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Coladebote

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Everything posted by Coladebote

  1. Hello guys: I have prepared a very simple intro for the missions. It is a black background where several texts appear every 10 seconds. It lasts one minute, which is accompanied by a musical tune. When I test it in the editor, in MP mode, it works perfectly. The problem arises when I upload it to the server. A lag occurs because the intro starts rolling before the initial mission loading screen ends. I have tried to solve it with a longer delay (sleep 20), but it does not seem to me to be a very accurate system. Can somebody help me? Thank you.
  2. Coladebote

    Problem with an intro

    //A test loading screen lasting 20 seconds [] spawn { [ "MyLoadingScreen" ] call BIS_fnc_startLoadingScreen; uiSleep 20; [ "MyLoadingScreen" ] call BIS_fnc_endLoadingScreen; }; //Wait for briefing to finish ( Continue has been pressed ) waitUntil{ getClientStateNumber >= 10 /*"BRIEFING READ"*/ }; //Wait unitl the mission display is initialised waitUntil{ !isNull findDisplay 46 }; //Blackout screen titleCut[ "", "BLACK FADED", 100 ]; //Wait for all loading screens to finish( this include BIs mission load as well ) waitUntil{ missionNamespace getVariable[ "BIS_fnc_startLoadingScreen_ids", [] ] isEqualTo [] }; //Do intro stuff sleep 16; playSound "intro"; { _x params[ "_txt", [ "_height", 1 ], [ "_layer", 890 ] ]; [ _txt, safeZoneX+0.71, safeZoneY+safeZoneH-_height, 4, 4, 0, _layer ] spawn BIS_fnc_dynamicText; sleep 10; }forEach[ [ format[ "<img shadow='0.8' size='8' image='%1' />", "pics\firma.jpg" ], 1.6 ], [ "<t size = '0.8'>TEXT</t>" ], [ "<t size = '0.8'>TEXT</t>" ], [ "<t size = '0.8'>TEXT</t>" ], [ "<t size = '1.2'>TEXT</t>" ], [ "<t size = '0.8'>TEXT</t>" ] ]; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust[ 6 ]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust[ 0.0 ]; "dynamicBlur" ppEffectCommit 5; //Intro finished, remove blackout titleCut[ "", "BLACK IN", 10 ]; Hi guys, with this code it works perfectly both in the editor and on the dedicated server. This is the change I have made: // Do intro stuff sleep 16; playSound "intro"; by changing the value of "sleep 16" i can make finer adjustments. It may not be the most orthodox solution, but it works, which is what it is all about. Thanks everyone for your help.
  3. Coladebote

    Problem with an intro

    Larrow, the idea is that on the server, when the initial screen is passed, where a small photo appears with the title of the mission and the name of the author, the mission starts with the intro. In the editor it works fine, but on the server, the intro starts while the small photo is still on the screen. I don't know if that way I am better understood. It may be related to this topic: onPreloadFinished {TAG_ReceivingScreenDone = true}; Thank you.
  4. Coladebote

    Problem with an intro

    //Wait unitl the mission display is initialised waitUntil{ !isNull findDisplay 46 }; //Blackout screen titleCut[ "", "BLACK FADED", 100 ]; //Wait for all loading screens to finish( this include BIs mission load as well ) waitUntil{ missionNamespace getVariable[ "BIS_fnc_startLoadingScreen_ids", [] ] isEqualTo [] }; //Do intro stuff playSound "intro"; { _x params[ "_txt", [ "_height", 1 ], [ "_layer", 890 ] ]; [ _txt, safeZoneX+0.71, safeZoneY+safeZoneH-_height, 4, 4, 0, _layer ] spawn BIS_fnc_dynamicText; sleep 10; }forEach[ [ format[ "<img shadow='0.8' size='8' image='%1' />", "pics\firma.jpg" ], 1.6 ], [ "<t size = '0.8'>TEXT:</t>" ], [ "<t size = '0.8'>TEXT</t>" ], [ "<t size = '0.8'>TEXT</t>" ], [ "<t size = '1.2'>TEXT</t>" ], [ "<t size = '0.8'>TEXT</t>" ] ]; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust[ 6 ]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust[ 0.0 ]; "dynamicBlur" ppEffectCommit 5; //Intro finished, remove blackout titleCut[ "", "BLACK IN", 10 ]; Guys, with this intro in the editor it works perfectly, but the problem persists on the server. the intro starts before the loading screen ends, so the first item of the intro is not visible. Any ideas?
  5. Coladebote

