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About Stormmy1950

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  1. Stormmy1950

    Picture sizes?

    https://community.bistudio.com/wiki/ImageToPAA Paa pictures only work in 2x2 Format. And here is a good website for quick paa convertion https://paa.gruppe-adler.de/ i usually do 1024x1024
  2. Stormmy1950

    Select Respawn Tameplate

    I am confusion? i am aware that logged admin or host can change mission parameters and that is what i want basicly i want for who ever is logged in admin or a host to be able to choose to play mission eather on Perma Death or just normal Menu position spawning. I manage to make custom Mission parameters that will be eather true or false depending on what admin or host chooses. But the Problem that i have is how to switch between 2 diffrent respawn templates.
  3. What MadRussian said you could use https://community.bistudio.com/wiki/lineIntersectsSurfaces. Here is a example i got from a mod called: Anti Wall Glitch Fix by Nerexis Check for is unit gliching: if (NER_antiWallGlitch_checkHead) then { _obstacles = lineIntersectsSurfaces [ [(eyePos _unit select 0) + (eyeDirection _unit select 0)*NER_antiWallGlitch_distance_head, (eyePos _unit select 1) + (eyeDirection _unit select 1)*NER_antiWallGlitch_distance_head, (eyePos _unit select 2) + (eyeDirection _unit select 2)*NER_antiWallGlitch_distance_head], eyePos _unit, _unit, objNull, false, NER_antiWallGlitch_checkMaxResultsCount, NER_antiWallGlitch_checkGeom, NER_antiWallGlitch_checkGeom, true ]; _isGlitching = count _obstacles > 0; }; And here is a teleport fnc that will teleport unit if he is glitching: params["_unit"]; private _force = NER_antiWallGlitch_punishByTeleport_strength; private _oppositeVelocity = vectorNormalized ( (velocity _unit) vectorMultiply -1); private _oppositeVelocityWithForce = _oppositeVelocity vectorMultiply _force; _unit setPos ((getPos _unit) vectorAdd _oppositeVelocityWithForce);
  4. Hi guys. So i was wondering is it possible to Select between 1 or multiple respawn templates. I want for players when they are in lobby to select if they want Perma death or not. if Yes When player dies he goes to Spectator mode until all players are dead and then end Scenario. But if not If they select normal respawn i want them to have the MenuPosition respawn template. So i have this so far. In Description.ext: saving = 0; disabledAI = 0; respawn = "BASE"; respawnTemplates[] = { "MenuPosition", "Spectator" }; respawnOnStart = -1; class Params { class PermaDeath { title = "Do you want to enable PermaDeath ? [0 - FALSE, 1 - TRUE]"; values[] = {0,1}; default = 0; file = "CustomRespawn.sqf"; }; }; And CustomRespawn.sqf: PermaDeathEnabled = ["PermaDeath",1] call BIS_fnc_getParamValue; if(PermaDeathEnabled == 1) then { hint "True"; //now how to change respawn tamplate depending on what players choose in lobby screen ? }else { hint "False"; };
  5. Stormmy1950


    Hi guys. So i am currently working on a SCP Scenario the intro in the scenario and i have next problem. So in Intro script i have a Video that plays when players load in and that works great but the problem is the next part. So basicly in intro i have 2 parts 1. is the video that plays shoort introduction and 2. is the text done with titleText and sleep commands. But the problem is in trasnition between video to text part. There is like a split second that shows players gun and stance (normal arma view) and i would like to remove that if possible. PS. Allready tried to put Titletext before the video but what happends is the video gets coverd by title Text so you are unable to see the video if titletext is befor that. Code: /* _video = "Media\Video\SCP_Logo_Animation.ogv"; _screen = "Land_TripodScreen_01_large_F" createVehicle (player modelToWorld [0,10,0]); _screen setObjectTexture [0, _video]; [_video, [10, 10]] call BIS_fnc_playVideo; */ if (!hasInterface) exitWith {}; waitUntil{sleep 0.1; time > 0}; //0 fadeSpeech 0; //0 fadeRadio 0; //0 fadeSound 0; private _video = ["Media\Video\SCP_Logo_Animation.ogv"] spawn BIS_fnc_playVideo; waitUntil {scriptDone _video}; //in this line is where the transition happening and where you are able to see split second of a normal arma view private _intro = [] spawn { //sleep 1; playMusic "EventTrack01_F_EPC"; titletext["<t color='#ffffff' size='2.5' font='EtelkaMonospaceProBold' align='center'>We die in the dark, so you can live in the light.<br/> <t size='1' color='#8b0000' font='EtelkaMonospaceProBold' >~ Another unofficial motto of the Foundation.</t> </t>","BLACK FADED",10,true,true]; sleep 5; titleText ["","BLACK FADED",10]; sleep 1; titleText["<t color='#ffffff' size='2.5' font='EtelkaMonospaceProBold' align='center'>You will be defined not just by what you achive, <br/>but by how you survive.</t><br/> <t color='#8b0000' size='1' font='EtelkaMonospaceProBold'>~ Sheryl Sandberg</t>","BLACK FADED",10,true,true]; sleep 7; titleText ["","BLACK FADED",10]; titleText["<t color='#ffffff' size='2' font='EtelkaMonospaceProBold' align='center'>In the middle of the journey of our life <br/> I found myself within a dark woods<br/> where the straight way was lost</t><br/> <t color='#8b0000' size='1' font='EtelkaMonospaceProBold'>~ Dante Alighieri, Inferno </t>","BLACK FADED",10,true,true]; sleep 8; titleText ["","BLACK FADED",10]; sleep 1; titleText ["<t color='#8b0000' size='5' align='center'>Legion Presents</t>","BLACK FADED",10,true,true]; sleep 5; titleText ["","BLACK FADED",10]; //Picture _TAG_Picture = findDisplay 46 ctrlCreate ["RscPicture", 200000]; _TAG_Picture ctrlSetPosition [0, 0, 1,1]; _TAG_Picture ctrlCommit 0; _TAG_Picture ctrlSetTextColor [1, 1, 1, 1]; _TAG_Picture ctrlSetText "Media\Images\SCP_LOGO1024x1024_IntroLogo.paa"; sleep 7; ctrlDelete ((findDisplay 46) displayCtrl 200000); }; /* titleText ["","BLACK FADED",10]; _TAG_Picture = findDisplay 46 ctrlCreate ["RscPicture", 200000]; _TAG_Picture ctrlSetPosition [0, 0, 1,1]; _TAG_Picture ctrlCommit 0; _TAG_Picture ctrlSetTextColor [1, 1, 1, 1]; _TAG_Picture ctrlSetText "Media\Images\SCP_LOGO1024x1024_IntroLogo.paa"; titleText ["","BLACK IN",10]; this setObjectTextureGlobal [0,"Media\Images\van_body_Vrana_CO2.paa"]; */ waitUntil {sleep 0.1; scriptDone _intro}; titleText ["","BLACK IN",10]; _camera = "camera" camCreate (getpos player); _camera cameraeffect ["terminate", "back"]; camDestroy _camera; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [50]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 2;
  6. Hi guys so i am curious how these 2 fnc work. Where they store capture data and how to extract that Data in game if possible. Basicly i am looking for AAR that could be played on the map in Game and not using thrd party program. 1 fnc: https://community.bistudio.com/wiki/BIS_fnc_diagAAR 2 fnc: https://community.bistudio.com/wiki/BIS_fnc_diagAARrecord
  7. Stormmy1950


