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Touhou

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Everything posted by Touhou

  1. Hi, I'm working on a mission and all I have to do to finish it is to add some icons... but can't. Let me explain. I took the script of the BIS Bootcamp MP that allows you to show you text and icon on your 3D view to show you where are the locations for the training. I added that to the FOB in the scenario, the text appear, some icons does as well... but only those inside the "ui_f_curator.pbo" with this path (exemple) : _iconWeapon = "a3\Ui_F_Curator\Data\RscCommon\RscAttributeInventory\filter_1_ca.paa"; I've tried for exemple to add an icon for the planes : _iconPlane = "a3\ui_f_data\GUI\Rsc\RscDisplayGarage\plane_ca.paa"; (note that this icon is already in arma, not a custom one) But it doesnt show up... I dont understand... is there anyone who knows how do use icons in the Draw3D ? only those inside the "a3\Ui_F_Curator\Data\RscCommon\RscAttributeInventory\......paa"; show up... here's both scripts : thanks for your help !
  2. Touhou

    icon Draw3D

    Ok gonna try that latet ! thanks
  3. I think you can use : time_start = diag_tickTime; time_running = true; _playerCalling = _this select 1 (select 1 return to the person who activated the trigger or command, selecto 0 being the holder of the command, which here is the trigger, if Im not wrong) 0 = [] spawn { while {time_running} do { _time = [(diag_tickTime - time_start),"MM:SS.MS"] call BIS_fnc_secondsToString; hintSilent format ["%1's Time: %2", _playerCalling, _time] call BIS_fnc_MP; sleep 0.001; }; };
  4. Hi guys ! I'm currently searching for a solution, I'd like to check if there is a specific item in the vehicle inventory... I use the addon "Hero survive" and I'm currently creating a script that allow to repair brokens car if you have the specifics items. But some of them like wheels and battery are to heavy for backpacks so... I'd like to check if the tyres etc are in the car inventory. something like : _vehicle = _this select 0; _Wheels = {"herl_o_tyer" == _x} count ("InventoryOfCar" _vehicle); // Like (BackpackItems _player) if (_wheels == 4) then { blablabla car is repaired...} else { blablabla wheels missing.... }; I have all the "blablabla" thing, I just need to know how to check the car inventory, I already know how to check if player has specific item in his vest/backpack/uniform... but for vehicle.... :/ Thanks.
  5. Hi everyone ! I'm stuck on something, i'd like to count items on a container. but I'd like to count _x for a group of item. I explaine myself : Every day (ingame) I check with a script if the box "Box" contain a certain amount of items, let's say that I check if there is some food in it. So I'd like to count if there is enough food (like 10 food item) in the box container, but it can be 2 carrots / 1 fish / 4 chickens etc... and I don't want to count like : _nbChicken = {"chicken" == _x} count (itemCargo MyBox); _nbFish = {"Fish" == _x} count (itemCargo MyBox); _nbFood = _nbChicken + _nbFish...... I'd like to make it this way : _table = ["Fish","chicken",etc....]; _nbFood = {_table == _x} count (itemCargo MyBox); is this possible ?
  6. Yeah I just find it 1 minute ago and it works haha, thanks by the way ;) Next time I'll search more longer before posting something x)
  7. Hi, I searching for a way to spawn units randomly in a marker. I've tried something with radius etc but it seems that units spawn even out of the marker and even on water... I'd like to spawn those units only on ground and in the definided marker. And I have another problem, The units I try to spawn are zombies... And when I choose to spawn 2000 of them with a debug marker to know where each zombies are, I don't find any zombies at the markers positions... is there any units limit on Arma 3 ?
  8. It's ok, I found myself how to make my script working properly. I spowned 3000 Zombies on Malden (but some of them are in water so they are instantly deleted) and there is no FPS cost.