    Problem with an intro

    With this code, the intro starts before the loading screen ends, even in the editor, which was not the case before. The first time I tried it, the music did not play. I have replaced this (// playSound "intro";) with this other (playSound "intro";) so that the music will be heard. I have not continued doing the tests on the server, seeing that it did not work locally. I am doing something wrong? I apologize, but you already know that I am of letters. //Wait for briefing to finish ( Continue has been pressed ) waitUntil{ getClientStateNumber >= 10 /*"BRIEFING READ"*/ }; //A test loading screen lasting 20 seconds //[] spawn { // [ "MyLoadingScreen" ] call BIS_fnc_startLoadingScreen; // uiSleep 20; // [ "MyLoadingScreen" ] call BIS_fnc_endLoadingScreen; //}; //Wait unitl the mission display is initialised waitUntil{ !isNull findDisplay 46 }; //Blackout screen titleCut[ "", "BLACK FADED", 100 ]; //Wait for all loading screens to finish( this include BIs mission load as well ) waitUntil{ missionNamespace getVariable[ "BIS_fnc_startLoadingScreen_ids", [] ] isEqualTo [] }; //Do intro stuff playSound "intro"; { _x params[ "_txt", [ "_height", 1 ], [ "_layer", 890 ] ]; [ _txt, safeZoneX+0.71, safeZoneY+safeZoneH-_height, 4, 4, 0, _layer ] spawn BIS_fnc_dynamicText; sleep 10; }forEach[ //[ format[ "<img shadow='0.8' size='8' image='%1' />", "pics\image.jpg" ], 1.6 ], [ "<t size = '0.8'>RESENTA:</t>" ], [ "<t size = '0.8'>PARA LA COMUNIDAD HISPANA DE ARMA III</t>" ], [ "<t size = '0.8'>EPISODIOS DE GUERRA VIRTUAL</t>" ], [ "<t size = '1.2'>OPERATION KILLER WILDERNESS</t>" ], [ "<t size = '0.8'>EDITADA POR LOBITO</t>" ] ]; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust[ 6 ]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust[ 0.0 ]; "dynamicBlur" ppEffectCommit 5; //Intro finished, remove blackout titleCut[ "", "BLACK IN", 10 ];
  6. Coladebote

    Problem with an intro

    Ok, tonight, after work, I'll give it a try. I keep you informed. Thank you.
  7. Coladebote

    Problem with an intro

    A few addons. But I think that is not relevant, because, what it is about is not to start the intro on each player until the loading process has been completed.
  8. Coladebote

    Problem with an intro

    The intro and description are the two elements that I have used.
  9. Coladebote

    Problem with an intro

    //INTRO// titleCut ["", "BLACK FADED", 9]; [] Spawn { waitUntil{!(isNil "BIS_fnc_init")}; sleep 15; playsound "intro"; titleText ["","PLAIN DOWN"]; titleFadeOut 6; sleep 0; [ format ["<img shadow='0.8' size='8' image='%1' />", "pics\image.jpg"], safeZoneX+0.71, safeZoneY+safeZoneH-1.6, 4, 4, 0, 889 ] spawn bis_fnc_dynamicText; sleep 10; [ "<t size = '0.8'>TEXT</t>", safeZoneX+0.71, safeZoneY+safeZoneH-1, 4, 4, 0, 890 ] spawn bis_fnc_dynamicText; sleep 10; [ "<t size = '0.8'>TEXT</t>", safeZoneX+0.71, safeZoneY+safeZoneH-1, 4, 4, 0, 890 ] spawn bis_fnc_dynamicText; sleep 10; [ "<t size = '0.8'>TEXT</t>", safeZoneX+0.71, safeZoneY+safeZoneH-1, 4, 4, 0, 890 ] spawn bis_fnc_dynamicText; sleep 10; [ "<t size = '1.2'>TEXT</t>", safeZoneX+0.71, safeZoneY+safeZoneH-1, 4, 4, 0, 890 ] spawn bis_fnc_dynamicText; sleep 10; [ "<t size = '0.8'>TEXT</t>", safeZoneX+0.71, safeZoneY+safeZoneH-1, 4, 4, 0, 890 ] spawn bis_fnc_dynamicText; sleep 10; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 10]; }; //DESCRIPTION// class Header { gameType = COOP; minplayers=1; maxplayers=20; }; respawn = "3"; respawnDelay = 10; respawnDialog = true; showCompass=1; showRadio=1; showGPS=1; showMap=1; showBinocular=1; showNotepad=1; showWatch=1; author = "TEXT"; onLoadName = "TEXT"; onLoadMission = "TEXT"; loadScreen = "pics\image.jpg"; class CfgSounds { class intro { name = "intro"; sound[] = {\sounds\intro.ogg, 2.0, 1.0}; titles[] = {0, ""}; }; }; This is the code for the Intro and the description.
  10. Coladebote

    Problem with an intro

    Okay. Tonight when I get home I hang it up. Thank you.
  11. Coladebote

    showGPS false

    This is the idea: the mission starts with the GPS operational, at a specific moment the signal is temporarily lost. After a few minutes it returns to functional. I don't know if it can be, but that's the idea. Thanks guys for your help.
  12. Coladebote

    showGPS false

    Hello, That is not the idea. The point is that the mission begins with the GPS working properly. At one point in the mission, the GPS stops receiving a signal and you have to use the compass, until at another point the GPS receives data again and works again. That's the idea.
  13. Coladebote

    Visible zone/wall?

    Given the excellent contribution of wogz187, nothing more to say. Greetings from the Mediterranean coast.
  14. Coladebote

    Visible zone/wall?