    Yo my man. Ty very much.
  8. Stormmy1950


    Bump! Dose anybody have any idea how i could make it so. The draw3d Compass dose not bounce around while flying over uneven terrain ?
  9. Stormmy1950


    Hi guys so i made a script 3dcompass that only shows in targeting pods and checks the zoom level of targeting pod and adjust the size of the compass. That works great. Only thing that is kinda bothering me is when you are in the plane the compass is going up and down depending on the terrain is there any way i can disable that of going up and down. Code: https://sqfbin.com/gopivayehubibuwixela I know i need to add something to this line: _center = positionCameraToWorld [0,0,3];
  10. Stormmy1950

    need help

    I guess you can Dmg the weapon on the ground and it will remove the interaction: {_x setDamage 1} forEach (nearestObjects [player,["WeaponHolderSimulated"],5]); Taken from this Tread:
  11. 0 = [this,"DELAY=",30,"PAUSE=",25,"EXIT=",myExitTrigger2,"INIT=", "{_x disableAI 'PATH'} forEach (units _ProxyThis);(group _ProxyThis) setVariable ['Vcm_Disable',true]"] spawn jebus_fnc_main; Like this myb ?
  12. No need for _eachHumanPlayer var all you need to do is this: ["You can hear a Helicopter in the distance."] remoteExec ["systemChat"]; Also you can check more how remoteExec works more here : https://community.bistudio.com/wiki/remoteExec and for multiplayer scripting you can check here: https://community.bistudio.com/wiki/Multiplayer_Scripting
  13. On the last page there should be latest version of sqf auto completion and highlighting.
  14. Stormmy1950

    Need vehicle group AI for

    Honestly it would help you if explained it a bit more what do you need help with. If i understand this correctly it you want to choose random type of vehicle then from there you want to choose random vehicle if so it should go something like this: LightVeh = ["rhsgref_BRDM2_msv","O_G_Offroad_01_armed_F"]; MedVeh = ["rhs_btr60_msv","rhs_btr70_msv","rhs_btr80_msv","rhs_bmp2k_tv"]; HeavyVeh = ["rhs_t72ba_tv","rhs_t80","rhs_t80a"]; private _randomNumber = (floor random 3); switch (_randomNumber) do { case 1: { private _randomLightVeh = selectRandom LightVeh; private _lightVeh = createVehicle[_randomLightVeh,position player,[],0,"None"]; }; case 2: { private _randomMedVeh = selectRandom MedVeh; private _MedtVeh = createVehicle[_randomMedVeh,position player,[],0,"None"]; }; case 3: { private _randomHeavytVeh = selectRandom HeavyVeh; private _HeavytVeh = createVehicle[_randomHeavytVeh,position player,[],0,"None"]; }; default {systemChat "testing!";}; };
  15. So basicly what am i doing here is i have array of jets, array of spawn positions for jets and array of move waypoints. Then i selectrandom jet, position and waypoint. Then i create a CSAT pilot at the 0,0,0 position in the world it shold be at bottom left corner of the map. then i create the jet that is selected randomly from a array, at the random spawn postion. Then in the script i move the pilot from 0,0,0 position to driver of a jet. then i give him the waypoint to random location. 2.If you copyied the code from the from here make sure there is no hidden characters. 3.How are you executing this code from addaction,trigger,ace interaction ? 4. if you copy the code from here there should't be any hidden characters: https://pastebin.com/Q8bkwHqc