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Rawshark

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About Rawshark

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  1. @stburr91 Well, I'll be...that is actually what I was after! It looks a breeze to implement even without the Vop objects (I was just going to re-purpose the ACE vehicle keys anyway). Thanks my dude!
  2. Cheers thanks, I think I see what needs to be done now. Thanks for the advice.
  3. @wogz187 Hey thanks for the link, having taken a look at GOM's post I am not entirely sure how I can best adapt it for my needs. From GOM's post: Unless I am misunderstanding something (again, I am not very good at this) but it looks like the script is: a) checking if a player is the owner of the building b) adds the "unlock door" option to the scroll menu if the player is the owner of the building -else- it fires the systemchat with "This door is locked!"; If that's correct, then, so far so good! However, I am not building a big mission, I am just trying to keep access to a single building restricted until a player interacts with it after collecting a key. In which case, how exactly do I adapt GOM's script to reflect that via this "ownership" method? Would something like this work: mission initialises with target building locked -> player picks up the key (eg: a notebook) -> this sets the player as the owner of the building? GOM mentions: _building = cursorObject; _owner = player; //this sets the player as owner and locks all doors and adds all respective actions _init = [_building,_owner] call GOM_fnc_initBuildingDoors; As someone struggling with scripting...how do you run this script mid-mission? Can't this be done via triggers? I am a bit puzzled still, sorry!
  4. Hi all, So I have a building (a military cargo house) in my MP mission that I have locked by putting the following into the init field: building1 setVariable ['bis_disabled_Door_1',1,true] I also have a "key" that will unlock the door to said building with: key addAction ["Pickup Key", {deleteVehicle key; building1 setVariable ['bis_disabled_Door_1',0,true];}]; Everything works fine, however, I worry that the animation of a locked door alone might not be enough to inform any players without the key...that they should be looking for said key. In essence, I want to add a hint/system chat to appear whenever a player without the key takes the "Open door" addAction: hint "The door is locked. A key is required!"; The problem is, I don't know how to add that hint into the setup I currently have. Simply adding the hint into the init field of the building causes the hint to fire when the mission launches (which is not ideal) and I am not well versed in scripting to be able to figure this one out by myself. So if anyone can help me work out this problem -or- suggest an alternative method where I can lock and unlock a building door with the suggested hint integrated within, I would be so so grateful. Thanks again!
  5. In the mission that I am building I am trying to create a small squad of super-soldiers to go up against my players. I have done a mission like this before in vanilla by just adding this addEventHandler ["HandleDamage",{damage (_this select 0)+((_this select 2)/15)}]; into the init fields of the units in question and it has worked well enough in the past with the AI taking a lot more damage than normal before going down. This time around though I am using ACE and the above script just doesn't seem to work at all. I am fairly sure this might be down to how ACE handles damages but I am not versed enough in scripting to know how to modify (or even re-write) the script so it will play nicely with ACE. I am also aware that in the ACE medical setting I can tinker around with how much damage players and AI can take before going unconscious but that seems to apply a global effect when I only want to apply this to a selection of units. Anyone have any ideas or experience trying to do something similar with ACE?
  6. So I entered the code as is into the trigger activation and I get this error (https://imgur.com/DIB1mV6)..it says I am missing a ";" Edit: Nvm, the PlaySound "ambient1" needed the ";" at the end. All sorted, thanks for the help!
  7. Cheers, I'll try the updated one in the editor now. One last thing, if I may, I assume that this would all be identical if it was a music track instead..only changing cfgsound to cfgmusic and in the trigger changing playSound with playMusic. Just wanted to check there wasn't any extra steps with the latter. Thanks again for the help! 👍
  8. Thank you, that is pretty much what I have been after!
  9. Thanks for the reply. So if the trigger is set to activation type 'BLUFOR present' with the init: playSound "ambient1" That should mean that player(s) within the trigger hear the sound, and not everyone on the server? Also, if I wanted to loop a 90second soundclip, do I just modify the init as playSound "ambient1", sleep 90;
  10. So basically I am trying to setup a trigger based sound loop for an upcoming multiplayer mission. I have converted my audio file from mp3 to .ogg and have placed it in a 'sounds' folder within the Arma 3 mission folder. I have also setup the 'description.ext' file with the following script: class CfgSounds { sounds[] = {}; class ambient1 { name = "ambient1"; sound[] = {"\sounds\ambient1.ogg", 15, 1}; titles[] = {}; }; }; Within the trigger, which is set to trigger on the presence of BLUFOR in the trigger area I have the following in the init field: nul = [thisTrigger] spawn {while {true} do {(_this select 0) say3D "spooky1"; sleep 150;};}; As far as I can tell, this does seem to get the job done when testing in the editor..but I have a few issues. 1) I don't know if this only executes locally and so would go unnoticed by other players? Would it be better to initialise the trigger as: [thisTrigger, ["ambient1", 15, 1]] remoteExec ["say3d", 0, true]; to get everyone else to hear the sound as well? and 2) When testing the sound, it seems to originate from the centre of the trigger as opposed to uniformly within the area of the trigger, as in, the sound gets louder when you approach where the centre of the trigger zone would be and fades away as you proceed further away from it. In my particular case though I want the sound to be at a consistent level throughout the trigger area and cant seem to tweak that in the coding. Does anyone have any advice on the matter? Edit: I should add I am running ACE and don't know if that is/would effect anything.
  11. Guess the answer according to jonpas is to remove the ace_reload.pbo https://github.com/acemod/ACE3/pull/5877
  12. So I decided to try and get the ammo count to show on the HUD/Weapon info panel while running ACE 3 and tried enabling the "Ammo count" option in the ACE3 User Interface settings but that doesn't seem to work. When I test it in the editor I get the popup "cannot modify a forced User Interface element". I've applied on the server and set it to override the mission and client but no luck there. Is there a step I am missing? Any help would be appreciated.
  13. Thank you so much for the help, you legend!
  14. So for a multiplayer session, I want to create a script that will mark the position of any friendly BLUFOR player should they go unconscious/awaiting revive...and upon a successful revive have that maker be deleted. It's not a PvP mission so the marker should only be visible to players on the same side. This is what I've come up with so far but I haven't been able to test it atm. Can someone point out if there is any glaring errors with it or know a better code I could implement: _player = _x; _mrk = format ["%1",_player]; _mrk setMarkerTextLocal format ["%1 Injured",name _player]; _mrk setMarkerColorLocal "ColorRed"; I am not certain a) what BIS_func I have to call for checking player state as there only seems to be a 'BIS fnc paramReviveUnconsciousStateMode' option to check before dropping the marker b) I am not sure how to then remove said "injured" marker if the revive is complete. Could I get away with: While (true) do { injured marker code; } else {deleteMarkerLocal _x} forEach _markers; Any help would be appreciated as I am not the best at this. thanks.
  15. Hmm, but in my case they deploy the Airbrakes which, after a few seconds, leads to a nose dive/loss of altitude and a subsequent crash - not at all horizontal stable flight. I don't doubt you are wrong but I am not seeing any sort of "autopilot" engaging when opening a chat window, just a loss of altitude that's similar to when a client loses connection to the server. Hmm..if it is as you say though then..shit. Its a really annoying feature
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