  9. There is the code I'm using : Trigger : [200,"mkr_z"] execVM "Init_Z.sqf"; Init_Z : if (isServer) then { // Set probability of Zombies spawning 1-100% _probability = 80; // Show Zombies position on map (Debugging) _showZ = true; // Set Zombies classes Zombies_Slow = ["RyanZombieC_man_1slowOpfor","RyanZombieC_man_polo_1_FslowOpfor","RyanZombieC_man_polo_2_FslowOpfor","RyanZombieC_man_polo_4_FslowOpfor","RyanZombieC_man_polo_5_FslowOpfor","RyanZombieC_man_polo_6_FslowOpfor","RyanZombieC_man_p_fugitive_FslowOpfor","RyanZombieC_man_w_worker_FslowOpfor","RyanZombieC_scientist_FslowOpfor","RyanZombieC_man_hunter_1_FslowOpfor"]; Zombies_Medium = ["RyanZombieC_man_1mediumOpfor","RyanZombieC_man_polo_1_FmediumOpfor","RyanZombieC_man_polo_2_FmediumOpfor","RyanZombieC_man_polo_4_FmediumOpfor","RyanZombieC_man_polo_5_FmediumOpfor","RyanZombieC_man_polo_6_FmediumOpfor","RyanZombieC_man_p_fugitive_FmediumOpfor","RyanZombieC_man_w_worker_FmediumOpfor","RyanZombieC_scientist_FmediumOpfor","RyanZombieC_man_hunter_1_FmediumOpfor"]; Zombies_Fast = ["RyanZombieC_man_1Opfor","RyanZombieC_man_polo_1_FOpfor","RyanZombieC_man_polo_2_FOpfor","RyanZombieC_man_polo_4_FOpfor","RyanZombieC_man_polo_5_FOpfor","RyanZombieC_man_polo_6_FOpfor","RyanZombieC_man_p_fugitive_FOpfor","RyanZombieC_man_w_worker_FOpfor","RyanZombieC_scientist_FOpfor"]; private ["_distance"]; _rad1 = _this select 0; _mkr=(_this select 1); _mkr setmarkerAlpha 0; _pos=markerpos _mkr; _mkrY= getmarkerSize _mkr select 0; _mkrX= getmarkerSize _mkr select 1; _distance=_mkrX; if (_mkrY > _mkrX) then { _distance=_mkrY; }; for "_n" from 0 to 40 do { _Zpos=[(getMarkerPos _mkr select 0)-_rad1*sin(random 199),(getMarkerPos _mkr select 1)-_rad1*cos(random 199)]; if (_probability > random 100) then { null=[_Zpos,_showZ] execVM "Spawn_Z.sqf"; }; }; }; Spawn_Z.sqf : if (isServer) then { _Zpos= (_this select 0); _pos0= (_Zpos select 0); _pos1= (_Zpos select 1); _showZ= (_this select 1); _BARREL = createVehicle ["Land_BarrelEmpty_F",[_pos0,_pos1,0], [], 0, "can_Collide"]; sleep 0.5; _holder = createVehicle ["groundweaponholder",[_pos0,_pos1,0], [], 0, "can_Collide"]; deletevehicle _BARREL; _type = random 2; if (_showZ) then { _id=format ["%1",_Zpos]; _debug=createMarker [_id,GETPOS _holder]; _debug setMarkerShape "ICON"; _debug setMarkerType "hd_dot"; _debug setMarkerColor "ColorBlack"; _debug setMarkerText "Z"; }; hint "marker on"; //debug // Spawn Slow Zombie if (_type == 0) then { _eGrp = createGroup EAST; _Zunit = _eGrp createUnit [(Zombies_Slow call bis_fnc_selectRandom),position _holder, [], 0, "NONE"]; hint "zombie spawned"; //debug }; // Spawn Medium Zombie if (_type == 1) then { _eGrp = createGroup EAST; _Zunit = _eGrp createUnit [(Zombies_Medium call bis_fnc_selectRandom),position _holder, [], 0, "NONE"]; hint "zombie spawned"; //debug }; }; // Spawn Medium Zombie if (_type == 2) then { _eGrp = createGroup EAST; _Zunit = _eGrp createUnit [(Zombies_Fast call bis_fnc_selectRandom),position _holder, [], 0, "NONE"]; hint "zombie spawned"; //debug }; }; };
  10. Touhou

    AI groups to cargo

    Yeah, I wrote "Vehicle" for an exemple, I called my vehicle "C130J_tsp". Thanks for your reply and your help, I try this later !
  11. Hi ! I'd like to move all my team mates to a cargo, but when I use this command, I also move in cargo, but I don't want my player in cargo, only team mates. {_x moveincargo Vehicle;} forEach units group player; Someone have the answer ? Thanks
  12. Hi everyone, I try to make an AI shoot me with a RPG (vanilla one), but I search about 1h to make this happens and found this : 1 : rpg_1 forceWeaponFire ["launch_RPG7_F", "RPG7_F"]; rpg_1 doFire player; 2 : rpg_1 selectWeapon "launch_RPG7_F"; rpg_1 dowatch player; rpg_1 dotarget player; rpg_1 dofire player; But when I launch the mission, the STUPID AI take the RPG and holsters it immediately, and repeat it never ending .... Did someone know how to make this stupid AI shot me ? Thanks
  13. Touhou

