle = "B_soldier_AAT_F" }; }; and this to your init.sqf to activate the loadout { [west,"B_crew_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_AA_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_AAA_F"] call BIS_fnc_addRespawnInventory; [west,"B_Soldier_TL_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_AT_F"] call BIS_fnc_addRespawnInventory; [west,"B_Soldier_SL_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_AR_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_AAR_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_M_F"] call BIS_fnc_addRespawnInventory; [west,"B_Sharpshooter_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_LAT_F"] call BIS_fnc_addRespawnInventory; [west,"B_medic_F"] call BIS_fnc_addRespawnInventory; [west,"B_HeavyGunner_F"] call BIS_fnc_addRespawnInventory; [west,"B_Soldier_TL_F"] call BIS_fnc_addRespawnInventory; [west,"B_soldier_AAT_F"] call BIS_fnc_addRespawnInventory; }; Hope this helps
  17. Copy the eventhandler in a file named init.sqf in your mission folder. Thats all. During start up ARMA loads all commads in the init.sqf. Please have also a deeper look to the https://community.bistudio.com/wiki/Event_Scripts For the second point: You cannot work with a sleep command inside a eventhandler! So we have to found a solution within the jump sqf Try this jump = { // your jumping code as a function _vel = velocity player; _dir = direction player; _speed = 1; player setVelocity [ ((_vel select 0) + (sin _dir * _speed)), ((_vel select 1) + (cos _dir * _speed)), ((_vel select 2) + 5) ]; }; if (isNil "player_jump_time") then // function only executet when variable player_jump_time not set. { call jump; player_jump_time = [player,time]; // variable player_jump_time will be set } else { //if variable set this part will executet if ((player == player_jump_time select 0) && (time > (player_jump_time select 1 ) + 5)) then // here we check if the player_jump_varialble is right player and also if the time (here 5 seconds.) { call jump; player_jump_time = [player,time]; // variable player_jump_time will be set in the eles part }; }; // jump.sqf For me it works
  18. You don't need a change. 1.copy jump.sqf in a file in your mission folder with name jump.sqf _vel = velocity player; _dir = direction player; _speed = 1; player setVelocity [ ((_vel select 0) + (sin _dir * _speed)), ((_vel select 1) + (cos _dir * _speed)), ((_vel select 2) + 5) ]; // jump.sqf 2. copy eventhandler and paste it debug console. Run it. moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 57) then {_nul = [] execVM 'jump.sqf'};"] that is all. Now press space bar and you will jump. Later you can copy eventhandler in init.sqf or an equal file.
  19. So my code will work as a charm. Please try it, it runs. Without the keydown. It is not addaction. Be careful with the itnteraction menu (it is called addactien). It is an other thing. With my (and also your) code you define a new action by pressing a key. In Arma I know three types of eventhandlers: addEventHandler https://community.bistudio.com/wiki/addEventHandler addAction https://community.bistudio.com/wiki/addAction inGameUISetEventhandlers https://community.bistudio.com/wiki/inGameUISetEventHandler All of them work a little bit differently. That make it hard for beginners to find the right one and also to find the right words to describe their problems. regards
  20. For me it works with following changes: moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 57) then {_nul = [] execVM 'jump.sqf'};"] and _vel = velocity player; _dir = direction player; _speed = 1; player setVelocity [ ((_vel select 0) + (sin _dir * _speed)), ((_vel select 1) + (cos _dir * _speed)), ((_vel select 2) + 5) ]; // jump.sqf some comments: if you want to know what's in the _this variable use hint str _this Be careful in eventhandelers with double quotes " . Mostly you better use single quotes ' Your script jump.sqf was written by you as function. Then you have to use call or spawn. For me it is not clear what you mean with Maybe you can explain a little bit more.
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