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Everything posted by Lucullus
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Player's loadout issue / init.sqf
Lucullus replied to blackyesp's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not use setUnitLoadout? Loadout's are so easy... player setUnitLoadout [ [], [], ["hgun_Pistol_heavy_02_F","","","",["6Rnd_45ACP_Cylinder",4],[],""], ["U_BG_Guerilla1_1",[["FirstAidKit",2]]], ["V_Rangemaster_belt",[["SmokeShell",1,1]]], ["B_AssaultPack_Kerry",[]], "H_Bandanna_camo", "", ["Binocular","","","",[],[],""], ["","","ItemRadio","ItemCompass","ItemWatch",""] ]; More Information -
GENERIC ERROR IN EXPRESSION
Lucullus replied to AKMARK5000's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can reproduce the error only in the context of a group. -
[Release] GOM_fnc_ambientArtilleryFire V1.2
Lucullus replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I like it! Nice would be a given direction as fourth parameter like [20,70]. -
Your dialogs are all right, the scripts are examples for animate the progress. Create your dialog, animate the progress, close your dialog and open the next one. I've updated my first post. This shows you a way, HallyG's solution another. There are so many ways...
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give you an action named "Progress" and try... Edit: another one: first progressBar then display. I will only push you in the right direction, not write complete scripts, thats your part. the adddAction is only for demonstration.
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you defined a picture... class Xenoa_Ouverture1 : RscPicture _pgText = _ui displayCtrl 1001; and filled the picture with _pgText ctrlSetText format ["%2 (1%1)...","%"]; and your errormsg: 16:47:46 Warning Message: Picture (1%)... not found it crys: "I want a picture, not a text."
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waituntil with sleep technical question
Lucullus replied to dlegion's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why not test yourself? private _n = 0; while {true} do { waitUntil { systemChat str (_n); _n=_n + 1; sleep 6; {alive _x} count allPlayers isEqualTo 0; }; }; -
Problem with BIS_fnc_EGSpectator
Lucullus replied to xjoker_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Another solution: ["Initialize", [player, [], true, true, true, true, true, true, true, true]] call BIS_fnc_EGSpectator; with uiNamespace do { waitUntil {!isNull findDisplay 60492}; disableSerialization; _ctrl = findDisplay 60492 ctrlCreate ["RscStructuredText",-1]; _ctrl ctrlSetPosition [safezoneX+0.97*safezoneW,safezoneY,0.03*safezoneW,0.033*safezoneH]; _ctrl ctrlSetStructuredText parseText "<img size='1.4' image='\A3\Ui_f\data\GUI\Rsc\RscDisplayArcadeMap\icon_exit_ca.paa'/>"; _ctrl ctrlSetTextColor [0.9,0.9,0.9,1]; _ctrl ctrlSetBackgroundColor [0.1,0.1,0.1,0.9]; _ctrl ctrlAddEventHandler ["MouseButtonClick",{["Terminate"] call BIS_fnc_EGSpectator}]; _ctrl ctrlCommit 0; }; A button at the upper right corner. But Nikander´s is very cool. -
BIS_fnc_selectRandom picks same one every time. Why?
Lucullus replied to Mynock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is BIS_fnc_selectRandom in functionsviewer: /************************************************************ Random Select Author: Andrew Barron, rewritten by Warka, optimized by Karel Moricky, optimised by Killzone_Kid Parameters: array This returns a randomly selected element from the passed array. Example: [1,2,3] call BIS_fnc_selectRandom Returns: 1, 2, or 3 ************************************************************/ /// --- validate general input #include "..\paramsCheck.inc" paramsCheck(_this,isEqualType,[]) selectRandom _this KK has already changed it. -
on act: if (vehicle player in thislist) then {addCamShake [5, 5, 5]}
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I use logviewer. Not an analyzer, but sufficient for me.
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Help with displayAddEventHandler
Lucullus replied to Alert23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_KeyCar1 is a local variable, present in "KeyPressCar1.sqf" not in "JumpCar1.sqf". Make it global like KeyCar1. -
Using communications menu for options - any good scripts?
Lucullus replied to thirith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's why we like Arma, so many things are possible... -
Why is my random number returning "any"?
Lucullus replied to Rebitaay's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_plane = createVehicle [_getPlane, _spawnCoords, [], 0, "FLY"]; // Create enemy plane _plane addEventHandler ["killed", {sleep (floor random [15,60,120]); execVM "Scripts\SpawnHostiles.sqf"}]; _timer not defined in EH too late -
Using communications menu for options - any good scripts?