    AI RPG SHOT

    Thanks ! I take a look ;)
  14. Hi ! I have a problem, When I put your VQI LEAP module on the map, there is no plane but only 3 guys, so I can't HALO or PARAJUMP... :/
  15. Hi ! Guys I need your help, I explain the problem : I need to kill a target, put him in a body bag and charge the body bag in a helico. I would like to check if the body bag is in the helico, but the classname of the body bag classname "ACE_bodybagObject" doesn't work, so I would like to give the body bag a variable like "bodybag_1" cause it work with variable. I try to use setVariable but... nothing... thanks
  16. Hi everyone ! I'm here to ask you if I'm the only one or this is the same for all of us. Since the Arma 3 update, all my CAMERA script are broken and the Live Feed module doesn't work anymore. Is this the same for you ? And if you have any solution or alternatives to attach a camera to something and stream it on a screen it may hel me a lot. Thanks
  17. Touhou

    ACE3 EventHandler

    Thanks to you guys It works ! :D
  18. Hi everyone ! I recently use ACE3 for the first time and I fall in love with it, but I don't understand how to use his Events Framework. I try to add an event like : If player load a body bag in cargo then the objetive is done. I found this but don't know how to use it to make it work properly : Event : ace_addCargo [_item (CLASSNAME or OBJECT), _vehicle, _cargoCount] Add Event : ["Event name", Code block, Event ID] call CBA_fnc_addEventHandler; so, if someone understand it and know how to do it, it will be sooooo good if you can explain me how to turn it into something that work. :D
  19. Hi ! I'm trying to add a variable to an item that are generated ingame but I don't know how to do it and I'ved searched for such two hours and nothing... So, I need to add a variable to a body bag that are generated when I bagged someone, I know only the classname of the bag that is "ACE_bodyBagObject"... so if you know something that work, thanks guys !
  20. Touhou

    ACE3 EventHandler

    Okay I understand now, but there is a subtlety, In the inventory of the player, the body bag are called "ACE_bodyBagItem" and when he bagged someone, this "ACE_bodyBagItem" turn into "ACE_bodyBagObject" that is a different object so the variable of "ACE_bodyBagItem" are not the variable of "ACE_bodyBagObject. So, I try fnc_BenInCargo = { ["_item","_vehicle"]; if (_item isEqualTo BenInABag) then { hint "hurray, you loaded him!"; }; }; But doesn't work :/
  21. Touhou

    ACE3 EventHandler

    Now, to load the bag into the helico... not a piece of cake. I tried this : _vehcile = Hawk_1 fnc_BenInCargo = { ["_item","_vehicle"]; if (_item isEqualTo "ACE_bodyBagObject") then { hint "hurray, you loaded him!"; }; }; ["ace_cargoloaded", fnc_BenInCargo] call CBA_fnc_addEventHandler; but it doesn't work... but if I change "ACE_bodyBagObject" by a varname it works.. so.. I need to set a variable to the generated body bag when Ben is bagged... don't know how to do it
  22. Touhou

    ACE3 EventHandler

    I tried this and it works but.... it told me that a local variable is in global variable fnc_BenInABag = { params ["_target", "ACE_bodyBagItem"]; if (_target isEqualTo BenLaden) then { hint "hurray, you bagged him!"; }; }; ["ace_placedInBodyBag", fnc_BenInABag] call CBA_fnc_addEventHandler; but it works, I have the hint in the screen. [EDIT] I deleted "params" behind ["_target"....]; and no more error message ! Works fine !
  23. Touhou

    ACE3 EventHandler

    Okay !!!! Thanks men ! You're my hero !
  24. Touhou

    ACE3 EventHandler

    I don't know how to use that... I know nothing about how eventhandler works
  25. Touhou

    ACE3 EventHandler

    Okay but I dont know how to assign the variable "special" to the body bag ingame, I only know the classname that is "ACE_bodyBagObject"... :/ If I follow your script, are you able to make the same for the Target who was killed ? I found this eventhandler ace_placedInBodyBag [_target, _bodyBag] so the target name is for exemple "Target_one". And are you able to explain me how to activate a trigger when the target are placed in the bodybag ? Something like : If Target_one placeinbodybag the {true} Thanks
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