Mr H.
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Everything posted by Mr H.
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@Evan_Olson I did mean to troll a little but not to be insulting (and I don't think I was). Anyway glad you found what you were looking for.
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First and foremost because A3L players naturally infer that life is all there is to arma, that we know what they're talking about when they don't explain and that people here are gonna do their scripts for them.
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This function does exactly that: https://community.bistudio.com/wiki/BIS_fnc_stalk
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AddAction to Manual Camera
Mr H. replied to Paskinder Singh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you want the cam to follow the kestrel around just create a cam (that's not a kestrel) and attach a kestrel object in front of it. That's a suggestion, I haven't tried it and don't know if it will work or if it's the effect you're aiming at. -
AddAction to Manual Camera
Mr H. replied to Paskinder Singh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is workable and quite easy to do, many people use cameras and make them exit by keypress, I've done it in a mod for a bullet cam here's an example: https://github.com/MisterHLunaticwraith/MRHMilsimTools/blob/DevBranch/Addons/MRHSniperAid/Functions/fn_MilsimTools_SniperTraining_BulletCam.sqf I allow killing the cam by pressing enter with this snippet: _ehKeyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", { _toggleStatus = player getVariable 'MRH_BulletCamUserPref'; if (isNil '_toggleStatus') then {_toggleStatus = false;}; if ((_this select 1) == 57) then { if (_toggleStatus) then {_toggleStatus = false; hint (localize'STR_MRH_SniperTraining_BCOFF');} else { _toggleStatus = true; hint (localize 'STR_MRH_SniperTraining_BCON');}; }; player setVariable ['MRH_BulletCamUserPref', _toggleStatus]; if ((_this select 1) == 28) then { _cam = player getVariable "MRH_BulletCam"; if (isNil "_cam") ExitWith {}; _cam cameraEffect ["terminate","back"]; camDestroy _cam; }; Found here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/blob/DevBranch/Addons/MRHSniperAid/Functions/fn_MilsimTools_SniperTraining_onTrainingZoneEntered.sqf but there are many other things going on in these functions, you would have to sort out what you need from the code. -
AddAction to Manual Camera
Mr H. replied to Paskinder Singh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you must pass the parameters to what's between {} it is executed in a different scope and therefore not received properly. for example: _myScript = {params ["_unit]; deleteVehicle _unit}; //parameter must be passed so; [someunit] Spawn _myScript; But that's not perhaps the wisest way to go about it, you'll get mixed up very quickly with the script you posted above. Also why the while loop? it doesn't seem necessary to me. while {true} do {YOURTAG_cam cameraEffect ["FIXED", "BACK"];} This will constantly close the cam (and throw errors once you destroy it) it is absolutely not necessary. Finaly when I said: What I meant was tag your variable with your OFPEC tag it's not an obligation but it's good practice and it often avoids conflicts with other scripts/functions/variables. So in YOURTAG_cam YOURTAG should be your own personal tag. Eg. MY online handle is Mr H. so I tag all my addons/functions/public & global variables "MRH" hence in a script of mine the cam would be called MRH_cam (since it's not a private variable and cam is a very common variable name). Private variables such (beginning with _) such as: _thisIsAnExample do not need to be tagged since they are private. -
Does anybody know of a way to extract/get the map image that is generated by the strategic map function? (to an image file obviously)
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Solution found emftopng can be found on killzone kid's google drive https://drive.google.com/drive/u/0/folders/0B29LgF9v_YpQd1pjcjRsbXhTRHc also check is tutorial: http://killzonekid.com/arma-scripting-tutorials-how-to-export-topography/
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and now I'm hitting another bump: Trouble is I have no such file in my arma 3 tools folder
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EDIT Bis:I had heard of this procedure somewhere but the correct process wasn't mentioned, now with the link you provided, using the correct procedure works, you need to be in admin, and open the 2d editor! Thanks @TeTeT
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I have tried and it doesn't work :-( EDIT: When I tried I wasn't in administrator mode, I will try again ^^
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AddAction to Manual Camera
Mr H. replied to Paskinder Singh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The fact that you cannot use the add action to kill the cam is normal (the action is attached to the player object), the workaround is to define a key to exit the cam view. Also yous should consider naming your cam YOURTAG_cam instead of just cam (just for good practice and to avoid possible conflicts. Using player cameraEffect ["terminate","back"]; instead of cam cameraEffect ["TERMINATE", "BACK"]; should allow you to regain control. -
That's what i said ^^ look above
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here's an example: findDisplay 46 displayAddEventHandler ["KeyDown", { if (inputAction "showMap" >0) then {call MRH_fnc_MilsimTools_EnhancedMap_openMapInputAction;}; }]; }; and here's the list of inputAction actions: https://community.bistudio.com/wiki/inputAction/actions
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try if ((h1 emptyPositions "cargo") ==0)
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If you have cba enabled you can use its setting system to define keys, if you do not want a dependency to cba you can use https://community.bistudio.com/wiki/displayAddEventHandler
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Taking a screenshot can never get the whole map as a picture, just what's shown on screen, i'd like to be able to extract or generate a full map image, like the one generated for the strategic map (or the actual map but strategic look better) the end game being to get pictures to texture a map object. I've resorted to taking screenshots, but having real exports would be awesome.