Lucullus replied to thirith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
For more commands you can make diary records like: myTag_com1 = {["Open",true] spawn BIS_fnc_arsenal;}; myTag_com2 = { if !(isNil "BIS_fnc_garage_center") then { deleteVehicle BIS_fnc_garage_center}; BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F",player getPos [10,getDir player],[],0,"CAN_COLLIDE"]; ["Open",true] spawn BIS_fnc_garage; playsound "click"; }; myTag_com3 = {skiptime + 2.0;playsound "click";}; myTag_com4 = {skiptime - 2.0;playsound "click";}; myTag_com5 = {openMap false;hintC "call or spawn what you want!"; }; player createDiarySubject ["Testmenu","Test"]; player createDiaryRecord ["Testmenu",["Commands"," <font color='#A0F020'><br/> <execute expression='[] call myTag_com1'>Arsenal</execute><br/> <execute expression='[] call myTag_com2'>Garage</execute><br/> <execute expression='[] call myTag_com3'>skipTime + 2</execute><br/> <execute expression='[] call myTag_com4'>skipTime - 2</execute><br/> <execute expression='[] call myTag_com5'>and so on...</execute><br/> </font>"]]; -
Set texture on terrain object
Lucullus replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yup hideObjectGlobal _terrainBillBoard; -
Set texture on terrain object
Lucullus replied to _SCAR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
and then hide the _terrainBillBoard with hideObject _terrainBillBoard; -
Init command doesn't work in Multiplayer
Lucullus replied to aviv13467's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What's wrong with Virtual Arsenal? If you want to access VA from object, then... yourNamedObject addAction ["Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; player enableStamina false; player addEventHandler ["Respawn",{player enableStamina false}]; -
Real Weather - dynamic weather for MP games
Lucullus replied to code34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Tankbuster Change line 26: _realtime = false; to _realtime = true; You can change the timeratio in line 42 & 43 @code34 nice script -
Init command doesn't work in Multiplayer
Lucullus replied to aviv13467's topic in ARMA 3 - MISSION EDITING & SCRIPTING
in initPlayerLocal.sqf: player addAction ["Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; player enableStamina false; player addEventHandler [ "Respawn", { player enableStamina false; player addAction ["Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; } ]; -
hors-bord minigun Take off one type off ammo from a vehicle
Lucullus replied to Dr. Jeff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this: _mag = YourVehicleName magazinesTurret [0]; YourVehicleName removeMagazinesTurret [_mag select 0,[0]]; -
This |#| marks the error. You want to execute a sqf-script, so use execVM
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Ask for (local _vehicle) in the loop, and there is an EventHandler "SeatSwitchedMan". Edit: OK, another try. In initPlayerLocal.sqf: player addEventHandler ["GetInMan",{_this spawn Luc_fnc_VehicleFuel}]; player addEventHandler ["SeatSwitchedMan",{_this spawn Luc_fnc_VehicleFuel}]; Function: Luc_fnc_VehicleFuel = { params ["","","_vehicle",""]; if !(isNil {_vehicle getVariable "Luc_fuel"}) exitWith {}; _vehicle setVariable ["Luc_fuel", 0]; _type = typeOf _vehicle; _mass = getMass _vehicle; _fuelCapacity = getNumber(configFile >> "CfgVehicles" >> _type >> "fuelCapacity"); _maxSpeed = getNumber(configFile >> "CfgVehicles" >> _type >> "maxSpeed"); _enginePower = getNumber(configFile >> "CfgVehicles" >> _type >> "enginePower"); private _correction = 0.002; if (_vehicle isKindOf "Car_F") then {_correction = 0.0035}; if (_vehicle isKindOf "Wheeled_APC_F") then {_correction = 0.0015}; if (_vehicle isKindOf "Tank_F") then {_correction = 0.0065}; waitUntil {sleep 0.5; isEngineOn _vehicle}; while {(alive _vehicle) and (local _vehicle)} do { if (isEngineOn _vehicle) then { _tank_content = 1 / _fuelCapacity; _consumption = ((_mass/_enginePower)*(speed _vehicle/_maxSpeed) * _tank_content * _correction) max 0.0001; _vehicle setFuel ((fuel _vehicle) - _consumption); }; sleep 1; systemChat format ["%1 - %2",_vehicle,fuel _vehicle]; //only for Test }; _vehicle setVariable ["Luc_fuel", nil]; }; tested only local! Edit2: "Wheeled_APC_F" only 45 liters???
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Trigger script not working correctly in MP
Lucullus replied to Luckyas's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You want a local effect on one client. Why ask for "ANYPLAYER" ?- 35 replies
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I would add an EventHandler ("GetInMan") to player and run the fnc local on Clients. In fnc ask for example: if !(local _vehicle) exitWith {}; edit: In initPlayerLocal.sqf: player addEventHandler ["GetInMan",{_this spawn AIMGAME_fnc_fuelConsumption}]; function: AIMGAME_fnc_fuelConsumption = { params ["","","_vehicle",""]; if !(local _vehicle) exitWith {}; ... your code here ... };