    Hello, can you explain better. It is not very clear what you mean by "zone/wall visible"?
  15. Coladebote

    Unstable 'show / hide' module

    Thank you very much, Pierre. I will take your observations into account.
  16. Hello guys: The 'show / hide' module works perfectly in the editor, but when you move it to the server, sometimes it doesn't work, so it ruins your mission. Someone knows why it happens. A module that does not have full guarantees that it always works well, it is better not to trust it and, therefore, not to use it. A problem. Thanks.
  17. Coladebote

    Unstable 'show / hide' module

    Friend Pierre, in this video you can clearly see the example. Thanks for your interest. You know I admire you a lot.
  18. Coladebote

    Unstable 'show / hide' module

    I think I have not explained the matter well. The mission includes the Hide / Show modules, associated with units that are activated by a trigger. When I test the mission in the editor it does work. When I put the mission to roll on the server is when it doesn't work. Units are not displayed. It doesn't always happen, but on an IIWW mission it happened to me.
  19. Hello guys: This little code I insert into the trigger to parachute a supply net. There is only one problem, that a single network is not generated, several are generated. Can anyone tell me what it is due to? Code that I insert in 'ON ACTIVATE' of the trigger: cargo = "I_E_CargoNet_01_ammo_F" createVehicle getpos thistrigger;cargo setPos [getPos thistrigger select 0, getPos thistrigger select 1, 300];[objnull, cargo] call BIS_fnc_curatorobjectedited; ["AmmoboxInit",[cargo,true,{true}]] spawn BIS_fnc_arsenal; Thanks.
  20. Coladebote

    Launch of supplies by parachute

    Hello guys: With this code: 0 = thisTrigger spawn { if (isServer) then { cargo = "I_E_CargoNet_01_ammo_F" createVehicle (getpos _this vectorAdd [0,0, 300]); publicVariable "cargo"; [objnull, cargo] call BIS_fnc_curatorobjectedited; }; waitUntil {sleep 1; !isNil "cargo"}; ["AmmoboxInit", [cargo, true, {true}]] spawn BIS_fnc_arsenal; }; the supply network appears directly on the ground, right at the point where the trigger is. It does not parachute. The result is the same locally and on the server. I think the first option, with the activation of 'ONLY ON SERVER', works fine, although everything can be improved.
  21. Coladebote

    Launch of supplies by parachute

    Hi Pierre, Is that code correct? When I insert it into the trigger it tells me: 'invalid number in expression', and doesn't accept it. I'm sure I'm doing something wrong, right? Can you be a little more didactic? Thank you.
  22. Coladebote

    Launch of supplies by parachute

    Hello Harzach, Indeed, it is necessary to activate the option 'ONLY ON THE SERVER'. In a mission that I did more than a year ago, I already did it as you have indicated, but I did not remember it. I am attaching the link to download the EDITING TEST, to which I have incorporated the sound of an airplane passing, which is activated at the same time. The trigger has a 30 second delay. LINK TO DOWNLOAD: https://drive.google.com/file/d/1Mv9wBIB2M8LmPG4Xqd-TzS4C2SaR5XuD/view?usp=sharing So if someone is interested, they can also download it. Greetings Harzach and thank you very much.
  23. Hello guys: I'm trying to get an FIA shooter to appear at night with night vision. I have prepared this script but it gives an error and does not do its job. Can someone tell me what am I doing wrong? if (!isServer) exitWith {}; // SHOOTER // _markerstr = createMarker ["Unit_1",[3263.3,912.274]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "Unit_1"; _Unit_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_G_Sharpshooter_F"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; {_x setFormDir 0; _x allowFleeing 0; _x setdir 0; _x addItem "ACE_NVG_Gen4"; _x assignItem "ACE_NVG_Gen4"; _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x setUnitPos "AUTO"; _x setBehaviour "SAFE"; _x setCombatMode "RED"} forEach units _Unit_1; _Unit_1 action ["ACE_NVG_Gen4", _Unit_1 ]; sleep 4; Thanks.
  24. Coladebote

    Shooter with night vision

    Thank you very much Pierre. You know that this humble learner greatly values your opinions and advice. Thank.
  25. Coladebote

    Shooter with night vision

    Excellent. Suggested changes work perfectly. The shooter appears in the position with night vision activated. The little script, therefore, is as follows: if (!isServer) exitWith {}; // SHOOTER // _markerstr = createMarker ["Unit_1",[3263.3,912.274]]; _markerstr setMarkerShape "ICON"; _height = 0; _pos = getMarkerPos "Unit_1"; _Unit_1 = [ [_pos select 0, _pos select 1, _height], EAST, ["O_G_Sharpshooter_F"],[],[],[],[],[],0] call BIS_fnc_spawnGroup; {_x setFormDir 0; _x allowFleeing 0; _x setdir 0; _x linkItem "ACE_NVG_Gen4"; _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x setUnitPos "AUTO"; _x setBehaviour "SAFE"; _x setCombatMode "RED"} forEach units _Unit_1; sleep 4; Harzach, thank you very much for your help. Greetings from the Mediterranean coast.
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