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Getting BIS_fnc_fireSupportVirtual to work with RHS ammo
Mr H. posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to use BIS_fnc_fireSupportVirtual to work with RHS artillery assets (the m119a2 arty canon for the moment). But so far with no luck. I got the magazine classnames by getting in the m119a2 and using currentMagazine vehicle player; while changing the type of ammo in the artillery computer. I obtained these: "HE-FRAG M1" //"RHS_mag_m1_he_12" "Illumination M314" //"rhs_mag_m314_ilum_4" "Smoke M60A2" //"rhs_mag_m60a2_smoke_4" But using [player,"rhs_mag_m60a2_smoke_4",10,1,0] call BIS_fnc_fireSupportVirtual will not work. While [player,"32Rnd_155mm_Mo_shells",10,1,0] call BIS_fnc_fireSupportVirtual (vanilla ammo) works. I was wondering if maybe I was not using the correct classnames. Any ideas? -
Getting BIS_fnc_fireSupportVirtual to work with RHS ammo
Mr H. replied to Mr H.'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks I had just right now figured that out and was searching how to get the ammo type, your answer is perfect and comes just in time, as usual @Larrow! -
[Help w/Dialog/] Dialog Button help
Mr H. replied to overlord970's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The defines (base classes) must be read by the engine BEFORE the dialogs. Which means your description.ext should look something like that: #include "YourDefinesFile.hpp" #include "YourDialogsFile.hpp" Assuming you did that at first glance I don't notice anything wrong with your code. You should also favor safezone over GUI_GRID and @beno_83au is right the order is important. -
[MP] How to setVariable to inventory's item?
Mr H. replied to God of Monkeys's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ACRE2 tracks its radios too but they only appear as the same item in the inventory, maybe they use a different method. -
[ACE] calling progressBar does not work in vehicles
Mr H. replied to mattjb's topic in ARMA 3 - MISSION EDITING & SCRIPTING
* 0: Total Time (in game "time" seconds) <NUMBER> * 1: Arguments, passed to condition, fail and finish <ARRAY> * 2: On Finish: Code called or STRING raised as event. <CODE, STRING> * 3: On Failure: Code called or STRING raised as event. <CODE, STRING> * 4: (Optional) Localized Title <STRING> * 5: Code to check each frame (Optional) <CODE> * 6: Exceptions for checking EFUNC(common,canInteractWith) (Optional)<ARRAY> in parameter 6 try: ["isNotInside"], I know that for self interact you have to do this to make it available in vehicles, so maybe it's the same for the progressbar -
with the latest code you posted it can't work, since you do not set the data also, stupid question but: do you test it in MP? It won't work if you try in SP EDIT: also if you're planning on doing something more elaborate further down the line you should maybe create a dialog with the UI editor and not create all your controls by script, it will save you a lot of trouble.
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maybe with lbSetData [ 1500, _index, (name _x) ]; also check that your button works properly with a simple hint before.
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Bulletproof Windows and Tires
Mr H. replied to JohnKalo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yet @Grumpy Old Man's solution is a good one, event handlers are not that complicated either! I doubt you'll find a simpler way anyway.